GMF's Zeitgeist Campaign

Game Master Fanguar

Current Maps:
City of Flint

Current Combat Map

Date: 3nd day of summer


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Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

125 g from each of us would get a wand of CLW (with 50 charges) so the cost does not fall to one person.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2
Alexandra Stray wrote:
125 g from each of us would get a wand of CLW (with 50 charges) so the cost does not fall to one person.

That sounds reasonable. I'm thinking we might want to do the same for Monkey Fish. If not, we may want some backup method for water breathing. 1 potion for the party doesn't leave a lot of room for error.

A "sleep" potion/wand/way to deal with folks non-lethally might also be good... or lots of rope...


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

I think the Monkey Fish wand is a good idea. Juliet's down with spending 250 on both wands.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

While it would not work in this instance, Alex does have Craft (Alchemy) so she can make alchemical items. Tanglefoot bags are nice crowd control, I would bought a few, but I cannot carry the weight (4 lbs each)

I will do the wand of Monkeyfish as well... Alex has that as a known Formulae as well.

Currently acquiring:

125 gp for wand of cure light wounds
125 gp for wand of monkey fish

395 gp darkwood comp shortbow
15 gp Lamellar cuirass
.5 gp Bandolier
50 gp potion of cure light wounds
50 gp potion of ant haul
50 gp potion of infernal healing
100 gp potion of Shillelagh x2
3 gp club
1 gp waterskin
75 gp ioun torch
1 gp wrist sheath
8 gp 4 cold iron durable arrows
6 gp 6 durable arrows

-5 gp sold back leather armour of half valve


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

I down for paying for the wands.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Sure let's do it.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Wands make the world go round and the party not die.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Writing a report for a grant we just finished and it is taking a bit longer than anticipated. I may be absent a couple of days as the deadline approaches.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Do we have access to poison? Drow poison would be ideal...


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

OK, Juliet will requisition the following:

* MW Scythe (318 gp)
* two wand shares (250 gp)
* two scrolls of discern next of kin (CL 1) (50 gp)
* five flasks alchemist's fire (100 gp)
* one scroll feather fall (CL 6) (150 gp)
* three scrolls shield (CL 1) (75 gp)
* two scrolls of burst of adrenaline (CL 1) (50 gp)

Total 993 gp


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Bryn's current list:

* two wand shares (250 gp)
* potion of cure light wounds (50 GP)
* sap (1 GP)
* 5 smokesticks (5 x 20 GP)
* cracked pale ruby trillian ioun stone (200 GP)
* 3 doses Drow Poison (3 x 75 GP)
* blowgun (2 GP)
* 20 blowgun darts (1 GP)


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Two wand shares 250gp
scroll of ray of enfeeblement x2 50gp
scroll of web bolt x2 50gp
scroll of neriad's grace x2 50gp
scroll of delay disease 25gp
scroll of mage armour x6 100gp
Marid's mastery 25gp
scroll of obscuring mist 25gp
waterproof bag x2 1gp
Anti toxin x2 100gp
Anti plague 50gp
sunrod x7 10gp
tinder twig x10 10gp
bottled lightning x5 200gp


Bryn Wilde wrote:
Do we have access to poison? Drow poison would be ideal...

Going to say no to poison from the quartermaster. Also, I'm not entirely sure that the setting even has an underdark. Regardless, if there were hypothetical drow, you couldn't buy their poison at the store.

@All: I'm moving us along, so those who haven't, please finish up your shopping.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Wands Glorious Wands (250 gp)
Waterproof Bag x 2 (1 gp)
Swim Fins (1 sp) - +10 to swim speed, reduces land speed to 5ft, 5 rounds to don or doff.
Diving Suit (10gp) - +1 Swim check, must be outer garmet and will be damaged to uselessness after several rounds of combat.
Compressed Air (50 gp) - 10 minutes of breathable air.
Cat Burglar's Kit (15 gp) - Contains 50ft Silk Rope, Masterwork Backpack, 5 sheets of glue paper, grappling hook, glass cutter.
Chameleon Pill (100 gp) - +4 stealth for 4 hours.
Cracked Mulberry Pentacle Ioun Stone (400 gp) - +1 to Diplomacy and Bluff.

827 gp spent so far, but I'll keep my initial gear too which, amusingly, gives me exactly 999gp and 1sp worth of gear. Anyone need 9sp worth of something?


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Two wand shares: 250gp
Tanglefoot bag x5: 250g
Smoke pellet, smog x4: 160g
Alchemical Glue & Accelerant: 45g
Troll Styptic: 100g
Brewed Reek x4: 160g
Bag of marbles x2: few silver


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

So two wands of cure light wounds? Alsah can use those wands without use magic device, so do we have her carry them?

We are 150gp short of the price, I think. One will only have 79 charges?


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

One want of CLW and one wand of Monkeyfish. Not sure who can use the wand of Monkeyfish, now that I think of it though.

I think we have the gold in hand. 750 gp for each wand x2 = 1500 gp or 250 gp/person, which everyone has committed to.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Monkey Fish is on the Magus spell list, amusingly.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Alexandra can also use both wands (as house ruled by the GM for an Investigator to do so)


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

In hindsight, we should have grabbed a bag of holding. I think we're going to have to shed armor before the swim. Think we can pull a raft or boat along with our gear as we swim to the location?


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Not a problem for me (hee hee)


Bryn Wilde wrote:
In hindsight, we should have grabbed a bag of holding. I think we're going to have to shed armor before the swim. Think we can pull a raft or boat along with our gear as we swim to the location?

It's an underwater sea cave that you are swimming through, so everything is going to have to be carried with you. You'll be following a rope and have water breathing, so it shouldn't be an issue if you are worried about armour check penalties.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

I know a few of us have waterproof bags for lugging our more delicate bits and pieces though, so I'm sure Bryn could grab one to use.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

They may have them on the ship

Also, I have just realised Alsah has a -1 swim (ulp!)


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

I guess wear and tear from saltwater isn't a factor, and it's not like Bryn has firearms, so I guess it should be all right. Armor check penalties is a concern, but here's to hoping everything happens after we arrive :)

It'd be funny if they put a random water encounter table here...


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Doh Waterproof containers I completely forgot about those. TBH even if allowed to retcon, this is going to be an exciting issue because they're only mostly waterproof. I have a horrible feeling Peach may be semi-useless with soggy powder.

Waterproof Bag: This leather sack sealed with tar or pitch
keeps delicate items from being ruined by water. Items
kept inside remain relatively dry, making the bag ideal for
carrying maps, scrolls, spellbooks, and the like, although
the bag is not impervious and can only be completely
immersed for 10 rounds before enough water seeps in to
ruin such items.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

which is why I have two. One inside the other. And scroll cases

just have to hope the swim isn't very long


Your PCs knew that the plan involved swimming, so feel free to retcon any purchases as necessary. Touch of the sea and waterproof scrolls or potions will do in a pinch.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Yes, I will switch out two of my scrolls for one of each and have cast them.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Or more correctly, as neither are witch spells, I'll get someone to cast them on me


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

There is always the trick of the everyman scroll/wand, where you,take them as a wonderous item, of course, but that is more costly


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Handy Haversack is what I am going to be after when the funds are available and still able to upgrade to keep up.

Muleback Cords are going to be nice too (1000g) to get an carrying as if you had a strength 8 points higher (an 18 in Alex's case)

The dreams of characters and the gear we want to get them!


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

I'm intending to have Messer upgrade his arm to Wyroot when I can, because more spellpoints is kinda essential when you have less spells. Plus a wooden arm sounds aesthetically pleasing and a great way to merge tech and nature.

Sadly, as with most of the stuff in this archetype, it's randomly more expensive to do - 50% more than usual - so I need to wait until we have around 2000gp or more before I can try it.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

FYI, I'll be away for the weekend, so please feel free to bot Bryn as needed.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Very busy at work. Hope to get caught up tonight but please bot if needed.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Does our new, explosive friend have a Danoran or Risurian accent?


Messer wrote:
Does our new, explosive friend have a Danoran or Risurian accent?

Very much Danoran.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Are we gonna go for the honesty approach or try an interesting but possibly more plausible lie?


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Thankfully Bryn isn't there to have to pick one ;)

I'm leaning towards the former though. Maybe he wants to preserve an all out conflict?


If it helps with your decision making, the whole point of your mission is to avoid conflict with the Danorans.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

In case the group is waiting for a vote here:

GM Fanguar wrote:
Ok folks, are we deescalating, or am I rolling initiative?

Bryn will react to what the group decides; he's not really in a position to coordinate with everyone so he'll sit this vote out.

But otherwise what do you guys want to do? Combat or pass?


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Messer would pass. In a best case scenario we beat a guy up because he has a thing we want even though we have no right to it and at the end of the mission we hand it to our bosses, who will most likely hand it over to Danor to help keep the peace. It doesn't feel like what a group of elite officers should do.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Sorry, I hoped to get a gameplay post up today but I'm getting hammered at work. I'd prefer to pass for now, and come back if we need to.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none
Messer wrote:
Messer would pass. In a best case scenario we beat a guy up because he has a thing we want even though we have no right to it and at the end of the mission we hand it to our bosses, who will most likely hand it over to Danor to help keep the peace. It doesn't feel like what a group of elite officers should do.

we are first level, so elite may be going a bit far, but you have a point. Alsah will step back.


For what it's worth, either outcome would have been fine, but, as with most decisions, there are pro and cons to both.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Getting walloped at work - hope to be back tomorrow.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Will posted after work today.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

I got distracted this morning, will post later today.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Sorry about the delay, my laptop stopped working in bizzare ways and took a while to fix (turns out the power button only works when Windows hasn't loaded).


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

How can windows be loaded without pressing the power button? Isn't it off at that point?

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