The Opened Mind Table A (Inactive)

Game Master TheBobJones

Dice Rolls | Tactical | Jace’s Stanchion


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Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Seems indicated. That was what I suggested in my last post. I took up some time trying to find quieter ways in. :(

Kenax, iguana extraordinaire, have fun whatever you are doing.

Bob- On continuing playing in another scenario, count me in. Please.


Inactive

Bob - Sure, I'm in. I have 3 more exams during this and the next week, but then I'm okay.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Why do you have exams in January, Aidan? Summer school?

In any event good luck.


Inactive

Worse - Russia. :) We have exams twice a year in most universities - January and June. Usually it's 3-5 exams (or is it called finals? I'm not sure.) with a mark and 4-6 that are just "passed" or "not passed".


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

I just presumed the other players were all from the USA. Silly really.

Where are you in Russia?

I know something about Russia from being such a long term chess player, and so many of the best players are from the former Soviet Union. And that spilled over into an interest in contemporary Russian politics, grim topic though it is.


Inactive
Chillel wrote:
I just presumed the other players were all from the USA. Silly really.

I assume that to - a bit easier to schedule that way. And I think most are from the US anyway.

Chillel wrote:
Where are you in Russia?

In Abakan, near Krasnoyarsk (~6 hours on car).

Chillel wrote:
And that spilled over into an interest in contemporary Russian politics, grim topic though it is.

Oh politics. My advice to everyone who is not a politicain - don't touch it with a 10 foot pole.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Can Kazushi actually move forward to cast a spell with 2 PCs in the way?

GM or anyone who knows?


Inactive

Yes you can.


Dice Rolls | Tactical

Correct. Thanks for the quick response Aidan. Now get back to your homework. :)


Dice Rolls | Tactical

So as we wind down, if anyone is interested in reading up a bit on our next adventure, here is theThird Dawn Player's Guide. Everything in it is legal, including Racial Characteristics, Rangers (and the Ksarite Ranger), Equipment, and From the Deep Campaign & Regional Traits.

Languages and Philosophy & Religion will not be used.

The adventure will start in the Ophid Protectorate (pg. 15) in the town of Arbil (pg. 16).


Dice Rolls | Tactical

Still waiting on Tio and Kenax to see if you are interested in continuing to Third Dawn.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

I was aware I would be in trouble if most of our opponents saved. Hopefully I will end the round injured not dead. :(


Male NG Human Kineticist (Avant Guard) 2 | HP: 21/21 2 NL | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +7, R: +5, W: +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft | Magnum Opus Copies:5/5 [ooc]Active conditions: Burn: 1.

Sorry for the delay, I am indeed interested. Thought I posted as such, but it would not appear to be the case.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

I will be interested once vacation is over.


Male NG Human Kineticist (Avant Guard) 2 | HP: 21/21 2 NL | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +7, R: +5, W: +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft | Magnum Opus Copies:5/5 [ooc]Active conditions: Burn: 1.

For future reference, this is what usually happens when sorcerers and their ilk go ahead of the meatier members of the party. :P

Or at least, what's happened to every caster but one that I've seen do it. Grapplemancers are strange and wonderful things.

Edit: if you end up having more interested players than you're comfortable with, feel free to take me off the list first. While I really enjoy Tio, I'm picking up a second job, with the potential in the next month or two for a third, depending on how things go and whether I can handle it. I'd rather the players who have the time to put in the amount of effort your game would deserve.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Oh, I knew it was risky.

I didn't expect them all to save. And I hoped people more melee capable would move in and take some of the attacks that came back. And I didn't expect the +8 damage on that last attack, which is what really put Kazushi down.

Anyway, I have quite a few rounds before I actually snuff it.


Male NG Human Kineticist (Avant Guard) 2 | HP: 21/21 2 NL | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +7, R: +5, W: +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft | Magnum Opus Copies:5/5 [ooc]Active conditions: Burn: 1.

The only reason I was okay provoking with Lagun is that I could summon another. It would complicate things in the meantime, but he also has a fairly respectable AC for this level, and I'm a gambling man at heart when it comes to tabletop games.


Inactive

Now, what should we do with our reckless fox? I don't think we have any healing supplies, so the only thing we can do is to search the house.


Male NG Human Kineticist (Avant Guard) 2 | HP: 21/21 2 NL | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +7, R: +5, W: +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft | Magnum Opus Copies:5/5 [ooc]Active conditions: Burn: 1.

I believe so. Worse comes to worst, you, I, or Lagun can carry her gingerly where we need to go


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Unless our resident iguana can come up with a fancy roll, I think I will just lie here for a bit. Maybe you can hide me in a cupboard or something. Or I can become luggage, which is probably a better idea. :(


Dice Rolls | Tactical

Low level sucks. You all acquired some valuable resources and will have time to gear up before we start the AP.

In the meantime, what are you doing with Horrik et al?


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Ask Morris and Simon if they are any good at healing. Can't hurt. This is why clerics are prized. :(


Dice Rolls | Tactical

The older brother, Morris, grew in size during combat before and fights with a two handed sword.

His younger sibling Simon fights with knives, favoring a well-made blade with an ornate hilt. He has even been known to conjure knives from thin air.


Dice Rolls | Tactical

Seems we have defeated the BBEG and now the plotline has stalled. Handwaving the healing of Kazushi. Go back to 1 hp.

Time to make decisions. What do you all want to do?


Inactive

I say we explore the house. Not much else to do.


Dice Rolls | Tactical

Other than the normal day to day items you would find in a manor this size, there is nothing to note.

There is quite a bit still to do. You have to decide what to do with Horrik and the Stanchion's House Duarran has created. If you choose not to do anything about that, or after that, the caravan master will be leaving Jace's Stanchion in the morning for Abril, and he will offer you all a job on that.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

We absolutely have to do something about the Stanchions and the threat they were made to meet.

Just what I am unsure, but we have to do something.

I suspect the scenario calls for us to find a solution to the same threat House Duarran was holding at bay, without sacrificing people. I just don't have the answer at the moment. :(


Inactive

No idea either. It sure would be nice to find a solution, though. But if not - well, we can always leave.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

I return. And I will have some ideas on what to do regarding this. We wake the townsfolk up. Give it to them.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

I am not sure what you mean Kenax.

First we find out how the townsfolk are being mind controlled and stop it.

Then we let the townsfolk deal with the problem. Is that what you mean? The second part is not very heroic.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

Kenax is not a hero. He is a cold-blooded lizard.


Inactive

I'm at a loss. We can try to blow up the mines but will it stop the slime? I doubt we can help villagers in any way, since they have probably undergone too many mindwipes.
So, the only logical choice - to sacrifice Horrik to this slime or blow up the mine and try to explain everything to villagers. After that - leave with the caravan.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

My mind was working the same way. Up to the point it stalled.

I have tried what I can think of to dig up more information on the slime and the means used to contain it.

Blowing up, or at least collapsing, the mine might stop the slime.

Hey Mr GM- do we have any idea of the chemical composition of the soil and rock in the mine? It might allow me to think of a solution.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

IF the slime is that strong, a direct fight would probably end poorly. Otherwise, I want to get gone.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

I don't any of us are crazy enough to want to fight the slime by main force. Even considering my recent risky tactics.

But if we just leave we may well have done more harm than good.

Maybe collapsing the mine and then evacuating the village.


Dice Rolls | Tactical

You can collapse the mine to 'seal' off the entrance, but that would also cut off the main source of income for the town, the ore.

You cannot fight the slime. You would die an unheroic death.

You are in a moral conundrum. Tell the populace and hope for the best, or leave with the caravan and allow House Duarran to continue to mind wipe it's populace and sacrifice innocents to keep the slime at bay.

Or choice C - something that I And Table B have not thought of yet.

Either way you have until Friday to conclude it. I am saying that in a nice way :)


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

My suggestion-

1 Collapse the mine. Do this first so we can't be stopped.

2 Tell the villagers what occurred and the dangers of the slime. Maybe blame House Daurran for the collapse too.

3 Give Horrick to the villagers for trial [or lynching, I am not sympathetic].

4 Tell everyone that the town should be abandoned.

5 Piss off.


Dice Rolls | Tactical

Kazushi thank you for trying to push the story along.

Everyone Remember this is your story. I am here to provide interesting content for you all to use in your story. At this point in the story, you have all the information that you need, you just need to make a decision. As a GM, there really isn't any help I can give you there, you need to come up with a decision.

As for what you suggested, in order to collapse the mine, you are going to need some plan to do it. Profession (Miner), Knowledge (engineering), some blast spell, something ...

If the game is still stalled tomorrow night (US CST), I will post a 'riding off in the sunset' post and then create the new gameplay thread for Third Dawn.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

I concur. Let's bring it all down!


Dice Rolls | Tactical

Please take some time to troll back through the treads and find out what loot you all acquired, figure you if you want to distribute it amongst yourselves or sell it for profit.

Also, the next town you enter will be Arbil.

Base Limit 1,000 gp; Purchase Limit 5,000 gp;
Manifesting 4th; Minor Items 3d4;
Medium Items 1d6;

Settlements wrote:
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.

I will create the new thread soon. Let me know if you all have any questions.


Inactive

The loot:

From caravan master: 100 gp each

Guards at the mine entrance:
sap, short sword, light crossbow, 20 bolts, scalemail, heavy wooden shield, 10 gp x2

At the mine entrance:
6 Zerathi chisels* and 3 Zerathi picks*
a dorjes of detect psionics (27 charges)
a power stone of sensitivity to psychic impressions
a mining cart containing approximately 400 lbs of phrenoric ore

*This masterwork chisel/pick is made of psionically reinforced crystal and is named after its creator, the egoist Zerathi. When used as part of a Profession or Craft check against a stone target, this pick provides an additional +2 psionic bonus to that check in addition to the normal masterwork tool bonus, and the hardness of any stone object this pick is used against is considered 2 less. If used as an improvised weapon it counts as a magical heavy pick, but does not confer any other combat benefits. The advantage of a Zerathi pick over a Zerathi chisel is that it can be wielded with two hands.

In the mine:
Repletion Goblet: Aura faint psychometabolism; ML 3rd
Slot —; Price 6,000 gp; Weight 2 lbs.
Description
This goblet is formed from a basalt-like stone permeated with veins of violet crystal. The bearer can expend 1 PP (or one use per day of a Psi-like ability) in order to sustain his body without the need for food or drink. The repletion goblet can be used by any number creatures per day, though each creature must provide its own PPs.
Construction Requirements Craft Wondrous Item, sustenance;
Cost 3,000 gp

Masterwork dagger - Simon's

In the manor:
On Horrik are: masterwork war hammer, boots of stomping, crawling tattoo of concussion (2), lesser psionic restraints, dorjes of entangling ectoplasm (46 charges), 200 gp.

On the House Duran Guards: sap, short sword, light crossbow, 20 bolts, scale mail, heavy wooden shield, 10 gp x2

So, do we behave as true adventurers and take everything that's not nailed down to the floor?


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Hey, there are far too many people alive for us to be too bad. I think that we should give Simon back his dagger, the rest is... rightfully ours.

On the current situation, we still have the book where all that House Daurran is doing is set out and Kenax can read it. Can you recall what language it is in.

I plan on getting one of the locals to translate it for the crowd. And making a suitably stirring speech about what House Daurran has been up to. Unless someone has a better persuasion than my +4.


Inactive

Nope, I have only intimidation and that won't be of use in this situation.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Oh well, this campaign is over.

I have started putting GP values to some of the loot, the psionic items I have done, the other no.

What i suggest we do is get a sale value on everything. Then people who want to take a psionic item can do so, taking less in cash than its sale value. Same with the Zenrathi tools, though we don't have a value there. Will try to get the values of the rest when I have a chance to look more stuff up.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

I have finished adding up the value of the loot. I don't have a value for the Phrenoric Ore and Zerathi Items.

Hey GM Bob- Could we have a gold piece value for the Phenoric ore and Zerathi items please?

Second- The varavan owners were going to cut us in on moving a load of Phenoric ore. Did this include the ore we looted? Do you want to give us the money for that now, and how much is it if yes?

Loot Value:
From caravan master: 100 gp each
At the mine entrance:
6 Zerathi chisels* and 3 Zerathi picks*
a dorjes of detect psionics (27 charges) 202 gp
a power stone of sensitivity to psychic impressions 150 gp
a mining cart containing approximately 400 lbs of phrenoric ore

*This masterwork chisel/pick is made of psionically reinforced crystal and is named after its creator, the egoist Zerathi. When used as part of a Profession or Craft check against a stone target, this pick provides an additional +2 psionic bonus to that check in addition to the normal masterwork tool bonus, and the hardness of any stone object this pick is used against is considered 2 less. If used as an improvised weapon it counts as a magical heavy pick, but does not confer any other combat benefits. The advantage of a Zerathi pick over a Zerathi chisel is that it can be wielded with two hands.

In the mine:
Repletion Goblet: Aura faint psychometabolism; ML 3rd
Slot —; Price 6,000 gp; Weight 2 lbs.
Description
This goblet is formed from a basalt-like stone permeated with veins of violet crystal. The bearer can expend 1 PP (or one use per day of a Psi-like ability) in order to sustain his body without the need for food or drink. The repletion goblet can be used by any number creatures per day, though each creature must provide its own PPs.
Construction Requirements Craft Wondrous Item, sustenance;
Cost 3,000 gp

Masterwork dagger - Simon's

In the manor:
On Horrik are: masterwork war hammer, 312gp
boots of stomping, stomp 3 / day 600GPs
crawling tattoo of concussion (2), 2x50=100gp
lesser psionic restraints, 1,000 GP
dorjes of entangling ectoplasm (46 charges),psion/ wilder , tactician lvl 1 power, 690 GP
200 gp.

On the House Duran Guards: sap, short sword, light crossbow, 20 bolts, scale mail, heavy wooden shield, 10 gp x2
Guards at the mine entrance:
sap, short sword, light crossbow, 20 bolts, scalemail, heavy wooden shield, 10 gp x2

sap 1gp x4= 4gp
short sword, 10 GP x4= 40 gp
light crossbow, 35 gp x4=170
20 bolts, 2x4= 8gp
scalemail, 50x4=200gp
heavy wooden shield, 7x4=28gp
10 gp x4 40GP

Total 9,504 gp

Note - Half that to sell

640 total in Gold

Note- Includes the 100 gp paid to each character for guarding the caravan.

Plus Phrenoric Ore and Zerathi Items.


Inactive

The price for Zerathi is in new campaign discussion. For ore he mentioned it's worth 1 gp for an lb.

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