Masks of the Living God: Price of Immortality

Game Master polyfrequencies

The young heroes of Kassen have decided to see with the Cult of Razmir in Tamran has to do with the events at the Crypt the Everflame. With the city's blessing, they have infiltrated the Cult. But what they find will test them...

Roll20
Fireday, 20th of Neth, 4709 AR, Tamran
Loot Sheet


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I'll check why the tokens can't move asap and then advance you to what's happening in the south.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Depending on how things go, Silvio can Magic Weapon Garen's weapon so he can cut through the DR.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

I'm waiting to see how Median and Sledge's turns play out before acting, as I'm assuming that the nearby zombie has cover based on where Silvio and Winter are standing.

@Garen--you can take a 5-foot step back to make it harder for the zombies to double team you.


Yes, Blue definitely has cover from Silvio and Winter because of the hard corner. You all could try to clamber up on top of the sarcophagus with a DC 10 Climb check.

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Note... the attack should have been at a -2, but it missed anyway. Just noting that I forgot to add that in.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Do we have a loot tracker.

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Yep... the link in my tag line.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

ahh, hadn't seen that.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

I'm trying to collect a few house rules into one place

Characters get a racial HD (d8 human, d6 halfling and dog)
Characters heal Level+Con HP during rest (instead of just Level HP)
Successful combat maneuvers do not draw AOOs

Anything else (besides the house rules listed in the Campaign Tab)?


Ah, if I hadn't put those in the campaign tab yet, let me go ahead and do so.

It looks like the biggest house rules were either buried on the campaign tab or missing. I have rectified this. There is now a spoiler tab on the campaign's front page that lists the major house rules. The major intent behind these is to make combat more interesting and engaging than always running up and smacking something.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

@Garen--Do you want the Ring of Swimming? It helps offset heavy armor issues.

@GM Poly--I really like seeing the detail and precision on your house rules!

Here's my level-up.

Silvio
Warpriest 3
+10 HP
+1 BAB
+1 Ref
Feats: Rapid Shot, Teamwork Feat TBD
Skills: Climb, Ride, Stealth x2, Handle Animal, K. Engineering

Winter
Animal Companion 3
+2 AC
+1 Str/Dex
Evasion
Bonus Trick: Flank


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Silvio has a bonus teamwork feat that works just like the Cavalier's Tactician ability (Standard action to share the teamwork feat with the party for a few rounds). Does anyone want to grab a teamwork feat in tandem with him? If so, I'm open to suggestions.

Right now, I'm leaning toward taking the Lookout feat, so that in the event that Silvio gets to act in a surprise round, he can maybe give actions to the party. That said, Silvio has low perception, so this is pretty niche. (Maybe that's a reason to put more skill points into perception.)

Another alternative is Improved Spell Sharing. This would be a totally selfish move, allowing Silvio to divide up spells with Winter.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

HP 10+2con+1fcb = 13

SKILLS: +1 diplomacy, heal, know: religion, perception, sense motive

CLASS ABILITIES:
Aura of courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health: immune to all diseases to include magical and supernatural

Mercy: shaken

FEAT: Furious Focus (no PA penalty on initial swing)

BAB +1


@Median: if you give us edit access to the loot sheet, it might make things somewhat easier.

@Silvio: Thanks! I try to be precise. It might be worth looking into some of the ranged teamwork feats as well, at least so that Silvio and Median have a chance of not blocking each other's shots.

@Garen: Nice, Furious Focus is always a solid choice. Don't forget the boost to Reflex as well. I think you should have 1 Dex, 2 Cha, 1 Base, and 1 Trait for 5.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

You are correct. I made some more changes to my header as well.


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

After some agonizing, I have decided to stick magus!

+9 HP

+1 to Intimidate, Spellcraft, Knowledge Arcana, Local, Dungeoneering, Engineering, Linguistics, Craft Painting, and Craft Miniature. Also put my first skill rank into knowledge nobility. Too bad it's not a class skill!

Feat: Unarmed Combatant: d6 to damage with unarmed strike, +2 to grapple checks, doesn't provoke on a failure.

Class Features: Evil Eye. Sledge just got creepier.

Spells: Keep watch (Used for some cheese later, don't worry about it for right now), Truestrike. Truestrike is now in my daily rotation of spells.

Plans for the future:

Learn Windy Escape from a spell book or something
4th Level Hex: Cackle
5th level: Cornugon Smash, Combat Stamina
6th level hex: Flight
7th: Kirin Style
9th: Kirin Strike
10: Greater Grapple
11th: Hex strike

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Sledge and Silvio:

A magus can use a sword, not sure if you have plans with the flail. You are welcome to the magic sword or the mwk cold iron sword.

Likewise, Silvio you can have the armor if you wish to go medium. If not I guess I will be armoring up.

Unless someone decides to change their fighting style I believe I am the only one to use a shield.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Thanks for the offer, Garen. I'm sticking with light armor for the various benefits, so please take the chainmail and tank for us!


Hey, @Median, any plans for level 3?

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

I have an interested player.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

main profile is jscroggs. He is willing to make what is necessary. He seems to enjoy playing full casters.


Hi all: Median has PM'd me to indicate that she is stepping away at the end of this module. There are a few odds and ends that she is welcome to stick around for during the transition from this module into the next one, and she's welcome to stick around for as much or as little of that as she likes.

@Garen: feel free to invite jscroggs to jump in here to the Discussion (and/or the Discord if he's so inclined).

I'm also open to adding a fifth player for the next module, but it will be by invite only. Feel free to reach out to people to gauge interest and we'll see how it all shakes out!

Shadow Lodge

Greetings and salutations! I'd be happy to jump in and fill whatever role is needed. I enjoy playing a little bit of everything.


Hello jscroggs! You'll be coming in at Level 3 and joining a party that includes a human paladin of Iomedae, a halfling warpriest of Erastil (with a wolf mount), and a human magus with some bard and witch tendencies. The character that is leaving is a sorcerer. There has been a general request for either arcane and/or party buffing, but I think it's most important that you play what you want to play.

Please go ahead and take a look at the character creation guidelines (and house rules) on the campaign tab. I'm happy to answer any questions.

To get you involved swiftly, your character would ideally be someone from the town of Kassen, but it's not strictly required. The party has recently returned from the town's coming-of-age quest where they fought against a horde of undead that was definitely not supposed to be there. They have picked up clues that something happened when some graverobbers broke into the town's crypt about 3 months ago to steal a pair of amulets interred with the town's founder (and his once-friend-turned-enemy). Signs point to the involvement of a cell of the Church of Razmir based on the capital of Nirmathas, Tamran.

Shadow Lodge

I'm happy to play an arcane caster who does a bit of buffing. I've been reading up on character creation rules. Familiar with most, but having to look up a couple of them. Right now, looking at Human Wizard from Kassen. Posting frequency and everything looks fantastic. I'll try to have more details, if not whole character, finished up later this evening.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Welcome jscroggs, looking forward to gaming with you!


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

Hello and welcome! Looking forward to seeing what you roll up! Another educated type in the party would please Sledge to no end.


Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

Charles is very interested in the undead issue that has recently turned up. While its true most of the time these things are stirred up by those with more... direct connections to the divines, it is certainly not unheard of that those with a greater understanding of magic can cause and solve necromantic issues as well. With his silver streaked dark hair, Charles does spend a good deal of time smelling the roses. As long as those roses happen to be an ingredient he can use to make some alchemical concoction, that is. He has picked up a good deal of spellcasting over his years of various studies. He's hopeful this new excitement in town may benefit from many of the things he's learned over the years as well as giving him an opportunity to learn more.

Still a work in progress, but just throwing out here what I have. ~jscroggs


Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

Also, I am building this with average wealth for level 1 Wizard. If I need to start with more than 70 gp of items, just let me know.


Come in with 3000 gp, as is standard for level 3 characters.


Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

Everything is up and ready except for the stats for Charles' weasel, Roger. I'll have that done tonight and on his sheet. Let me know if anything in the background, concept, or character doesn't work well. Happy to make any needed changes to match setting or party dynamics.


Thank you! I should have a chance to review Charles this weekend. I have been at a conference for half of this week and my opportunities to post have been limited.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

I can't modify the loot sheet, only view.

Did anyone want the +1 shield? I remember having conversations about the armor and the longsword, there was no response on the shield either. I assume I will use it all for now and defer any and all magic for a while.


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

No need to defer on magic! You use the shield, others don't. Magic items should go to whoever can use them the best, regardless if they've recently gotten a few extra magic items. At least, that's how I feel.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Yep. Please take the gear!


I'll generate a fresh, editable loot sheet so that the party can figure out the split.

And while it's obviously up to the party how you split loot, I'm inclined to agree with Sledge. It's all well and good to want an even split, but when you all are working well together what benefits one PC benefits the others.

I went almost exactly with the loot that was listed in the module. If I'm noticing that one character is beginning to outshine the others due to loot distribution, I'll adjust the loot that you all are getting so that others also get nice treats.

@Charles: I'm looking over your character now! Feel free to dot into the gameplay thread so that this shows up in your campaign tab.


All right, Charles is looking great! A few minor stat adjustments, all in your favor. Dodge bonuses count towards CMD, so Charles' CMD should be 14 instead of 13. And his Heal skill should be +8 thanks to the trait bonus.

Also, for Roger, since Weapon Finesse is automatically granted under the Elephant in the Room feat tax document, Roger can have a different appropriate feat. The document recommends the following as a replacement:

EitR vs 3.0 wrote:

Agile Combatant (Combat)

You’ve learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
Special: With or without this feat, when you are using a finesse weapon, you may use your Dexterity bonus in place of your Strength bonus when attempting a disarm, sunder, or trip maneuver.
This feat allows you to add your Dexterity bonus in place of your Strength bonus when attempting a bull rush, grapple, hamstring, or overrun maneuver.

Finally, Roger's Intelligence should be 7. Don't forget that he shares your skill ranks, too, so he also has Craft (alchemy) +1, Heal +4, Knowledge (arcana) +1, Knowledge (engineering) -1, Knowledge (history) -1, Knowledge (local) +1, Knowledge (nature) -1, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +1, and Spellcraft +1. It might not be much right now, but it might occasionally be enough for an aid.

---

Now for the backstory! Which city is Anderson Academy in?

Lore-wise, Nirmathas has been locked in war with neighboring Molthune for a long time. There is an Imperial Academy in the capital of Molthune, Canorate. Another Molthuni city, Korholm, also has an academy. More likely, however, is that this academy is in the nearby town of Crowstump.

Crowstump wrote:

The town of Crowstump has roots going back to the Shining Crusade. Founded as a supply town for troops making their way north to fight against the Whispering Tyrant, the first settlers felled a large copse of trees to build their stockade. The crows that lived there perched on the stumps of their trees and cawed madly at the intruders—a habit that the crows there continue to this day and that led to the town’s name.

The town is now a vital port of trade for the barges making their way up and down the waterways, traveling from Skelt to Tamran and beyond. Being far away from the conflicts in the south makes this one of the safer routes for traders in the region. Mayor Tyn was elected by the town elders, most of whom are members of the various trade and craft guilds, on a platform of increased trade and cooperation with neighbors to the north and all around Lake Encarthan.

Aside from trade, the town’s deep port makes it an ideal stopping point for barges and ships sailing the lake. Captain Westiron, who is technically a representative of Lastwall, is stationed here to help keep the peace when crusaders en route to Mendev use the town and its many fine taverns as a place to get in one last wild celebration before their years of service. The aging captain often spends his nights in the Gilded Orc or the Thirsty Owlbear, waiting for trouble to break out.

Despite its focus on trade, Crowstump prides itself on being a center of learning. A small academy has opened on the edge of town, specializing in teaching the art of magic. The town also boasts one of the most learned scholars in the region as one of its own. The venerable Nathar Arod is an expert on the Lake Encarthan region, with a particular focus on the events and effects of the Shining Crusade. Some even joke that if he were any older, and his recountings any more vivid, folk might be excused for thinking that he lived through those times, despite them happening almost a thousand years ago.

The party is now most likely aware that their next destination is Tamran, and there will be GM-railroading to get them on a water-trek rather than a land-trek. On the way from Kassen, they will pass the town of Crowstump. So the party could potentially pick Charles up from there, or he could already be in Kassen.

Another alternative is that the Anderson Academy is in Tamran itself, which would give Charles a fairly direct link to the next location in our adventure. There is not officially (canonically) an academy there, but it would be easy to put one in.

It's very likely that, while back in Kassen, Charles has had occasion to work with the other local wizard, Holgast.

Holgast wrote:
On the eastern edge of town is a single tower, leaning slightly to the south, made of bricks and timber. This is the home of Holgast, the town’s local sage and mystic. Although Holgast is very knowledgeable, he is old and quite forgetful, meaning that the townsfolk (the mayor in particular) only consult him if the need is truly great. Holgast spends most of his days wandering about his tower, reading books, smoking his pipe, and taking naps. Once a week, he wanders into town to purchase supplies and provisions with his seemingly inexhaustible reserve of perfect golden coins, which he claims came from an immense hoard some years ago. Holgast makes for a frustrating mentor. His lessons are erratic and old fashioned. His apprentices are required to do all manner of chores for the privilege of learning from him, while he sleeps the day away and teaches very little. Those who have learned anything from him have done so by sneaking into the wizard’s spellbooks while he is napping.

Holgast's two young apprentices are the mayor's daughter, Gretchen Uptal, and the PC Sledge Potterson, so you probably have some association with both of them.

Let me know what you think, and we'll try to get Charles (and Roger) into gameplay soon!


Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

Much appreciated, GM Polyfrequencies! All changes have been made to the sheet.

As to the backstory, I believe the academy in Crowstump would certainly work. I'm envisioning that Charles is local to Kassen and would be aware of the current goings-on. I think he would definitely have worked with Holgast as well as Father Prasst on several occasions. He is very well learned, but more with practical knowledge of the arcane than anything esoteric. I see him regularly preparing Bull's Strength during the rainy season for when he passes a cart stuck in the mud to give the horse a boost and help get them unstuck.

Personality wise, I would see him definitely encouraging Gretchen and Sledge in their studies, but maybe not having the scholarly mind to answer some of their deeper questions. He'd both demonstrate and guide them towards using their gifts and talents to helping others, being careful never to undermine any of Holgast's lessons but helpful in any way he could be.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Hello friends, I have created a literal copy of the loot sheet Median created and have set it to editable. I will be editing now, and others can join in.

Here are the highlights of what might ought to be claimed or sold:
Ring of Swimming
Water Elemental Gem
Wand of Magic Missile (CL3, 22 charges)
Bracers of Armor +1
Horn of Fog
a spellbook that contains the following spells: cause fear, enlarge person, expeditious retreat, false life, levitate, mage armor, magic missile, ray of enfeeblement, and all wizard cantrips. The spellbook is worth a total of 155 gp.
fine (masterwork) shortsword with a silver hawk's head carved in the pommel, two small amethysts glittering in its eyes.

Please make your claims now! I am hanging on to the Water Elemental Gem if nobody else wants it. All other things I'd rather have in gold form.

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Whoops sorry. I just came in here to see if anyone wanted to take over the loot sheet, but looks like I was getting notifications for the main gameplay tab and not this one. Glad you made a copy.


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

I think I claimed the spellbook?


1 person marked this as a favorite.
Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

@Median--no worries! Thanks for managing the loot!

@Sledge--cool, the spellbook is yours! Do you want the Magic Missile wand too? Looks handy.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

I think someone who could actually benefit from the ring of swimming should get it. It barely brings me above negative so unless it is a must, which at that time perhaps someone may want to hand me the ring, I don't intend to get in the water.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Being above negative is arguably what makes it useful!

I think there are other things we could buy that are more useful than the ring. For the sale price of 1,250gp, someone can get a Cloak of Resistance, which is more universally applicable.

Same reasoning with Bracers of Armor and Horn of Fog.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Agreed, though a bit of realism would see at least one of those items going to Median or if we sell them a share in the proceeds.


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

I'm for leaving the magic missile wand with Median? It's technically on my spell list, but I feel it makes the most sense for her to keep it.

As far as the ring of swimming goes I've been RPing that Sledge can't swim. So he might feel better about having in the party in case one of us gets dunked, but Kazmanaught is fine with selling it for profit.

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Remember, Median isn't coming with you... you should take all the loot and leave her with nothing. :)

Liberty's Edge

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Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Happy Thanksgiving! Give thanks to God for his bounty.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Median is returning to the crypt and the crypt seems to be spawning fungi infested animals. They may start to invade the town so it is possible the town is in more trouble than we are when all is said and done. As players we see you moving shifting out of the game but it seems like we would want you to share in the things we gained from the crypt to use in your own adventures.

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

I get that, but why don't we assume that her father equips her quite well. She just didn't plan ahead correctly previously, since she didn't know it was a deathtrap. Now she knows. :)

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