Jade Regent, the Unexpected Journey

Game Master karlprosek

Loot List
Known NPCs

In Game Date: Sunday, 12 Arodus 4724
Current Location: Kalsgard | Combat Map: n/a


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Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

I think intimidating her into surrendering is more likely. And then she can just fly away. We could all just agree to enter the building if this is getting to be too much and then she can either follow us or not.


Male Human (Tian-Shu) HP 21/22|AC 15/14/12|F +6 R+6 W+4| Int +2|Perc +9

Good idea. You can give it to Aiko or Kelda since they have proficiency with the longbow.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

As the party cleric, should I be tracking Kelda's hp? How is she doing? And is she an unchained barbarian who is raging?


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I believe this AP was created before Unchained came out, and Paizo doesn't like using optional rules in their stuff. So, no, she's not an Unchained Barbarian.


Active Spells/Effects:
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 1/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

It's kind of hilarious that Winsome is essentially shooting people with $100 bullets, blowing a peasant farmer's week's income every few rounds. Lol.


M NG half-elf arcanist 2 / sorcerer 1 | HP 22/22 | AC 13+4* T 13+4* FF 10+4* | CMB -1 CMD 12 | F +3* R +2* W +3*** | init +8 Per +6* SM +0 | abilities AB: 7/7 AR: 3/7 D: 7/7 R: fire 5 | spells A1: 4/4 S1: 3/4 | effects/conditions coin shot 1/3 30m, mage armor 3h, resistance 1m

Literally throwing money at the problem. ;)


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I've spent the past couple of days going over your adventures in Brinewall to date. As far as I can tell there are a few places left for you to explore. On the main level I show only the 2 T14's and T15 left, as well as the creature in the pond at T16.

On the upper level I show the ruined solarium at U5, the bedroom suites at U14, and U15 left to explore as well the Attic Whisperer in U12.

On the dungeon level I see V3, V5, and the creature Zaiobe called "Nindinzego" in V10 left to deal with.

I also started a new loot list and have been updating it as I went along. Right now I'm still waiting on Paizo to transfer this game over to me (I sent them another email on Monday). Once they do this I'll post the link on the Campaign Info tab, but for now you can access it here:
Jade Regent Loot List

If anyone else has been keeping track and can double check me to make sure I didn't miss anything I would greatly appreciate it.


Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2 | 31/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

Of note, we encountered Nindinzego once previously, and were routed. Without magic weapons we really had no good way to fight it. At this point we might be able to hurt it a little but it would probably kill several party members.


Active Spells/Effects:
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 1/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

I think we can probably take him, with a little luck and good tactics, but we definitely need rest and good spell selection.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4
GM Wulfson wrote:

I've spent the past couple of days going over your adventures in Brinewall to date. I also started a new loot list and have been updating it as I went along.

Wow, thank you for your efforts. It means a lot to me and hopefully all of us. You didn't have to jump in and rescue this adventure path, but I love that you did.


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Sorry everyone, I thought I had set the preferences but apparently I didn't. The list has been updated to allow everyone to view/edit.


Active Spells/Effects:
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 1/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

So do we want to hole up somewhere in the castle and rest, or leave and come back?


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

I think we should leave and come back. That way we can check on the caravan and it's not that far away. We are also way less likely to have something stumble upon us.


Active Spells/Effects:
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 1/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Take a look at the loot sheet, claim anything you want/need. Everybody should at the least have a magic weapon to hurt the big boss in the basement.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

I would like one of the two bows, mainly because I think I am the best shot and I am trained in longbows, but if someone else was hoping to use of the bows I will stick with my heavy crossbow.

I also started with a heavy crossbow so I took my name off the one in the armory. There are two more of them for people to take though and they are simple weapons. I would like to take 20 or so bolts if I stick with my heavy crossbow depending on how many people plan to use heavy crossbows.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

If you have the strength for the composite, I say go for it, unless Aiko would also be perfect for it, and then I guess I'd say roll off?

GM, do you want me to roll longterm care? Or can we get healing on the way out from our little friend? (I need to re-read what she told us.)


Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2 | 31/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

Well, the magic bow has a composite strength bonus of +1, which matches Aiko's strength. The masterwork one has a strength bonus of +2, which is better for Byron but still not his full strength.

Byron, feel free to take either one; Aiko can use them, and her high Dexterity means she's pretty accurate with them, but if you are going to get more utility from them, then go for it. Besides, Aiko is probably going to try out dancing wasp for a little while. (Sadly, it's not a finesse weapon, so she will soon discard it.)


Male Human (Tian-Shu) HP 21/22|AC 15/14/12|F +6 R+6 W+4| Int +2|Perc +9

The pitfalls of being a monk. Very few weapons from enemies can be used for one.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

I will take the higher strength bow and leave the magic one for Aiko though. We really lack arrows though.

There are a lot of alchemist fires. Anyone with a good dex might want to grab some to use against the flying creature.


Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2 | 31/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1
Adrian Liu wrote:
The pitfalls of being a monk. Very few weapons from enemies can be used for one.

If you want to try dancing wasp instead, be my guest! It's a reach weapon, which is nice, and monks can freely intersperse it with unarmed strikes, in case you need to stun someone or whatnot.


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Given that you're riding in a merchant caravan I don't think buying mundane arrows will be a problem.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

Excellent, I will note down that I buy a bunch of arrows.

We should expend any channels or other healing we want before we sleep. I am down 10 hps and I think other people are down more.


Active Spells/Effects:
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 1/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Yeah, if you're injured and need healing sound off. I get the feeling we'll need to be at full health before tackling the Thing in the Basement.


M NG half-elf arcanist 2 / sorcerer 1 | HP 22/22 | AC 13+4* T 13+4* FF 10+4* | CMB -1 CMD 12 | F +3* R +2* W +3*** | init +8 Per +6* SM +0 | abilities AB: 7/7 AR: 3/7 D: 7/7 R: fire 5 | spells A1: 4/4 S1: 3/4 | effects/conditions coin shot 1/3 30m, mage armor 3h, resistance 1m

Winsome is injured. :)


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

The channels were exhausted a long time ago. At most, I have one spell left.

Can Spivey do anything for us?
Can the caravan?

Can Winsome finish the Pearl of Power tonight?

Zaraleva is at 16/24.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

The Spivey interaction is on page 2 of this adventure. She says she can heal us if we stop by on our way back to the caravan.

If she has a limited number of spells/channels/whatever, I suggest that she start with Zaraleva so that she can do long-term care checks on everyone else. (6 hp for the night to everyone but herself.) She also might be interested to meet Kelda if we didn't already introduce them. (I re-read pages 1,2,10 and maybe 14, but not all of them.)


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Spivey can provide two cure moderate wounds and three cure light wounds spells to those who need it, otherwise Koya can also provide healing since there's nothing magically that can be done to wake Ameiko


Male Human (Tian-Shu) HP 21/22|AC 15/14/12|F +6 R+6 W+4| Int +2|Perc +9
Hattori Aiko wrote:
Adrian Liu wrote:
The pitfalls of being a monk. Very few weapons from enemies can be used for one.
If you want to try dancing wasp instead, be my guest! It's a reach weapon, which is nice, and monks can freely intersperse it with unarmed strikes, in case you need to stun someone or whatnot.

Sure thing if you're okay with that.


Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2 | 31/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1
Adrian Liu wrote:
Hattori Aiko wrote:
Adrian Liu wrote:
The pitfalls of being a monk. Very few weapons from enemies can be used for one.
If you want to try dancing wasp instead, be my guest! It's a reach weapon, which is nice, and monks can freely intersperse it with unarmed strikes, in case you need to stun someone or whatnot.
Sure thing if you're okay with that.

It works better for you, actually, because you have a high Strength.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4
GM Wulfson wrote:
Spivey can provide two cure moderate wounds and three cure light wounds spells to those who need it, otherwise Koya can also provide healing since there's nothing magically that can be done to wake Ameiko

Awesome. Can she do that before we rest? That should get us to full if she doesn't have the Curse of the Bad Dice.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

That probably does get us back to full. From the looks of it, after gaining 3 back from resting we will be down:

Zaraleva -5 (Cure Light)
Aiko -3 (Cure Light)
Winsome -6 (Cure Light)
Byron -7 (Cure Mod)
Lyraesel -0
Kelda -? (Cure Mod as I think she is down more then Winsome, but I am not sure)

Does this look right to everyone?

Is it ok if I grab the magical arrows in case we run into DR?

And lastly, I am taking a small family trip for Spring Break. We leave Sunday and return sometime on Tuesday. I am not sure how much free time I will have to post, so please feel free to bot me as needed.


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From Spivey
Cure Moderate Wounds (byron): 2d8 + 3 ⇒ (1, 5) + 3 = 9 Done
Cure Moderate Wounds (Kelda): 2d8 + 3 ⇒ (8, 5) + 3 = 16 -4
Cure Light Wounds (aiko): 1d8 + 3 ⇒ (6) + 3 = 9 Done
Cure Light Wounds (winsome): 1d8 + 3 ⇒ (7) + 3 = 10 Done
Cure Light Wounds (zaraleva): 1d8 + 3 ⇒ (3) + 3 = 6 Done

Koya
Cure light wounds (kelda): 1d8 + 4 ⇒ (7) + 4 = 11 Done


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Just an FYI. I'm going to be on vacation with my daughter for spring break next week. I'll be gone from Saturday the 9th until Sunday the 17th.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

Have a fun trip!


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

Thanks for the pre-rest healing. That helps a lot.
Will I have a pearl of power tomorrow?
Do we want to pick a room and explore that before GM Wulfson goes on break? I'd say U14 and 15.

Have fun, Vanulf. Hope it's not Miami.


M NG half-elf arcanist 2 / sorcerer 1 | HP 22/22 | AC 13+4* T 13+4* FF 10+4* | CMB -1 CMD 12 | F +3* R +2* W +3*** | init +8 Per +6* SM +0 | abilities AB: 7/7 AR: 3/7 D: 7/7 R: fire 5 | spells A1: 4/4 S1: 3/4 | effects/conditions coin shot 1/3 30m, mage armor 3h, resistance 1m
Zaraleva wrote:
Will I have a pearl of power tomorrow?

I'm also curious about this. I'm willing to have Winsome work on it, but I don't remember how long it should take to finish.


Active Spells/Effects:
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 1/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Silence is definitely a good idea.

Question would be if it's better to cast it on him, and risk him making the save, or cast it on an arrow and put it in him ( no save, but risk of a miss on the attack; but at the very least will also cost him an action to remove it [possibly taking more damage] and toss it 20ft away or still be affected by it)


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

I don't know that we can depend on the arrow being in him. I think a lot just depends on where we encounter it. If it's a room he cannot easily get out then placing it in space makes sense. It is also worth remembering that it may just decide to fly above us and put all of our caster into the silence as well.


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If I may, you think that worshippers of Pazuzu being wholly chaotic and totally evil may have stashed something, somewhere to deal with any eventuality.


Hell's Vengeance Battlemaps; Jade Regent Battlemaps; Kingmaker Battlemaps; Mummy's Mask Battlemaps

So have you decided? Are you going to explore the rest of the castle or are you going to go straight to the parademon in the basement?


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

I am willing to take the GM hint and search the rest first. We can get a little side tracked on the way.


Female Human (Tian-Min) Ninja 2/Samurai (Warrior Poet) 2 | 31/31 HP | AC 15 T 13 FF 12 | Fort +4 Ref +6 Will +2 | Initiative +3 | Perception +10 (trap spotter) | Challenge 1/1 | Ki pool 2/3 | Resolve 0/1

What would be really nice would be to finish exploring the castle and then gain a level before fighting the parademon. ;)

(Of course Aiko has plenty of things she wishes for...)


Active Spells/Effects:
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 1/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Finish explore it is! If we gain a level, or find more useful weapons against the parademon, all the better.


Male Human (Tian-Shu) HP 21/22|AC 15/14/12|F +6 R+6 W+4| Int +2|Perc +9

Agreed with exploring first.


Active Spells/Effects:
Female Half-Elf Druid 4 (Wolf shaman) HP 38/38 AC/T/FF 18/13/16 | F +7 R +3 W +7 (+9) Totem Transformation 1/4 Low light vision 60ft, CMD 16: Perception +9, Init +2

Anyone whose tagline is still showing as injured, don't forget to apply the healing from our healers at camp and a night's rest to your HP and update. Don't need someone getting killed because they forgot to update HP.


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Everyone will have 1d4 ⇒ 3 rounds to prepare.


Skills:
Acrobatics +6, Disable Device +11 (16), Dungeoneering +7, Geography +7, Local +5, Linguistics +4, Perception +14, Stealth +6, Survival +9 (+1 to Track), Swim +5
Male Human Slayer 4; Init +4; 42/47 HP; AC 18, T 12, FF 16; Fort +6, Ref +6, Will +4 (+1 vs saves from traps); Perception +14 (Trap Spotter)

Byron is ready to roll!


Male Human (Tian-Shu) HP 21/22|AC 15/14/12|F +6 R+6 W+4| Int +2|Perc +9

The most Adrian can do is load his crossbow.


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

I guess we're as ready as we're going to be...


Female Cleric/4 | HP 31/31| AC 24/12/22 |Saves 6/4/8 | Init +2 | Perc +4

GM Wulfson, is everything ok? I think we are ready to attack the minion of Pazuzu. Shall we all roll initiative and our readied attacks?

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