Tamli looks around, and finds a nice tower shield with spikes riveted into it.
It is brand new.
But... with a deep purple enamel finish to it.
"A gift for a gladiator's mother. We'll say it is delayed."
Take it. I reduced the money from Tamli in the list, and if no one wants/needs your shield keep it for now w. your stuff in the caravan.
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Few buying/selling request:
- I need a formula book (cost 10 sp) for my alchemy doings and a bandolier(1sp)
- I need 4 days to craft an item, so in 1 week (I believe this is how much we have, I can make roughly 2 items [each batch of 4]), I vote for 1 batch of Elixirs of Life (1d6 HP) and 1 batch of eagle eye elixir (+1 to perception, +2 for traps and hidden doors). The materials needed are worth 12gp.
- Gig, you took the alchemist fire (bomb) which counts as a martial weapon, I don't think that you are proficient with it. Just saying. You can pass it to Natsume or Dragh
That would be it for buying
One more thing, as a part of daily preparations I produce a venom (https://2e.aonprd.com/Equipment.aspx?ID=113)
Following the rules:
it is an injury venom, which means that I can apply to slashing/piercing weapon (Gigs rapier) and it stays on for a day (due to my daily preparations), until she hits or critically mises.
@Natsume I can use one for shield spikes if you want to as your flail does the wrong kind of damage :P
For the simplicity I can apply the damage in the morning, after breakfast ;) if we agree that the poison stays on the blades. There is no indication (like 1 hour) in rules so I want to get confirmation from the GM.
I can use it, if you want. I'll put it on my arrows, more than my rapier.
Sure we can, but 1 poison is sufficient to cover 1 weapon or one arrow/bolt ;) And if we use it for arrow it's all or nothing, meaning a normal miss means that the poison is wasted. With a sword, if you miss it is still there. It is considered gone when you hit or if you critically miss it. That is why I suggested using melee weapons, but if you don't plan using a rapier, an arrow is a better choice.
@GM yes you are correct. For now, I go with 2 poisons and 2 thunderstones.
Given that I miscalculated the benefits of Assurance, can I change it still to Armor Proficiency (Light) and buy https://2e.aonprd.com/Armor.aspx?ID=5
Do I recall correctly that if you fail crafting roll you can still get the batch by spending the remaining cost? Meaning if you was trying to make 4 potions 3 gp each (12 gp total). I attempt crafting providing materials worth of 6 gp, if I fail I can spend an additional 6gp to have the potions done right?
So basically my failed crafting roll did not allow me to lower the cost for the potions. If so I would like to spend the remaining 6 gp and have all of the potions. If not then let us roll with elixir of life
I think not.
You failed your Craft roll.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
So you lost 4 days of work.But no materials.
Your second 4 days of work was a success so you make what you wanted and you can get them at full price.
You only get a rebate if you spend more days crafting.
But you have no more time.
So choose 1 batch of 4 items and pay full price (in components).
So, everybody has a Minor Elixir of Life (restores 1d6 Hit Points, and +1 to Disease/Poison saves for 1 minute).
And I am reducing your components by 12 gp.
For Crafting, at least check out here.
Basically, you craft for 4 days, and you have to have at least 50% of the cost of the final items ; as well as the formula.
Then at the end of the 4 days you roll for Craft.
If successful, then you can send the other 50% and you have what you wanted.
Which is your case.
Or, if successful, you can then keep on crafting, and each day spent reduces the price (there are charts w. your level etc.). So, if you have time, you can get items at 1/2 price.
If you are crit' successful (as you were) you get bigger price rebates (going to 50% faster).
If fail, you only lose time. Time wasted. You still have the 50% you put in in the beginning. You "only" start over (losing 4 days).
That is what happened to you.
Crit' fail is like failure, except that you lose 10% of the materials you had (10% of 50% = 5% of the total price of your crafting batch).
So, last call for:
2 x vials of Juggernaut mutagens
1 x vial of lesser alchemist’s fire
1 x vial of Corpse Blood (reagent)
15 feet of rope
2 x candles
All these are remaining with the Caravan, correct?
38 gp (from 50) of alchem' reagents that Dragh is leaving here (or do you want to carry them around?)
The Returning Rune was never used by anyone so that remains with the Caravan, correct?
And Tamerius is adding 1 x Everburning torch to his gear (I am removing it from the list).
I'll finalize all this tomorrow.
And no more purchases to be made?
@GM - I will be out of the internet from the 18th of January to the 9th of February (3 whole weeks). Starting from 8th I will begin my journey but till 18th I will be alone and working just in North America (first Canada than Mexico) so I will post during different hours but still regularly.
No problem Tamerius! Enjoy your last days in France, for this trip...
(I was just trying to balance the absence due to end of year, but still keep things going)
So, Dragh has taken the Alchemist Fire (add it to your list - I am removing it).
For Giggett the 2 x vials of Juggernaut mutagen (add it to your list - I am removing it).
And Natsume is taking the 2 x candles, the metal rattle-tip, the Returning Rune, and the whetstone (add it to your list - I am removing it).
I am leaving the rest on the list as w. the caravan (like the clues: key, parchment).
And you have the tally of how much gold you have left (and can purchase 3 healing potions and one +1 rune from the inn).
What's everybody got in their rations? (I think this is fun info!)
Natsume tends toward smoked/honeyed small game, berries, dried fruit, and a jar of fermented tofu for dipping (or spreading, when bread is available-- but she doesn't generally carry much with her).
Giggett and I have been strategizing. Assuming our enemies are in that tree on the left side of the map, we're recommending that we approach by taking up positions on the circles; I'd be the circle on the left side, Giggett would be up in the trees toward the north, and our more magical folk would be right around the center of the map. Hopefully this would help avoid me giving too much cover to our enemies, force AoO's if they try to run by me, and hopefully make Giggett their more tempting secondary target (after me).
Any objections, comments, concerns?
@Delay: You wait for the right moment to act. The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature’s turn. This permanently changes your initiative to the new position. You can’t use reactions until you return to the initiative order.
The forest (tree squares) is Difficult Terrain.
And it provides Cover.
- the plants had light cover vs. Giggett shooting through 1/2 square of forest (+1)
- Giggett had cover (+2), , vs. the plants attacking through a full square of forest
I rolled for Natsume, but, as posted above w. the Bleeding rules--
--remember your flat DC15 roll at the end of your turn, after you take damage, to see if you clot up and stop bleeding.