
Mizuta Nomi |

Sorceress 12
Sorcerer Feat:
Magic Sense (permanent detect magic :) )
Skill Feat:
Quick Recognition
New Spell:
6-Chain Lightning

Irekeek |

Barbarian 12!
more hit points, yep 212 now.
Barbarian feat: titan stature so she can now get HUGE
skill feat: underwater marauder, cause... skill feats... sigh.

DM Brainiac |

+2 striking ghost touch hook sword (1037.5 gp)
potion of tongues (160 gp)
moderate potion of fire resistance (90 gp)
decanter of endless water (160 gp)
greater holy prayer beads (700 gp)
axiomatic rune (700 gp)
iron medallion (87.5 gp)
spellstrike arrow V (150 gp)
ring of climbing (162.5 gp)
wand of remove curse (350 gp)
light brown elemental gem (100 gp)
greater striking rune (532.5 gp)
greater serene mutagen (150 gp)
greater cognitive mutagen (150 gp)
bag of holding type III (600 gp)
jade serpent wondrous figurine (170 gp)
phylactery of faithfulness for Irori (340 gp)
ring of swimming (875 gp)
stunning snare (160 gp)
moderate healing potion (25 gp)
903 gp in coins and gems
Total Loot: 7,603 gp
Individual Share: 1,520.6 gp

Irekeek |

A decanter of endless water sounds neat. Does anyone have trouble with climbing or swimming? Irekeek is my one super strong character so doesn't need the rings but if we need to keep them it would be fine.

Irekeek |

Irekeek already has a greater striking rune so doesn't need that. Wand of remove curse seems important for some reason. Bag of holding if no one has one already.

Mizuta Nomi |

Nomi would like to find and purchase scrolls with the following spells upon them:
sleep (4 gp)
endure elements (12 gp)
enlarge (12 gp)
water breathing (12 gp)
clairaudience (30 gp)
invisibility sphere (30 gp)
slow (30 gp)
wall of wind (30 gp)
stoneskin (70 gp)
telepathy (70 gp)
wall of stone (150 gp)
dominate (300 gp)
... for a total of 750 gp.
She has plans to add them to her spellbook. Yes, she does have a spellbook. :)

DM Brainiac |

TRAVELING ON BONMU
Bonmu is a large island, about 6 miles in length and just over half that distance wide. Travel through Bonmu uses a modified version of the hexploration rules found on pages 170–173 of the Pathfinder Gamemastery Guide. Rather than exploration taking up days at a time, hexploration on Bonmu is broken into half-hour increments. Sixteen hours of each day are “active hours,” during which the characters can fight other teams and earn silver feathers to qualify for the Ruby Phoenix Tournament. The remaining 8 hours, roughly between 12 a.m. and 8 a.m., are designated as “inactive hours,” during which matches are prohibited.
The characters have no need to map Bonmu or establish a camp, as they have a dedicated headquarters within the temple of Irori and receive a map from Ingdani. Thus, there is no need to use the individual hexploration activities described in the Gamemastery Guide. As every hex on Bonmu is only a half-mile wide, even the slowest group can make significant progress across the island in the course of a day, and can complete a much larger number of activities due to this smaller scale. Assuming they rest 8 hours per day, characters receive a total of 32 hexploration activities per day, regardless of the group’s moving speed. To accommodate for the smaller scale of Bonmu, the Travel and Reconnoiter hexploration group activities should be modified as follows.
TRAVEL
MOVE
You move into an adjacent hex. In open terrain, like a beach, plain, or open water, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or hilly region) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a river uses a terrain type one step better than the surrounding terrain. If you Travel into a hex containing a transport tower (area D), you can use the tower to transport yourself to any other hex with a transport tower as part of the same Travel activity.
RECONNOITER
CONCENTRATION
You survey and explore a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex: 1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on rivers doesn’t lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you learn of all of the specific sites within the hex and can visit one of the sites as part of your Reconnoiter activity.
In addition to their exploration of the island, the characters are likely to find other teams and face them in matches. This process is represented by the Engage in a Match activity.
ENGAGE IN A MATCH
MOVE
You compete against another team in a sanctioned bout. Both teams travel to the nearest match site (either a fighting site or team headquarters), declare a match to the enforcers, complete the match, and resolve all of the involved consequences of the match (including the handoff of wagered silver feathers). This takes 2 hexploration activities. If you are not in a hex with a suitable match site, you move to the nearest hex with one as part of this activity.
The player characters can travel around the island at all hours of the day but can Engage in a Match only during active hours. However, any travel during inactive hours could potentially eat into valuable time for rest. All other teams are assumed to be taking their period of rest during inactive hours. If the player characters choose to rest at another time, they run the risk of another team challenging them to a match and disrupting their rest.