SO Jade Regent

Game Master ScorchedOne

Maps & Handouts

Loot List


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Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Wait, I didn't pick up any necromancy (or othet magic) on these skeletons? How are they being animated?


The raise dead spell is instantaneous, if they weren't raised in the last 6 rounds they emanate nothing.

That's also why the level 1 spell detect undead exists.


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

I...did not think that is how that worked. Very well, I suppose I'll keep that in mind going forward.

Grand Lodge

It's all instantaneous spell wall of stone is the same. It also serves to protect them against dispel magic.

The Exchange

Male CN human (Ulfen) fighter (viking) 2 | HP: 15/22 | AC: 20 (11 Tch, 19 Fl) | CMB: +5, CMD: 16 | F: +5, R: +1, W: +4 | Init: +5 | Perc: +7, SM +1 | Speed 30ft (20ft in armor) | Active conditions: None.

@ScorchedOne and Vance: Can we retcon Vance's casting to affect Ryn instead? During the march through the swamp, Vance asked if Olaff was OK with being enlarged and we discussed that Ryn would be the best target... however, it was quite some time ago to remember.

Otherwise, I'd like to know the save DC to resist the spell, for I definitely do not want to be enlarged.


| AC16 T11 F15 | HP 19/19 | CMD:15 | F:+2 R:-1 W:+3 | Init:+5 | Perception: +4

I think with full round casting the decission is made upon completion of casting the spell so you may be able to just say "get Ryn instead" and it would not require a recon.


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Ah, sorry. Yes will target Ryn instead, my bad.


Ditto on what Ryn said about full round. Won't go off until his next turn.


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Wow, that animal companion did work.


| AC16 T11 F15 | HP 19/19 | CMD:15 | F:+2 R:-1 W:+3 | Init:+5 | Perception: +4

Animal companions are the single strongest class feature at level one. They are often better than PCs which I'm happy with becuase there are a bunch of skeletons.

The Exchange

Male CN human (Ulfen) fighter (viking) 2 | HP: 15/22 | AC: 20 (11 Tch, 19 Fl) | CMB: +5, CMD: 16 | F: +5, R: +1, W: +4 | Init: +5 | Perc: +7, SM +1 | Speed 30ft (20ft in armor) | Active conditions: None.

Ok, no worries!

Made two changes on the map, according to what the others posted. Moved Vance to where Jakur was and Olaff to Vance's previous place (moving left first to avoid an AOO).


Female Halfling Fey Touched Druid Hp 16/16 |AC 17 (T 13 FF 15) | Init +2 | Per +7 | Fort +4, Ref +2, Will +3 (+2 vs fear) } HP 16/16 |||| Jakur (Cougar) AC 19. H{ 20/20)

They're definitely powerful. One of the reasons that a druid is one of the strongest classes at ALL levels (wizards definitely end up more powerful but lag for awhile at the lower levels).

At low levels, a druid is almost a Cat delivery device :-).

Or, in the case of Lini (the pregen druid) ONLY a cat delivery device :-(

The Exchange

Male CN human (Ulfen) fighter (viking) 2 | HP: 15/22 | AC: 20 (11 Tch, 19 Fl) | CMB: +5, CMD: 16 | F: +5, R: +1, W: +4 | Init: +5 | Perc: +7, SM +1 | Speed 30ft (20ft in armor) | Active conditions: None.

Moved Olaff to the previous room. If the enemy has moved and is somehow blocking the path, please adjust Olaff as needed.

If the enemy is still motionless, my idea is for us to for a good defensive position before attacking it with something ranged and let it come for us.


HP: 17/17 |AC:15 T:13 FF:12,| CMD: 15 | Fort: +1, Refl: +5, Will: +0 | Ki Pool 3/3 | Init: +5, Speed 30ft

My bad Olaf, I saw this discussion post after I posted mine. Fee free to hold me back in character from running into the next room alone!


| AC16 T11 F15 | HP 19/19 | CMD:15 | F:+2 R:-1 W:+3 | Init:+5 | Perception: +4

It is why druids are my favourite class. They scale wonderfully and can be built into virtually anything with no bad levels. They have several multiclass options that vary playstyle without sacrificing too much power.


| AC16 T11 F15 | HP 19/19 | CMD:15 | F:+2 R:-1 W:+3 | Init:+5 | Perception: +4

I have a loot Google doc file we can use and pin to the top if people want to do that. It makes is pretty easy.


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

I'm down!


Fine with me. I'm sleeping though, will post more tomorrow.


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Woot level up!

How are we doing hp, and are we leveling up immediately in game? Or will we wait until we have a chance to rest?


You won't have any encounters on the way back to town, assuming that's your aim. HP I'm going to say half hd plus one. So 4 on a d6, 5 on d8, etc. It's the upper half of an average roll and I just hate rolled hp and don't think you need max.


| AC16 T11 F15 | HP 19/19 | CMD:15 | F:+2 R:-1 W:+3 | Init:+5 | Perception: +4

I'm happy with that option.


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Awesome, well now at least I don't feel bad about blowing enlarge person in that fight :D

Cool, yeah average rounded up is usually the best bet for health in my opinion.

Vance Level 2
HP: 4 (die) +1 (con) +1 (favored class) = +6
BaB: +1
Saves: Will +1
Skill Ranks: 2 (class) +4 (int) +1 (human) = +7
Spells: 0th level (+1/day), 1st level (+2 known, +1/day)

Tiltha Level 2
HP: Half of Vances, now at 7 total
BaB: +1
Saves: Will +1
Skill Ranks: As Vance's


HP: 17/17 |AC:15 T:13 FF:12,| CMD: 15 | Fort: +1, Refl: +5, Will: +0 | Ki Pool 3/3 | Init: +5, Speed 30ft

Sunishi Level 2
HP: 5 + 1 + 1(FC) = +7 hp
Bab: +1
Saves: Reflex +1
Skill Ranks: 8 Class + 1 Int + 1 Human = +10

Ki Pool: 3 points
ninja trick: Vanishing trick


It's just easier than everything else. We can always figure out what your max HP "should" be, with fairly simple math, I don't have to go searching for rolls, but max HP is kinda cheesy. Also, not gonna lie my time in PFS has conditioned me this way.

I like this adventure. It has the right epic feel from humble-ish beginnings. Usually that last fight takes a little longer...

The Exchange

Male CN human (Ulfen) fighter (viking) 2 | HP: 15/22 | AC: 20 (11 Tch, 19 Fl) | CMB: +5, CMD: 16 | F: +5, R: +1, W: +4 | Init: +5 | Perc: +7, SM +1 | Speed 30ft (20ft in armor) | Active conditions: None.

Olaff Level UP!

HP: 6 + 2 (Con) + 1 (FCB) = +9
BAB: +1; CMB +1; CMD +1
Save: Fort +1
Skills: 2 + 1(Int) = +3
.Intimidate +1
.Perception +1
.Swim +1

Class Abilities
Bonus Feat: Intimidating Prowess
Fearsome: At 2nd level, a viking can make an Intimidate check to demoralize an opponent as a move action.

About the loot, I'd prefer for now for us to split the gold. All the healing potions we've got will keep us good for the next level if we play carefully and, at least for martials, some extra gold in the beginning can go a long way in preventing more damage to come.


Male Human (Varisian) Swashbuckler 2 | HP 12/20 | AC: 17, T: 14, FF: 13 | Fort: +2, Ref: +6, Will: +0 | BAB: +2, CMB: +2/+5, CMD: 15, M.Attack +6 (1d6+3) | Init: +3 | Perception: +5 | Panache 0/2

I'm good with either splitting the loot or buying some supplies: I don't need weapons or armor urgently.

Level up summary:
+8 HP (+6 HD, +2 Con)
+1 BAB, CMB, CMD
+1 Reflex
+1/4 panache point (human FCB)
New class feature: Charmed Life 3/day (add Cha to a save as an immediate action)
+1 ranks in Acrobatics, Bluff, Diplomacy, Knowledge(religion), Perception, Knowledge(history), Perform(dance)


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Yeah our martials rolled really well.

Who wants the ring of climbing? We could also sell it.

Personally I prefer keeping the loot in a big pile and spending it on the party as needed. But if you guys would rather split it evenly I'm fine with that.


| AC16 T11 F15 | HP 19/19 | CMD:15 | F:+2 R:-1 W:+3 | Init:+5 | Perception: +4

Ya Ryn got really lucky considering he was sickened it was 90% luck.

The Exchange

Male CN human (Ulfen) fighter (viking) 2 | HP: 15/22 | AC: 20 (11 Tch, 19 Fl) | CMB: +5, CMD: 16 | F: +5, R: +1, W: +4 | Init: +5 | Perc: +7, SM +1 | Speed 30ft (20ft in armor) | Active conditions: None.
Leandro Mvashti wrote:

I'm good with either splitting the loot or buying some supplies: I don't need weapons or armor urgently.

Level up summary:
+8 HP (+6 HD, +2 Con)
+1 BAB, CMB, CMD
+1 Reflex
+1/4 panache point (human FCB)
New class feature: Charmed Life 3/day (add Cha to a save as an immediate action)
+1 ranks in Acrobatics, Bluff, Diplomacy, Knowledge(religion), Perception, Knowledge(history), Perform(dance)

Leandro, I believe we are not using the background skills rule... I'd be happy if we were, because I'd definitely like some extra points for fluff.


Male Human (Varisian) Swashbuckler 2 | HP 12/20 | AC: 17, T: 14, FF: 13 | Fort: +2, Ref: +6, Will: +0 | BAB: +2, CMB: +2/+5, CMD: 15, M.Attack +6 (1d6+3) | Init: +3 | Perception: +5 | Panache 0/2
Olaff Olaffson wrote:
Leandro, I believe we are not using the background skills rule... I'd be happy if we were, because I'd definitely like some extra points for fluff.

You're very right, I must have misread during recruitment. I'll have to re-plan my skills and say goodbye to any expertise I might have had as a painter.


Yep, our dear Nikka asked me and I said no to background skills during creation. I'm not terribly hard on it, but I didn't feel it would weigh very heavily on this adventure and thought it unnecessary, much like caravan rules, and nixed it.


Female Halfling Fey Touched Druid Hp 16/16 |AC 17 (T 13 FF 15) | Init +2 | Per +7 | Fort +4, Ref +2, Will +3 (+2 vs fear) } HP 16/16 |||| Jakur (Cougar) AC 19. H{ 20/20)

I don't think that we should put all the cash into party loot. I'd like to be able to buy some scrolls, etc.

I'd suggest that we put a 2/8 of the loot into a party loot list and split the rest (so we each get 1/8 of the cash total).

Level up coming soon


HP: 17/17 |AC:15 T:13 FF:12,| CMD: 15 | Fort: +1, Refl: +5, Will: +0 | Ki Pool 3/3 | Init: +5, Speed 30ft

That is how groups I've been have done it, they've always split gold up by the amount of members + 1, the extra portion going into a group fund for emergencies.


| AC16 T11 F15 | HP 19/19 | CMD:15 | F:+2 R:-1 W:+3 | Init:+5 | Perception: +4

I'm happy to do whatever the majority wants.

Ryn has been leveled.

8HP (5+2con+1FCB)
+1 will
+1 bab
1 1st level spell
First Elven Arcana (Ex)


Female Halfling Fey Touched Druid Hp 16/16 |AC 17 (T 13 FF 15) | Init +2 | Per +7 | Fort +4, Ref +2, Will +3 (+2 vs fear) } HP 16/16 |||| Jakur (Cougar) AC 19. H{ 20/20)

Levelled up. +BAB, some saves, normal stuff
Jakur took toughness as a feat.


Gameplay is in need of posts. Are you going back to the goblins, to town, or resting?


Male Human (Varisian) Swashbuckler 2 | HP 12/20 | AC: 17, T: 14, FF: 13 | Fort: +2, Ref: +6, Will: +0 | BAB: +2, CMB: +2/+5, CMD: 15, M.Attack +6 (1d6+3) | Init: +3 | Perception: +5 | Panache 0/2

I've rebalanced my skills, dropping Perception, Artistry and one rank in Knowledge(religion)


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Is there much point to stopping by the goblins? I don't think they promised us any kind of reward, so letting them know their enemy is dead would probably only embolden them.


If you read the first IC post including spoiler you were promised gold for goblin heads, not that you may need it.


Male Human (Varisian) Swashbuckler 2 | HP 12/20 | AC: 17, T: 14, FF: 13 | Fort: +2, Ref: +6, Will: +0 | BAB: +2, CMB: +2/+5, CMD: 15, M.Attack +6 (1d6+3) | Init: +3 | Perception: +5 | Panache 0/2

Didn't we basically make a deal like "we stop the skeletons, you leave Sandpoint in peace"? Unless they agree, we haven't completed the quest we set out for (and we don't get the pretty ring that comes with Gutwad's head).


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Ah, good point Leandro.

So...I suppose we have a decision to make as a party. Shall we return to the goblins with proof of the destroyed skeletons and ask them to leave Sandpoint in peace, or do we come back and start taking heads? Vance is certainly leaning towards the former option.


I wholeheartedly approve of the discussion taking place in the gameplay area. :) I like this debate and discourse.


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Indeed, it's an age-old question.

Is it justified to kill the normally evil creatures who aren't currently bothering you? The question is less difficult when it comes to outsiders and undead since their alignment is tied to their mechanics, but some creatures are just usually evil, like goblins and drow. How about attacking them in their sleep? Or killing children? Is a scorched earth tactic acceptable? Obviously there is some line that must be drawn, but the question is where?


These are vicious little blighters. They have done evil acts and probably would have continued if they hadn't gotten a spanking at the hands of the skeletons. So there's that to consider also. Now the chief was willing to negotiate, but how long is the memory of a goblin? They won't leave the swamp, but they'll leave your lot alone for a time. They were emboldened by the fireworks. You have a decision ahead of you. Forego the coinage offered (which is reasonable, but not excessive given your current loot trove) and let the goblins live, returning to town. Your mission was a success because you will have stopped the goblin raids, ears / head notwithstanding, so you'll get THAT reward (which is worth waaaaaay more than the gold).

The question is really one of finality. The goblins exist. They'll continue existing, breeding, and being annoying, so you could end their threat basically once and for all.

The choice is yours!


Male Human Wizard 2 | HP 14/14 | AC 13/12/11 | Initiative +2 | Perception +1 (+2 with familiar) | Speed 30 ft. | CMB +0 | CMD 12 | Saving Throws F +1, R +2, W +4

Many of my other characters would be all about cleansing the goblins. But Vance has a soft heart and isn't willing to go down the eradication route unless they start threatening violence again. It's possibly he could be convinced by the party otherwise, but they also seem to be on the peaceful route.


This is why I picked this group. You all have good posting histories and interesting characters, I thought there would be good opportunities for great interactions. Also we have the bases covered, in that we have skill / arcane / divine / martial. I know that shouldn't always be a consideration but honestly, I do that. It's a good time for a nice discussion to break the tension (or heighten it) after the fight and struggle. It's your choice whether you go back to town or detour and eradicate the gobbos. You have some new and improved gear to do so, should you choose. Keep in mind the caveat about the broken pommel of sword.


Added loot spreadsheet which is shared and edit-able. It's in campaign links up at the top of page.


HP: 17/17 |AC:15 T:13 FF:12,| CMD: 15 | Fort: +1, Refl: +5, Will: +0 | Ki Pool 3/3 | Init: +5, Speed 30ft

Yeah I wasn't sure if I was taking the magic wakizashi, for now I just have the cold iron masterwork one.

Because it had the hidden compartment, wasn't sure if we were going to get the sword and note to Ameiko or hold onto the sword and I can use my gold I gain over time to eventually fix it. Either way to me guys


| AC16 T11 F15 | HP 19/19 | CMD:15 | F:+2 R:-1 W:+3 | Init:+5 | Perception: +4

Ryn would chip in money to get it fixed it seems like the fastest way for the group to get a magic weapon and that is DR that comes up early.

@gm what was the nice armor found?

I made a secondary sheet that we can cut and past loot into to quickly split it up. It makes claiming loot and trading things really easy.


mw chain shirt somewhere I thought... was I wrong?

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