Ruins of Azlant (Inactive)

Game Master Nathan Goodrich

Chapter 3: The Flooded Cathedral
Part 2: Exploring Zanas-Tahn

Ruins of Azlant Maps

Starting Day: Oathday, 3rd of Arodus 4717 AR


901 to 950 of 1,430 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Most important items for Taty from my perspective are (italics=items that would have to be purchased):

+1 fauchard (4000gp) (or +1 seaborne/keen even better) (8000 gp), and barring that:
+1 longspear (not needed if Taty buys the fauchard)
Strength belt +2 (4000 gp)
Masterwork thieves' tools (100 gp)
Chain shirt +1
Protective item(s) +1 (cloak, ring, and/or amulet)
Wand of Longarm CL 2, 25 charges (750 gp)
Charisma headband +2 (4000 gp)
Lens of detection (if tracking is important, this should go to Zay IMO)
Ranged weapon (masterwork underwater crossbow or masterwork javelins would be fine)
Backup weapon and shield (longsword +1 and +1 magic shield ideally but masterwork items are fine)
Ring of swimming (most of the time, Taty will have access to Alter Self, so this is not necessary and may be better on someone else)
mossy disk ioun stone (kno: engineering) (I'm not sure this is worth keeping - This would net 2500 gp if sold)
Boots of elvenkind (b/c Taty has a reach weapon, this is probably better being equipped by Aurelian or Kassiani though)

I think the haversack could be filled with consumables and someone put in charge of being the consumables tracker? If so, I'd be happy for Taty to be that person - it fits the bard / explorer motif IMO.


1 person marked this as a favorite.
LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)
GM Netherpongo wrote:
Kingmaker-lite: the AP really doesn't help with any rules support for a Kingmaker-like structure.

When it comes to Taty's role in the colony, I'm thinking of having Taty start up a lending library in the manner of a 1700s European library, which were often the private collections of wealthy and educated peoples, that lent their books out to people that paid a membership to their "library." I'm thinking as well of Auguste Chouteau, the 14 year-old founder of the city of St. Louis, who trucked some several hundred books up the Mississippi River, books filled with important knowledge about the sciences, philosophy, nature, religion, etc., and was probably the only library of any size for may years anywhere in the nearby area.

So, Taty would start a lending library/academic's clubhouse, a place for those seek knowledge to unwind, socialize, and self-educate. Kind of a coffeeshop / tavern with the important works necessary to building a functioning society. Of course, she'd have to get the books to Talmandor, no small feat in and of itself, and spend the outlay to build the structure to house the library/clubhouse.

Questions: I'm thinking if there is a third wave of arrivals that was not taken captive, it may be easiest to work Taty in that way, since she'd come to town with several hundred books?

I was also wondering: for this library, would it be possible to use the downtime rules for building a business, if I tracked everything (so there's no extra effort needed on your part)? I think there would be a monetary outlay to start, and there would be a minor boon IIRC, something like a +2 bonus to some knowledge checks with time spent in the library (so it couldn't be utilized on location in a dungeon, for example). I don't recall the specifics but will look more into it if it is something you would approve. Of course, doing the same thing narratively would also work!


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

OK, here are my thoughts on how we divvy things up, though it's a bit limited by not knowing what others might want/need. There's a lot I'm suggesting selling, which will have to go for Zay's amulet, plus a sword for Aurelian. I don't have weapons or armor for Kassiani, but she can claim something from what I suggested selling, or we'll buy her what she'd like.

Values listed under PCs' claims are the full value of the item. I didn't list a value for everything in part because I started running out of time.

Aurelian (this is largely what he had currently minus his sword and the swordmaster's flair he traded for and which I'll likely buy again)
+1 darkwood buckler – 1,205 gp
+1 mithral chain shirt – 2,100 gp
cloak of the manta ray – 7,200 gp
ioun gauntlet – 1,600 gp (detect magic, can get resonant ioun power)
tourmaline sphere ioun stone – 1,000 gp (longer to die)
clear spindle ioun stone – 4,000 gp (protection from evil 1/day)
ring of protection +1 – 2,000 gp

Tattiene
+1 chain shirt -- 1,250 gp
+1 longsword -- 2,315 gp
+1 light steel shield -- 1,159 gp
+1 seaborne glaive – 8,308 gp (does this work instead of the fauchard? If not, you can sell and buy the fauchard from your pool of cash)
cloak of resistance +1 – 1,000 gp
ring of protection +1 – 2,000 gp
ring of swimming – 2,500 gp
mossy disk ioun stone (Knowledge engineering) – 5,000 gp
wand of Color Spray (12 charges)
wand of Flaming Sphere (9 charges)
wand of Mage Armor (16 charges)
lenses of detection – 3,500 gp

Zay (sorry, Zay, most of this stuff didn't seem great for you; we can obviously give you a bigger share of the loot to get you up to better value)
wand of Goodberry (49 charges)
ring of protection +1 -- 2,000 gp

Kassiani
cloak of resistance +1 – 1,000 gp
ring of protection +1 – 2,000 gp
ring of swimming – 2,500 gp
+1 locathah bane bolts (x3)
+1 merfolk bane bolts (x3)
+1 strix bane bolts (x3)
+1 mithral breastplate (adorned with the sigil of the Knights of the Ioun Star)
necklace of adaptation – 9,000 gp (can breathe underwater)

Party loot (used by whoever needs at the time; just need to determine who’s holding it. I typically don't count the value of these items in totals when dividing like this as they're really party items)
bottle of air
elixir of swimming
everburning torch
feather token (anchor)
ioun torch
dull gray ioun stone – (only worth 25 gp, and wondering if we might be able to activate them or something later; I feel like they’re worth more holding onto at the moment)
oil of Darkness
potion of Cure Light Wounds (x8) -- 2 each
potion of Cure Moderate Wounds (x14) -- 3 each, plus 1 for two PCs
potion of Cure Serious Wounds (x2) -- 1 for the two PCs who got 3 CMWs
scroll of Corrosive Touch
scroll of Darkness
scroll of Delay Poison
scroll of Fox's Cunning
scroll of Mage Armor
scroll of Restoration
silversheen
pearl dolphin figurine
dust of dryness
elixir of swimming
handy haversack
potion of Protection from Chaos
potion of Water Breathing
scroll of Acid Arrow
scroll of Summon Monster II
wand of Freedom of Movement (17 charges)
dust of tracelessness
bottle of messages (x2) -- 300 gp each (can use to leave a message; not sure if we’d ever use it, but seems like something worth holding onto just in case)
wand of Alter Self (34 charges)

Let's discuss who gets these/if we want to keep them
?? amulet of natural armor +1 (Zay will have an amulet and I suggested a necklace for Kassiani)
ring of ferocious action – 3,000 gp (1/day ignore staggered condition for 5 rounds)
quick runner's shirt – 1,000 gp (take one extra move action 1/day)
lesser talisman of good fortune (useful consumable)
wind-caller compass (effectively alter winds 4/day; thought Zay might want, though probably doesn’t need)
cognizance crystal --??? (couldn’t find this on AON)
boots of elvenkind
wayfinder (mostly to get resonant properties of ioun stone)

Sell (value is what we would get for it)
+1 breastplate (x2) -- 1,350 gp
+1 composite longbow (+3 strength rating) – 1,350 gp
+1 light steel shield – 580 gp
+1 ranseur – 1,160 gp
+1 short sword – 1,150 gp
+1 spear – 1,150 gp
+1 trident (x2) – 2,315 gp
+1 underwater greataxe – 2,160 gp
necklace of air adaptation (x4) – 20,000 gp
meridian belt – 500 gp (can wear four rings, though only two function at a time; if someone wants it, holler, though I think it's usually easy to swap rings out)
shield cloak – 500 gp
seafoam shawl – 3,000 gp
+1 longspear – 2,150 gp
masterwork chainmail – 150 gp
masterwork greatsword – 175 gp
+1 glamered leather armor – 19,20 gp
+2 longsword – 4,155 gp
scabbard of many blades – 2,500 gp (unless someone expects to be doing some switch hitting when they fight and wants to swap out weapons quickly)
ring of the troglodyte – 6,000 gp (can produce a stench, but the DC’s only 14, so probably not worth keeping at this point)

Just gotten, so I don’t think we can sell yet, but can include as loot This is going to be around 5,000 gp value (just based on all the masterwork stuff and the statue)
jade statue of a humanoid-serpent hybrid creature (worth 1000 gold)
masterwork breastplate (x4)
masterwork glaive (x4)
masterwork javelin (x12)
masterwork falchion (x4)
masterwork longsword (x4)


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Wow, nicely done, Aurelian. I'm glad you took a crack at this.

Thoughts on Taty's proposed stuff:

The Glaive: I think we can sell this. I took fauchard proficiency to get a high-crit weapon, as her outflank sharing strategy benefits from crit fishing. If there's not enough money for a fauchard at this time, I'm perfectly happy with the longspear +1 instead until Taty can afford one. (4154 gp for the party pool, minus the longspear value)

Cloak +1: If Zay would like this, they're welcome to it. It helps a little with their wealth gap and it is probably a good idea to keep the druid up and running as much as possible over the bard.

mossy disk ioun stone (Knowledge engineering): I take or leave this. Would net the party pool another 2500gp. I think getting everyone an additional 625 gp for other equipment may be more worthwhile than the occasional engineering check (which Taty still rocks a +9 modifier on and can use Lore master 1/day if it is available)

wand of Color Spray (12 charges): Not worth keeping at the level we're at. Would sell for 97.5 gp

wand of Flaming Sphere (9 charges): Same as wand above. Sells for 405 gp

wand of Mage Armor (16 charges): Taty will use this, but this is really a Zay item, as it will be reserved for Zay to bump their AC


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Let's discuss who gets these/if we want to keep them

Amulet +1: Aurelian, would you want this? (or Kassiani, if she doesn't want the necklace?) You'll be in melee often and more AC is always good.

With outflank strategy, the boots of elvenkind may be useful. Kassiani has Escape Route IIRC, so probably less useful for her. Aurelian?

Everything else I would be amenable to selling.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

I'd be OK with selling these consumables too:

everburning torch
ioun torch
oil of Darkness
scroll of Corrosive Touch
scroll of Darkness
scroll of Fox's Cunning
silversheen
pearl dolphin figurine
dust of dryness
scroll of Acid Arrow
scroll of Summon Monster II


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

One last thing - I think your longspear +1 is overvalued by 1000gp on the sell list.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

I think the amulet of natural armor would make sense for Aurelian; I didn't want to be greedy. Same with the boots of elvenkind.

I'm fine selling most of those consumables. I think the dust of dryness could potentially be very useful in this campaign.

And, yeah, you're right about the longspear.


1 person marked this as a favorite.
N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

I'd suggest we keep that silversheen, personally. Rather have it and not need it than the other way around for monsters with DR/silver. Aside from that I agree with Tatienne's assessment of sellable consumables.

I echo the appreciation of all the bookkeeping done so far by both our GM and Aurelian.

Am definitely not opposed to any protective items that don't have a claimant yet. :P

*makes happy, grabby hands at the wand of mage armor! ...except makes them vicariously? Through my buffer!*


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

I think the loot list Aurelian drew up for Kassiani looks very good. I'd choose the Necklace of Adaptation over the extra +1 AC. Kassiani won't have any other options for underwater for another level, and I'll take being able to breathe over the protection. Later on it will also keep a spell known free for something else.

I don't think I'll be able to get into coming up with a list things to spend on until this weekend. One thing that's for sure is she will want a +1 enchantment on her estoc.

As for arrival at Talmandor's Bounty, I would really prefer it be as recently as possible. It seems to me the stuff related to arrival is getting overly complicated for no particular reason. While I do understand the immersion for the sake of verisimilitude perspective, we are both the creators and the audience. We're not going to fool ourselves into anything. I would like to have Kassiani arrive on a recent ship and subsequently make contact with Aurelian and Zay. Why can't Tatienne and Kassiani simply have heard the others are off on an island doing something important and take a boat of their own to go join them?


Warhammer Game Notes & Maps

Kassiani: it's definitely possible that Kassiani and Tatienne could have followed the party to Zanas-Tahn. Being now-rescued captives of the faceless stalkers is only one obvious explanation for your entry to the party.

Ships don't arrive at Talmandor's Bounty very often, and the one we know was there at the end of Book 2 had some fire problems (but didn't burn down). The ship's name is the Argent Cornucopia if you are wanting to work it into your background. It is technically a supply ship rather than a new colonist ship, but I don't see any reason why one or two crew members couldn't be destined to stay on the island.

I'm not sure we should fret too hard about how you get to Zanas-Tahn outside the temple exactly, and there are some obvious upsides to not having been captured.

In Aurelian's list of stuff, I did see the dolphin figurine. While the original party traded for that, I'm not sure what exactly we gave her for it. I'm really not sure how best to handle the Vriskirsa spoiler, but you definitely don't get the items there without giving her something. If needed, I can go back and figure out what we traded for them last time.

I don't think there's any problem with using the gear in the Carver Hastings spoiler, but it is stuff that the party may want to return to him.


2 people marked this as a favorite.
Warhammer Game Notes & Maps

I was hoping to get us moving in Gameplay again this morning, but found myself having to confirm some details & go back over what the party has done so far in Book 3. Since I did, I figure I should present a better synopsis.

1 Lamashan 4717:
* party woke up after the events of the Faceless Stalker attack the night before (End of Book 2)
* received a summons by the colony mayor Ramona via an animal messenger, as Ramona wasn't sure yet who she could trust. Ramona tasked the party with finding the newly-missing colonists (in addition to prior-missing colonists). There was a lot of discussion about how to determine whether someone was a faceless stalker or not.
* investigated the area around Talmandor's Bounty and determined that the faceless stalkers had come from the west, including some tracks to follow (the party did very well on the investigation, helping to speed things along)
* followed the clues to a peninsula to the west of Talmandor's Bounty & saw signs that the area had been used to anchor a boat. Also noticed light signals from a distant island (Zanas-Tahn) and used a mirror to send a reply, pretending to say that nothing was wrong & that the plan was proceeding. The opposing light signal suggested that they were leaving 'Karnax' behind with instructions.
* jury-rigged a sail for their boat & travelled to Zanas-Tahn. The trip took several hours and the party arrived just ahead of a storm.
* exploring the beach where they landed, they found another ship named Liberty's Herald
* identification of tracks showed the presence of several faceless stalkers & a large skum on the beach
* the party bypassed a stone tower near the beach where they landed & followed the tracks inland
* battled a tick swarm and some hollows, losing a bunch of Constitution in the process. Located treasure: scabbard of many blades, +2 longsword, 2 potions of cure serious wounds & wand of alter self (34 charges)
* followed the tracks further & investigated horrible screeching sounds coming from a cavern. Found and battled some chaos beasts. Located treasure: ring of the troglodyte & statue of Ydersius
* came across the wyrwood camp of Hullhold & spent a good bit of time trying to determine how to prove that they weren't faceless stalkers. Learned of the wyrwood past of slavery to the Azlanti.
* the wyrwood were created using ioun stones to power their bodies. They know how to create more of their kind but need ioun stones to do so.
* the party rested at the wyrwood stalker camp

2 Lamashan 4717:
* followed the tracks to a river & determined that two-legs travelled from there upriver by talking to animals
* paused to investigate a building that proved to be an observatory. Spent an hour trying to clean up the gears & restore the device, but failed to get very far
* continued on to a creepy forest they determined was suffused with necromantic energy but pushed forward to follow the tracks
* descended a ravine and fought more hollows
* sighted some old buildings near the coasts & a glint of something shiny among them
* approached the ruined buildings & found a gigantic statue of a bronze man with no arms (statue damaged) laying on the ground. Investigated the ruins & were attacked by three waves of faceless stalkers.
* after defeating the stalkers, they found steps leading deeper into the temple ruins. Located two different halls leading to the south.
* found more faceless stalkers on guard duty alongside a destrachan. The ensuing battle blasted away several of the pillars in the tunnel (but didn't lead to a large-scale cave-in)
* the sound of combat drew more guards, this time the doubled-up colonists (four colonists with four paired faceless stalkers trying to cause confusion)

--------------------------------

The gameplay thread ends during that combat. Our current assumption is that the party defeated the second set of guards & avoided killing the controlled colonists in the process. Those colonists may or may not be our new party members. Freeing the colonists of mental control would be legitimately hard, so any colonists rescued here that weren't our new party members will remain under a domination effect.

The party was fairly expended on spell resources by that time and had used up a good bit of their cure spell wands trying to recover from previous battles. I don't really want to go back and audit all consumable use, so I'll say that the party can get all the consumables as presented in the treasure spoilers above, but needs to account for battle damage that was present at the end of the current Gameplay thread by Aurelian, Sarine & Zay.

Sarine was at 44/67 hp after the fight & one night of rest would get her back to 51/67, so she only needs to account for 16 hp. I'm pretty sure any ability damage from the ticks & hollows was gone. I don't know if Aurelian took any Charisma drain from the hollows, but that sounds familiar. Even if Zay or others could cover any of this damage with their spells, let's use consumables for it in this one case to represent earlier consumable use.

Absent other ideas, I'm thinking that the party retreated to the wyrwood camp to rest after the battle at the ruined temple. Since we're assuming that the party rescued the dominated colonists, it is convenient to say that Sarine & other now-inactive party members are staying behind to guard them & take them back to Talmandor's Bounty. They hope that after some time the domination effects will wear off.

At one point the wyrwood had suggested that the party could prove themselves by bringing them a dead faceless stalker. The party had lots of dead faceless stalkers to use, so likely they would have done that.

We'll pick back up on 3 Lamashan 4717. There are some things the party passed over or didn't find during their initial foray into Zanas-Tahn. I tried to mention any passed-over map elements in my summary above. If you want to explore (or re-explore in the case of the observatory) any of those areas, that is an option instead of immediately going back to the ruined temple. The enemies at the temple are aware of your presence on Zanas-Tahn now, but there isn't much you can do about that since the party was forced to retreat. (it also isn't very reasonable to try to clear out that place in one adventuring day anyway)


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

I like that plan, re: Sarine and the others keeping an eye on the rescued colonists and bringing them back (off camera).

--

Aurelian's last status indicates he is indeed suffering Charisma damage, though minimal actual HP damage:
HP 47/57; Hero Points 2/2
AC 22 (23 vs. evil), touch 15, flat-footed 18, CMD 21 (23 vs. disarm)
Fort +4, Ref +8, Will +2 (0/1 set mind; 2/4 charmed life; 0/1 defiant luck)
Panache: 4/4 (1/1 deed reroll); 0/1 inexplicable luck
Consumables: 1/1 swordmaster's flair
Effects: 3 Cha damage, +4/+4 inspiration, haste, protection from energy (sonic)

The scroll of restoration should resolve that.

--

I like the idea of going to check out the tower. Let's give the faceless stalkers a few days, perhaps, before returning. Maybe they'll let their guard back down (or send out some searchers, who we can ambush and pick some off).

--

I'll have time Friday/Saturday to go through the loot again and finalize that now that we have input from everyone...

Lastly, do we also want to offer the wyrwoods some of our ioun stones? Will the dull gray ones work? I'm not sure if they would appreciate that as a reward...


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Thanks for the detailed update, GM Netherpongo! That is really helpful. I think I'd like the Kassiani and Taty take a boat and find the others option if possible. That would also provide the NPCs with a way back to Talamandor's Bounty (hereforth to be referred to at TB :) while not stranding the PCs.

Re: Gear

So, Taty's final gear list will be:

+1 chain shirt -- 1,250 gp
+1 longsword -- 2,315 gp
+1 light steel shield -- 1,159 gp
+1 longspear
ring of protection +1 – 2,000 gp
ring of swimming – 2,500 gp
lenses of detection – 3,500 gp
MW javelin (3)

Zay will get the following (but the wand of mage armor will remain on Taty for UMD purposes):
cloak of resistance +1 – 1,000 gp
wand of Mage Armor (16 charges)

We'll sell the following that was allotted to Taty:
+1 seaborne glaive – 4154 gp
wand of Color Spray (12 charges) (97.5 gp)
wand of Flaming Sphere (9 charges) (405 gp)

The mossy disk ioun stone (Knowledge engineering) could be sold (2500gp) or given to the Wyrywoods.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

OK, updated with everyone else's comments. I deleted the tradable stuff so we didn't have to deal with that. I'm keeping the mossy disc ioun stone for now -- I think those could be worth more than their gp value. If Tattiene wants to sell it later, she can, of course.

I also tried divvying up the party loot just so we know who's holding it. I marked those with asterisks to indicate they're not included in treasure value.

It looks like we all ended up generally within spitting distance of each other in terms of amounts, minus Zay who's way under treasured. That's partly because he doesn't need to worry about items to help him breath underwater since he's got class abilities for that, as well as not needing weapons and armor.

Aurelian 24,605 gp (not counting party items)
+1 darkwood buckler – 1,205 gp
+1 mithral chain shirt – 2,100 gp
cloak of the manta ray – 7,200 gp
ioun gauntlet – 1,600 gp (detect magic, can get resonant ioun power)
tourmaline sphere ioun stone – 1,000 gp (longer to die)
amulet of natural armor +1 -- 2,000 gp
boots of elvenkind -- 2,500 gp
feather token (anchor)*
dull gray ioun stones (2)*
potion of Cure Light Wounds x2*
potion of Cure Moderate Wounds x3*
Potion of cure serious wounds*
handy haversack*
Potion of Protection from Chaos*
ring of ferocious action – 3,000 gp (1/day ignore staggered condition for 5 rounds)
wind-caller compass -- 4,400 gp

Tatienne ~20,350 (not counting party items)
+1 chain shirt -- 1,250 gp
+1 longsword -- 2,315 gp
+1 light steel shield -- 1,159 gp
+1 longspear
ring of protection +1 – 2,000 gp
ring of swimming – 2,500 gp
mossy disk ioun stone (Knowledge engineering) – 5,000 gp
lenses of detection – 3,500 gp
MW javelin (3) -- 900 gp
bottle of air*
potion of Cure Light Wounds x2*
potion of Cure Moderate Wounds x4*
wand of Freedom of Movement (17 charges)*
bottle of messages (x2) -- 300 gp each (can use to leave a message; not sure if we’d ever use it, but seems like something worth holding onto just in case)*
wand of Alter Self (34 charges)*
Talisman of Good Fortune (I don't think you have a neck slot item, so might as well take this; it's a single-use consumable) -- 1,680 gp
wayfinder (mostly to get resonant properties of ioun stone)

Zay 4,000 gp (not counting party items)
cloak of resistance +1 – 1,000 gp
wand of Goodberry (49 charges)
ring of protection +1 -- 2,000 gp
wand of Mage Armor (16 charges) (held by Tatienne)
scroll of Mage Armor (held by Tatienne)
potion of Cure Light Wounds x2*
potion of Cure Moderate Wounds x4*
silversheen*
dust of dryness*
potion of Water Breathing* (I know he'll mostly be transformed, but I figure it's a redundant measure of security)
quick runner's shirt – 1,000 gp (take one extra move action 1/day)

Kassiani 19,700 (not counting party items, bane bolts)
cloak of resistance +1 – 1,000 gp
ring of protection +1 – 2,000 gp
ring of swimming – 2,500 gp
+1 locathah bane bolts (x3)
+1 merfolk bane bolts (x3)
+1 strix bane bolts (x3)
+1 mithral breastplate (adorned with the sigil of the Knights of the Ioun Star) -- 5,200 gp
necklace of adaptation – 9,000 gp (can breathe underwater)
oil of Darkness*
potion of Cure Light Wounds x2*
potion of Cure Moderate Wounds x3*
Potion of cure serious wounds*
scroll of Delay Poison*
scroll of Restoration*
dust of tracelessness*

??? I still think these are all useful for someone who doesn't have these slots filled.
cognizance crystal --??? (couldn’t find this on AON)

Sell
+1 seaborne glaive – 4,154 gp
+1 breastplate (x2) -- 1,350 gp
+1 composite longbow (+3 strength rating) – 1,350 gp
+1 light steel shield – 580 gp
+1 ranseur – 1,160 gp
+1 short sword – 1,150 gp
+1 spear – 1,150 gp
+1 trident (x2) – 2,315 gp
+1 underwater greataxe – 2,160 gp
necklace of air adaptation (x4) – 20,000 gp
meridian belt – 500 gp
shield cloak – 500 gp
masterwork chainmail – 150 gp
masterwork greatsword – 175 gp
+1 glamered leather armor – 1,920 gp
+2 longsword – 4,155 gp
scabbard of many blades – 2,500 gp (unless someone expects to be doing some switch hitting when they fight and wants to swap out weapons quickly)
ring of the troglodyte – 6,000 gp (can produce a stench, but the DC’s only 14, so probably not worth keeping at this point)
wand of Color Spray (12 charges) -- 97.5 gp
wand of Flaming Sphere (9 charges) -- 405 gp
everburning torch -- 55 gp
ioun torch -- 37.5 gp
scroll of Corrosive Touch -- 12.5 gp
scroll of Darkness -- 75 gp
scroll of Fox's Cunning -- 75 gp
scroll of Acid Arrow -- 75 gp
scroll of Summon Monster II -- 75 gp
elixir of swimming x2 -- 250 gp

--

Selling all this will get us 52,426 gp. I think we're best off subtracting Zay's amuleet, since that's basically his weapon, while the rest of us already claimed more items. That's 16,000 gp, leaving 36,426 gp. Dividing that by 4 gives us all 9,061.5 gp. That should get most of us the weapons and other items we want.

That said, I'm going to ask if anyone would mind loaning me 2,500 gp. I'd like to still have that swordsmaster's flair, since that gives me 5 ft. extra reach with my weapons (and I won't quite be able to afford that and my sword).


Warhammer Game Notes & Maps

Thanks for the bookwork, Aurelian. I'm planning to put something up in Gameplay today. The party isn't 100% geared, but you should be close enough to start marching I think.

Edit: added a new map with detail of some of the locations you've visited on Zanas-Tahn.

Edit again: I reviewed the wyrwood section, and the creatures indeed are not interested in Dull Grey Ioun Stones. They will trade for other ioun stones highly though, and they have a trade list similar to Vriskirsa's. I'll assume for now that discussions with them earlier didn't get far enough to find out what they might be willing to trade.


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Cool cool. Thanks for all the work Netherpongo and Aurelius!

I'll be getting Kassiani geared and and ready, hopefully with a gameplay post before the day is over.

A couple of quick questions:

1. Is Carver Hastings generally known to be a Pathfinder Agent at this point, or is that still a secret in the colony? Are Pathfinders still not wanted there, or does it matter anymore?

2. If we have equipment capable for housing more than one Ioun Stone, are we allowing resonant powers?


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

So, just making sure I understand things right and am not having a brainfart, I'd get my amulet, the other gear listed under my name, and 9061.5 to buy back the rest of my current inventory? Works fine for me if so, just want to be sure I understand.

And yes, a big thanks for doing all of that inventorying work to both our GM and Aurelian.


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Hey Aurelian, I think I can loan you 1,500 gp if you can scrounge up the rest elsewhere.

I'd intended to get a Keen enchantment on the estoc, but I'm a bit short to do that. I guess I'll settle for a +1 only right now. That leaves me with some extra cash on hand.


Warhammer Game Notes & Maps

Kassiani:

1. The books don't really address whether Carver Hastings has let the settlement at large that he is a Pathfinder but Ramona and the party do know. The Pathfinder campaign trait suggests that the Bountiful Venture Company wasn't interested in having Pathfinders along for the ride, but they're kind of far away now.

The party already did some Pathfinder-y work for Carver Hastings in Book 2, following the steps of Gurvin Dest's exploration long ago.

2. I've never owned source materials for resonant powers, but I think the answer is yes? What I saw of them in Pathfinder Society games is that some objects (Wayfinders mostly) could store an ioun stone and juice extra effects out of them when installed.The Ioun Gauntlet the party found sure sounds like it does resonant power things.

If anything makes me hesitate, I never understood that resonant powers needed more than one ioun stone. Your question suggests that more than one is important to something, so I'm not sure how to respond.


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Thanks Netherpongo,

It had been a long time since I'd looked at the resonant stuff and I was misremembering it. Resonant effects come from placing an ioun stone in a device with a slot to hold it. It actually doesn't require 2 stones.

If we're using those rules then Kassiani, who has a deep red cracked sphere ioun stone that gives her +1 on disable device. She has it slotted in her wayfinder so she also gets improved unarmed strike as a feat according to the table. Amusing but not particularly useful.

The page with the information is below. There's also an option for rolling for an effect if you don't want to use the table with reset effects. Doesn't matter to me which is used, but it's a neat little extra for ioun stones that I'd like to use if there's no objection.

Wayfarers and Ioun Stones Resonances


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Taty can lend the other 1000 to Aurelian.

Thanks for putting everything together.

GM, the resonant power description for the wayfinder is here. And here is the Ioun Guantlet.

EDIT: Sneaky inquisitor ninjas!

EDIT EDIT: with the extra 9000 gp, I'd like to purchase a belt of giant strength +2 and a set of MW thieves' tools. I've updated Taty's stats to reflect this, but let me know if this is not approved and I'll retcon.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

(belatedly, i'd also be willing to loan some to aurelian, but it sounds like he might be covered)


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Okay, a couple more things.

I completely forgot about wands when buying gear. Do we want a wand of CLW? I was assuming there would be some other source of healing when I chose Kassiani's spells so she can't really handle it through that means alone.

If we do, I'll need to ditch some gear to raise the money. Looking at the stuff she has right now, there are some things that might be worth selling off for the wand. The Oil of Darkness and Dust of Tracelessness can come in handy, but both are pretty situational. Selling those would net 550 gp full price. Are we selling for 50% of that price? I'm terrible at loot.

There's also those +1 Strix Bane Bolts. Do you think we'll be running across any Strix? If I'm right in my calculation each of those is worth 166 gp for a total of 498. If we're selling for 50% value all these items get us 524 gp (full value 1048), which puts us really close to the 750 we need. Thoughts?

Also I'm working on my first post. Hopefully I've largely got the prior events mentioned right, but it's been difficult to get a firm grip on recent things, not many GM updates amid character conversation to use for piecing things together. I have limited time to comb through the pages right now. Anyway, hopefully it will be close enough to make sense.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Yes, we definitely should have a wand of CLW.

Aurelian's rapier is 8,320 gp, and his swordmaster's flair is 2,500, so a total of 10,820 gp. So I basically need 1,800 gp. I've had 2,500 offered, which means we have 700 left over, so Zay can provide the extra 50 and that gets us a single wand of CLW without needing to sell anything else. Hopefully we can use all this masterwork gear to grab another one too.

As for the strix, we haven't encountered any yet, but I'm assuming the face that they gave us them means it's a possibility? If you want to sell them, I think that's fine, but I think it also is fine to hold on to them. :)


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Zay HAS a wand of CLW, but I'll have to check my notes to see how heavily it got used, I know we'd definitely eaten into a chunk of it so far. Having a second one would be great.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

I think we got rid of all of our previous magical gear, though? Just basic starting gear is all we have left except for the above.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Fair enough-- I didn't know if I'd be buying the wand back at the charge limit used, or fresh, as it were. I'll certainly be aiming to get a wand of CLW for Zay's inventory, I'm just definitely of the mind that we will likely be able to use two in short order, given the lack of a dedicated healer class amongst us.

ETA: Or, rather, I should clarify: are we being allowed to buy things that aren't present in the lists above? I'm sorry, I feel like we've done so much talking about the inventory and all the bookkeeping you and Netherpongo have done, and here I still am not 100% sure on that very basic point and don't want to be buying stuff incorrectly.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Yeah, we were able to assume we traded anything we didn't keep for half price, as if we'd sold it, and then could buy other things. I'd assume we could spend less on a partially used wand (pretending we had used some of the charges), but I don't know about that for sure.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

I'm happy to pitch in coin on a wand of CLW.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Thank you, that is what I was understanding and then I started second guessing myself. I'm gonna blame general pandemic brain.

The only reason(s) NOT to buy a full wand would be to give me a certain sense of verisimilitude/not feel like I'm just gaming things immensely by getting to buy a full wand again. But if we're being given a green light to buy fresh wand, then, yeah, that's the smart move.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

There's no reason we can't do both -- assume our new colonists brought a full wand and you still have some from a remaining wand.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

i like how you think, sir.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

My spouse is sick today, so I'll be off work and on child-care for the day. Please bot as needed.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

will try and sort out my gear tonight, just had a busy few days.


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Sorry it's taken me so long to get into the gameplay. I'll get up to speed quickly.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Finishing updating Aurelian, and just wanted to make sure -- we said we're eliminating the feat tax rules, right? I don't think that will have much effect other than I'll lose Power Attack. I might take it at the next level, but we'll see how we do without it.


Warhammer Game Notes & Maps

I thought we had already eliminated feat tax rules & I just wasn't reinstating them.

But yeah, let's not use that ruleset.


Warhammer Game Notes & Maps

I just double-checked & that Charisma damage on Aurelian was actually drain. He'll need a Restoration.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Crap. That hurts.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

That especially hurts since I can't cast it. Druids only get lesser. :-\


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Oog, nearly done with my regear and I'm losing a number of things I liked, oh well, maybe they'll turn up as loot... ;) ;)

Nobody is being handed a swarmbane clasp in the IC since I can't afford it, lol.

Eta: okay, gear finally sorted. I went ahead and just bought a full wand of CLW because I could not find an accurate count of how many charges I'd used, unfortunately. Also picking up a full wand of mage armor because those wand charges'll go fast on the partial one, probably.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Oh, while I remember: the potion of water breathing can get held by someone else-- even if not wild-shaped, I can breathe water fine thanks to my druid archetype.

Kassiani or Tatienne, any preference on who'd like to hold (and use if needed) my CLW wand?


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Is there a cleric in town that can help with a restoration?

I'm can hold the wand, but am happy to defer to Kassiani if she'd prefer.

In general I don't ever plan to use that wand of mage armor unless you tell me to, Zay, so if the GM approves I'd be fine with assuming Mage Armor is up whenever it is reasonable to assume so, like if we're entering a ruined tower on an island filled with hostile inhabitants :)

Zay, do you want to track the charges, or would you prefer I do so?


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

I can track the charges, though we'll also have to actually roll to see if you succeed at activation before you roll a 1 and kill the wand for the day. That's a level of tedious book-keeping that I could also do for you, rather than make it your problem to roll a bunch of test dice each time Zay asks for a wand charge. I'm definitely NOT trying to rob you of your own rolling it if you want, I can just see scenarios arising where we start a combat and due to respective posting schedules, it winds up being a fair gap between when I ask for it and when you get a chance to actually do the "do I roll a 9 or higher before I roll a nat 1" sequence of rolls, and that potentially having to be retroactive, etc., like for the combat we are in right now.

So, I can see it speeding things up if every time Zay would ask for a charge, I just roll a d20 to see if Tatienne activates it successfully, but like I said, I don't want to rob you of your own rolling! I'd only do it that way if you and our GM both agreed that was okay.

*

There is an NPC cleric in town, but I have no idea what level they are mechanically- they might be a level 1 cleric for all I know. I assume not, I assume the AP intends for them to level as well, but probaaably not to the level where they are actually equal to our own. It's worth investigating when we get back though. Poor glow-dimmed Aurelian :(


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Restoration is on Kassiani's spell list. It's a 4th level spell though and it will be a few levels before she is getting those. If we could get ahold of it by a wand or scroll she can use it without a UMD check.

Kassiani can carry the CLW wand, sure.


1 person marked this as a favorite.
Warhammer Game Notes & Maps

There was a Scroll of Restoration in the initial gear drop. I'm hoping/assuming you guys didn't sell it off, but I'm not going back to check.


Female Half Elf Inquisitor 6 / Rogue 1 | HP: 13/65 | AC: 22 (TAC: 15, FAC: 18) | CMB: +6, CMD: 20 | Init. +8 | Perc: +12, SM: +12 | Speed 30ft | F: +8, R: +9, W: +9 (+2 vs Enchantments)

Oh good lord I'm such an idiot. I have in listed in Kassiani's gear!

Thanks Netherpongo, I've been pulled in so many directions the last couple of weeks I don't know if I'm coming or going.

Kassiani will get Aurelian patched up just as soon as the chance comes along.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Hurrah. Thanks!

RPG Superstar 2015 Top 16

Yay!

901 to 950 of 1,430 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Ruins of an Empire Discussion All Messageboards

Want to post a reply? Sign in.