[Farol] PFS Troubles in Otari (Inactive)

Game Master Farol

Current Slide | All Game Slides | Macros | Loot


51 to 100 of 318 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Female | Fort +7, Ref+12, Will+7, | HP 47/56| AC 21 (23 with buckler) | Per (E)+8| Exploration-Search Swashbuckler 4

Arity will gladly take the shortsword!


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
Bonnie Anne wrote:
Bonnie will cast shield, enter Arcane Cascade, and then instantly appear next to Mary, swinging at Dashed Green.

There is no Dashed Green.

You meant Solid Green, right? Right? :)


retired | NG female (she/her) undine human castle owner / part time pirate

Ninja edited to make Mary look crazy. The one to the south of Mary, Dotted Green.

My thought was to avoid getting flanked. Also forces them to move around each other.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
Bonnie Anne wrote:

Ninja edited to make Mary look crazy. The one to the south of Mary, Dotted Green.

My thought was to avoid getting flanked. Also forces them to move around each other.

My guess is that Bonnie will kill whatever rat she just attacked, and since Solid Green is next up on the initiative list, killing it will likely reduce the total amount of damage inflicted on us by the rats compared to killing the Dotted Green one that just finished attacking Mary and who doesn't get to go again until after Mary's next turn.

Not a big deal either way though.


2 people marked this as a favorite.
retired | NG female (she/her) undine human castle owner / part time pirate

Oh, I see. I didn't consider that, but will in the future.

It's okay, we'll get yummy rat stew tonight, either way. (I declare that Bonnie and Mary have a well-tested recipe for rat stew.)


1 person marked this as a favorite.

I am sure you can take the recipe for a Hedgehog gulash and just substitute hedgehog for a rat ;)


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

Sorry for not letting you know sooner, but in a couple of hours I will be heading back to Spain from Australia. It will be a 24 hour ordeal. My connections are tight so I’m unlikely to be able to post during that time. Feel free to bot me if necessary.


M Human | Investigator 4 | ◆◇↺ | HP 44/44 | AC 20[22 w /drakeheart)| F +7 R +10 W +10 | Perception +10 (+11 vs Traps) | Speed 25ft | Hero 1/3 | Active Conditions: | Advanced Alchemy: lesser Drakeheart Mutagen x2, 3/4 remaining| Leads: The Scar, Lamashtu cult

Albrecht at 3rd level gains:

General feat-Ancestral Paragon-Natural Skill (Training in Athletics and intimidation)
Keen Recollection-You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.
Skill Increase-Crafting to Expert
Skillful Lesson-Assurance-Medicine


1 person marked this as a favorite.

Ok, chaps. I am back, and I hope to come back to regular posting.

I will have a look at your progressions (for those who posted it), we are couple of posts from finishing this fight, then I will review the parts that you haven't seen, and RP along.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

After a hot week in Spain I am now off to California. Starting around noon tomorrow local time (GMT+2), I'll be in the air. If all goes well, it will take about 24 hours with two tight connections, so I’m unlikely to be able to post during that time. Feel free to bot Mary as necessary.


CG Human Sorcerer 4 | AC 20 | HP 36/36 | P +8 F +7 R +8 W +8 | Def. Expl.:? | ◆ | ◇ ◈ | ↺ | | Hero Points: 1/3 | Focus Points: 1/1 |

Mylos will take Diplomacy to Expert, gain Canny Acumen (Perception) and his spells will be:

Divine Known Spells DC 19, attack +9 2nd Heal (H+1) ☆, Restoration, False Life (3 slots);

1st Burning Hands, Disrupting Weapons, Magic Weapon, Harm ☆ (4 slots);

Cantrips Divine Lance, Shield, Prestidigitation, Light, Chill Touch


retired | NG female (she/her) undine human castle owner / part time pirate

One of the things I thought I should do more rigorously is to track the spells that Bonnie knows (I've been pretty lax with my PFS characters because they almost never get to prepare spells as characters in Adventures do).

Bonnie's spellbook:

Cantrips: Light, Mage Hand, Message, Produce Flame*, Ray of Frost*, Shield, Sigil, Time Sense
1st: Ant Haul, Magic Weapon, Synchronize, True Strike
2nd: Darkvision, Enlarge

Default preparation:

Cantrips: Light, Message, Produce Flame [1d4+3]*, Ray of Frost [1d4+3]*, Shield
1st: Magic Weapon, True Strike
2nd: Enlarge

Time Sense is entirely for flavor - from my historical knowledge, sailors would have used a Time Sense spell to determine their longitude (I was recently reading about the English Longitude Act of 1714).

Sigil, Synchronize, and Ant Haul would have been used in smuggling activities. If we ever want to engage in shenanigans, Bonnie just needs a little notice, she can drop Message and/or one of the offensive cantrips.

Bonnie picked up two 2nd level spells, I chose Darkvision and Enlarge, but if anyone has better suggestions, I'm all (blue) ears. I'm grown very meh about using spell slots for Spellstrike, and there are a lot of good utility spells. But I could be convinced otherwise if people have opinions.

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

Ant Haul sisters! (High-five x6)


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
Bonnie Anne wrote:
Bonnie picked up two 2nd level spells, I chose Darkvision and Enlarge, but if anyone has better suggestions, I'm all (blue) ears.

Not sure that Darkvision will be all that useful to you given that the Humans in the party will also require light to see if things get dark. Your Light cantrip should be good enough.

My arcane blaster sorcerer has the following Level 2 spells: Dispel Magic, Invisibility, Scorching Ray, Acid Arrow

She's been using Scorching Ray to great effect against multiple targets recently, and Acid Arrow has good range.

For comparison purposes, her Level 1 spells are: Magic Missile, Charm, Hydraulic Push, True Strike


Female | Fort +7, Ref+12, Will+7, | HP 47/56| AC 21 (23 with buckler) | Per (E)+8| Exploration-Search Swashbuckler 4

I should be leveled. As a reminder I now have opportune riposte. So I’ll need to know when an enemy critically misses me.


retired | NG female (she/her) undine human castle owner / part time pirate

Okay, I'm going to switch Darkvision to Dispel Magic (if nobody else has it) or Invisibility (if someone else does).

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

We did find a repair kit in the house


Flory Buntzer wrote:
We did find a repair kit in the house

If only there were a brilliant and well kept loot sheet! :D

Anyway, sorry for turning silent for couple of days. It was a bit rougher week than I expected.

With regards to spells:
- As a player, I found out that I like spells like Fearie Fire, See Invisibility, Invisibility ;) and such. In a way Magus has plenty of damage options with cantrips themselves, so I am heading for utility more than extra damaging spells. At the same note, some of the above in the society play you could cover by having a scroll, but this is not a society game ;) But more poor adventurers trying to make a living in an AP.

Anyways!


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

I'm still recovering from the jetlag and now the side-effects of both a Covid and Flu vaccine, so the couple of quiet days have been appreciated.

Here is an initial cut at how to deal with the loot we've picked up.

Fishing Tackle - SELL for 4gp
Hand of the Mage - SELL for 15gp
Tarnished Silver Goblets - SELL for 20gp
Everburning torch - SELL for 7.5gp
Expanded healers tools - ALBRECHT
Writing set - SELL for 0.5gp
Antivenom Potion - ALBRECHT, SELL REST for 6gp
Healing Potion (Minor) - ARITY
Healing Potion (Lesser) - BONNIE
Sparkblade - ARITY
Money - SELL for 12gp
+1 Dagger - TRANSFER RUNE
Well made tools - SELL for 5gp
Repair Kit - ALBRECHT

Bottom line is that we end up with 70gp. What to do with it?

I suggest that the front-liners end up with a +1 weapon potency rune on their main weapons. If Arity is happy with the Sparkblade then that's her taken care of. That leaves Bonnie, Mary, and possibly Albrecht. We have a +1 Dagger whose rune we can transfer for 3.5gp to Bonnie's Longsword.

Unfortunately, that leaves us with 66.5gp which is not enough for two runes. Mary has 8gp left and is willing to loan the group the 3.5gp difference to get a +1 weapon potency rune on Mary's Rapier and Albrecht's Shortbow (or Rapier?). That leaves us with 0gp, unless I've made an error in my math (someone please double-check).

How does that sound? Opinions?


Female | Fort +7, Ref+12, Will+7, | HP 47/56| AC 21 (23 with buckler) | Per (E)+8| Exploration-Search Swashbuckler 4

Sounds good to me. I have 7 GP to keep us alive and fed until we get our next break. But we might need money to repair the fishing villa?

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

Perhaps a silly question, but would it be better to use the tools to repair/improve our new lair, rather than selling them off?

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

Also, Flory could use some raw materials for brewing up potions. She can make healing, purification nectar, ration, and expeditious retreat.


retired | NG female (she/her) undine human castle owner / part time pirate

Bonnie has 4.9 gp left over from character creation, so she could transfer the rune and leave the money for others.

That would leave enough for two +1 runes but not leave anything for others.

I suggest we start with a baseline of everyone getting 1/12 to 1/6 of the pot, and people can volunteer to donate to a common pot, and petition to take out of the common pot.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
Bonnie Anne wrote:

Bonnie has 4.9 gp left over from character creation, so she could transfer the rune and leave the money for others.

That would leave enough for two +1 runes but not leave anything for others.

I suggest we start with a baseline of everyone getting 1/12 to 1/6 of the pot, and people can volunteer to donate to a common pot, and petition to take out of the common pot.

I think we should assign the loot and spend the money in whatever way will do the most good to the group as a whole. And by "good" I mean whatever will maximize the chances of our surviving the coming encounters.

Trying to split the pot evenly is fraught with difficulties and will result in inefficiencies. For example, the Sparkblade is an item worth 70gp; about half the loot value that we collected in the first section. To spread that value evenly would require selling it, for which we would get 35gp, enough for a +1 rune. But the Sparkblade is already a +1 weapon and then some, so that is clearly an inefficient use of our resources.

The game mechanics are such that by Level 3, anyone using a weapon to attack the enemy is expected to have a +1 weapon potency rune or they will fall behind the now greater power of the bad guys we'll be running into. In the earlier levels, it is usually the fighters that get the bulk of the loot to buy such runes to better protect the more squishy members of the group. Spellcasters usually get their turn at the trough in future levels.

The "well made tools" (much like the Fishing Tackle) are pure loot and provide no in-game benefits. The Repair Kit is a different story and we should hold onto that.

A good argument could be made for selling the Expanded Healer's Tools for 25gp as the +1 it provides is a bit of a no-op when we're hand-waving away the healing between most encounters. Albrecht could decide whether he prefers the Expanded Healer's Tools or would prefer a +1 rune. That would free up some 25-35gp (plus whatever we have individually) to spend on something else if a good case can be made for such a purchase.

Flory, what kind of "raw materials" do you need for your potions and how much do they cost?

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

Healing potions require 2gp each, the others 1.5gp. There aren’t specifics on what they are, but presumably there are suppliers in town.

Also, I can make them in batches of six.


Flory Buntzer wrote:
Perhaps a silly question, but would it be better to use the tools to repair/improve our new lair, rather than selling them off?

Overall the tool has no mechanical usefulness, the same as preparing your lair.

But this is AP, which gives more power to the hands of GM. If you want to use the tools to fix the place, RP around it, the 5 GP you can get from renting space to some fishers, or Olli fishing fish and you selling them. There are ways.

==================

Regarding runes and stuff, so far the fights were rather easy for you, there were no close calls, no on even got brought down, even for a moment. I don't know how it will go in 2nd or 3rd chapter, but I don't think you need to try to make only optimal calls.

==================

It is up to you how you want to divide loot/gold, I will simply share how we do this in another AP:

In one of the AP's that I play the decision was made to:
- You sell every found item
- Divide the gold equally among members
- Everyone can buy whatever they want
- You can buy sold item for half the price

So as soon as we find a rune, a magical item, a person can decide to buy it by paying half of the market price (which makes it the same as selling it to the vendor). At times negotiations need to happen as there are more folks interested in a given item or the item is to expensive and the interested party can't afford it (so at times we decide to 'not sell' given item). That at least gives everyone a chance to spend some of their gold

So a lot of info.

Sum up:
- If you want to do something cool RP'wise let me know and we can figure something out

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

So I’m thinking folks can put in orders for potions, paying me for materials.

Looking over the crafting rules:
1. Do I need a crafting kit of some sort, or does the Cauldron feat provide that?
2. Crafting requires four days at minimum, then the remaining value of the item(s) is covered like Earning Income. If the Task is my level (3), then I would Earn Income at 5sp/day. A batch of six healing potions requires another 12gp of earnings, which means I would need to Earn Income for another 24 days to complete them.
Is that right? That seems like a lot.

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3
Flory Buntzer wrote:

So I’m thinking folks can put in orders for potions, paying me for materials.

Looking over the crafting rules:
1. Do I need a crafting kit of some sort, or does the Cauldron feat provide that?
2. Crafting requires four days at minimum, then the remaining value of the item(s) is covered like Earning Income. If the Task is my level (3), then I would Earn Income at 5sp/day. A batch of six healing potions requires another 12gp of earnings, which means I would need to Earn Income for another 24 days to complete them.
Is that right? That seems like a lot.

Reading over the crafting example on p. 245 of the CRB, that is how it works. The intention is balancing time vs money, I guess, where completely earning the balance of the cost is a rarity.


retired | NG female (she/her) undine human castle owner / part time pirate

I don't know how much downtime we get, but yes, Crafting takes a lot of time.

In PFS, it usually takes me approximately a level (25-40 days of downtime) to craft a batch of something. But it depends on what you're crafting (things at your level take the longest but save the most money relative to Earn Income).


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
GM Farol wrote:

It is up to you how you want to divide loot/gold, I will simply share how we do this in another AP:

In one of the AP's that I play the decision was made to:
- You sell every found item
- Divide the gold equally among members
- Everyone can buy whatever they want
- You can buy sold item for half the price

An interesting approach. Let's see how it might work in this case.

1) Sell everything:

Fishing Tackle 4gp
Hand of the Mage: 15gp
Tarnished Silver Goblets: 20gp
Everburning torch: 7.5gp
Expanded healers tools: 25gp
Writing set: 0.5gp
Antivenom Potion: 12gp
Healing Potion (Minor): 2gp
Healing Potion (Lesser): 6gp
Sparkblade: 35gp
Money: 12gp
+1 Dagger: 17.5gp
Well made tools: 5gp
Repair Kit: 1gp

TOTAL: 162.5gp

2) Divide evenly: Each person gets 27gp 8cp

3 & 4) Buy whatever you like. If you "buy back" an item you "sold", you only need to pay the amount you "sold" it for.

Okay then. Where does that leave us?

From a totally selfish point of view, Mary will take her 27gp, add in her personal 8gp and "buy" the Sparkblade for 35gp, making it her primary weapon (and selling off her current Rapier and Shortsword in the process).

Fortunately for Mary, Arity only has 7.4gp of her personal money, which when added to the 27gp she gets from the loot does not come up to the 35gp she'll need to buy back the Sparkblade. She'll either have to settle for buying back the +1 Dagger and transferring the rune, or she could sell off a minor elixir of life to make up the difference.

The question then becomes: How do we decide who does what if two of us want to do the same thing? Roll for it?

After we've dealt with the Sparkblade, the second obvious option is for the loser to use 17.5gp to buy the +1 Dagger and then another 3.5gp to transfer the rune to their favored weapon.

Bottom line is that 2 of us now have a +1 rune on their primary weapons.

If a third person wants a +1 rune, then they have to come up with 8gp to add to the 27gp they got from the loot. Fortunately, Mary has 8gp of her own money to make that happen, but Albrecht doesn't. He's either out of luck or has to sell some of his stuff to make up the 2gp he's short. Either that, or he buys back the healer's tools for 25gp and the repair kit for 1gp.

From a totally selfish point of view, I'm happy to use this approach if the majority agree to do so or we can't come to a consensus on a different way to divvy up the loot. Shall we vote on it? Aye.


1 person marked this as a favorite.
retired | NG female (she/her) undine human castle owner / part time pirate

It doesn't need to be 100% sharing or 100% selfish. I am fine with the system as Mary listed, with the stipulations that PCs can make various sharing agreements if they want, and if more than one person wants one to rebuy the sparkblade, we simply roll off for it.

The four martials can agree by themselves agree to this system and pool all their leftover cash, this should give us all four of us +1 weapons - combined, we have 108.32 gp from our share, and we need 126.00 gp to buy the sparkblade (35), +1 dagger (17.5+3.5), and two additional +1 runes (70), so we'd need 17.64 gp total (4.42 gp each) from our personal leftovers, which we all have.

This gives Bonnie, Mary, Arity, and Albrecht all +1 weapons, and Mary, Arity, and Albrecht roll off for the sparkblade. Each of them will have some small amount of cash left over (from Bonnie's 0.48 gp to Mary's 3.58 gp, which can be pooled to 8.72 gp if we want to just give it to the non-martials.

Flory and Mylos have 27.08 gp, plus whatever leftovers they have from character creation, which is more than enough to buy the hand of the mage (15), and if they make a similar agreement, may be able to purchase one other magical item.

Bottom line is that this system gives everyone control of 27.08 gp plus whatever they had left at character creation, and the non-Bonnie martials a 1/3 chance at getting the sparkblade.

---

If characters don't want to engage in these pools, that's actually fine too. For instance, if Mary wants to take the chance with rolling for the sparkblade knowing she can afford a +1 rune on her own, that's fair, and a privilege afforded by her spending less at character creation.

If Mary gets the sparkblade, Bonnie, Arity, and Albrecht can pool for the +1 dagger and two +1 runes (91 gp total, 3*27.08 + 3*2.44 from each PC) and still get +1 runes.

If Mary doesn't get the sparkblade, she buys her +1 rune (or rolls for the +1 dagger). If Mary doesn't get the +1 dagger, Bonnie, Arity, and Albrecht pool for the sparkblade plus +1 dagger, plus a +1 rune (91 gp total).

The only problem arises when Mary doesn't get the sparkblade but does get the +1 dagger - then Bonnie, Arity, and Albrecht would need 105 gp to buy the sparkblade and two +1 runes, but only have 3*27.08+4.9+6.1+7.4 = 99.64. We roll off for the two +1 runes and give the remainder to whoever doesn't get it, and they can pick one up when we get another 5.32 gp.

The only way that it doesn't work is if Mary chooses not to engage in the 4-martial pool, loses the sparkblade, wins the +1 dagger, and whoever rolls low for the two +1 runes is unhappy about it. And I'll just obviate that scenario by volunteering that if Mary chooses not to join, and then the sparkblade and +1 dagger rolls come out to the worst case scenario, Bonnie will take the 29 gp and wait for her +1 rune. So in every possible scenario Mary, Arity, and Albrecht have a +1 weapon, each with 1/3 probability of having the sparkblade, and Bonnie takes a 3/4*1/3 = 1/4 chance of having 29 gp instead of a +1 rune.

In any case, Flory and Mylos have 27.08 + personal leftovers to decide however they want to spend.

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

Flory will buy back the repair kit, and steal it from Albrecht whenever his back is turned.


M Human | Investigator 4 | ◆◇↺ | HP 44/44 | AC 20[22 w /drakeheart)| F +7 R +10 W +10 | Perception +10 (+11 vs Traps) | Speed 25ft | Hero 1/3 | Active Conditions: | Advanced Alchemy: lesser Drakeheart Mutagen x2, 3/4 remaining| Leads: The Scar, Lamashtu cult

I'm fine skipping a +1 rune for now. Albrecht is unlikely to be making more than one attack per round and his devise a stratagem ability means that +1 isn't quite as valuable in his hands as it would be in Bonnie's, Mary's or Arity's.

We can definitely sell the expanded healer's tools. Albrecht took assurance medicine and is expert. I doubt I'll be rolling dice for medicine all that much.

Scarab Sages

So crafting rules:

To craft something: it takes you 4 days and then you can 'rush finish the job' and complete the items at cost. For every day beyond 4 that you spend crafting, you make a check and however much you make, you take that much money off the cost of the item, down to a minimum of 1/2 cost.

So, crafting a batch of 6 healing potions would require 4 days for 12 GP (normally it would be 4x6 days, but she can craft batches of six per go)

Then if she rolls the day job check for the next day, she gets, say, 1 silver piece off, down to 11.9. If she keeps crafting she could, theoretically, get the cost of the batch down to 6 gp.

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3
VampByDay wrote:

So crafting rules:

To craft something: it takes you 4 days and then you can 'rush finish the job' and complete the items at cost. For every day beyond 4 that you spend crafting, you make a check and however much you make, you take that much money off the cost of the item, down to a minimum of 1/2 cost.

So, crafting a batch of 6 healing potions would require 4 days for 12 GP (normally it would be 4x6 days, but she can craft batches of six per go)

Then if she rolls the day job check for the next day, she gets, say, 1 silver piece off, down to 11.9. If she keeps crafting she could, theoretically, get the cost of the batch down to 6 gp.

That’s what I figured. Thank you!

I also found it odd that a ration potion costs 3gp, and covers one man-day of food, while actual rations cost 0.4gp, and cover one man-week of food, for the same encumbrance. I considered just making rations instead, and fishing and foraging to gather the raw materials instead of buying them. Then I realized that I would need four man-weeks of food at the beginning of the crafting process (because consumables are done in four-unit batches). So better to buy them fresh than have them sit around rotting. Or does the “Consumable” tag only apply to magic items, not mundane gear?


CG Human Sorcerer 4 | AC 20 | HP 36/36 | P +8 F +7 R +8 W +8 | Def. Expl.:? | ◆ | ◇ ◈ | ↺ | | Hero Points: 1/3 | Focus Points: 1/1 |

Mylos could use some L3 thieves's tool, but other than that, he'd just like a Staff of Healing at Level 4.

He'll just take the coin and not want anything else.


1 person marked this as a favorite.
CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

The consensus seems to be that the pooling approach is acceptable, so each of us gets 27.08gp to do with as they like. I am also happy to go along with Bonnie's idea of the four martials pooling their resources to make sure we all get access to +1 runes.

Going through the postings, it looks like the bottom line is:

Bonnie will use 4.42 gp of her personal money and get a +1 rune on her longsword in return.

Flory will receive 27.08gp with which she will buy back the repair kit for 1gp and give it to Albrecht. She will also be crafting some potions.

Albrecht will receive 30.48gp (+35 -4.42) which he will add to his personal money. He will not spend it on a +1 rune.

Mylos will receive 27.08gp which he will add to his personal money.

Mary will use 4.42 gp of her personal money and get either the Sparkblade or a +1 rune on her rapier.

Arity will use 4.42 gp of her personal money and get either the Sparkblade or a +1 rune on her shortsword.

Does that sound about right? The only person we haven't heard from recently is Arity.

Scarab Sages

I’d love to keep the sparkblade. Sounds good.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
VampByDay wrote:
I’d love to keep the sparkblade. Sounds good.

Very well. In the interests of moving on, Mary won't contest the ownership of the Sparkblade; she'll take the +1 rune on her rapier instead.

We all good with the rest of the plan then?


retired | NG female (she/her) undine human castle owner / part time pirate

I think the accounting is a little off. Albrecht not getting a +1 rune lowers the cost for the rest of us, it's 91 gp (35+21+35) or 30.3 gp for three +1 runes, but 126 gp (35+21+35+35) or 31.5 gp for four.

And if he's not pooling, he shouldn't need to contribute.

So Bonnie, Mary, and Arity pooling should leave:

Bonnie: 4.9+27.08-30.4 = 1.58 gp (+1 rune)
Mary: 8.0+27.08-30.3 = 4.78 gp (+1 rune plus a bonus dagger w00t w00t)
Arity: 7.4+27.08-30.3 = 4.18 gp (sparkblade)

Outside the pool:

Albrecht: 6.1+27.08 = 33.18 gp
Flory: ? + 27.08 = 27.08+ gp (minus reagents?)
Mylos: 8.6+27.08 = 35.68 gp

Looking ahead to level 4, the martials are all going to want striking runes (65 gp each) and Mylos wants the staff of healing (90 gp), so if this framework seemed okay for this level up, I'd like to pre-agree to maintain it because I suspect getting 65 gp per PC is going to be stretch, and we may have tough decisions ahead.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:

Bonnie's latest sounds good to me. I'll update Mary's profile accordingly.

Unfortunately, no bonus dagger. Removing the rune from a +1 dagger effectively destroys the dagger (ie. reduces it to value 0)


And today I realized something. I was scaling the encounters to accommodate 6 players, but I was not scaling the gold :D

So instead of getting 162.5, you should get: 243.75 (so 50% more)

Which makes it: 40.62 gp and a half copper piece each ;)

Sorry for the confusion. But extra money never hurts :)


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
GM Farol wrote:
Which makes it: 40.62 gp and a half copper piece each ;)

Shouldn't affect anything else we've been discussing. All that changes is that instead of 27.08gp we each get 40.62gp.

Okay. I've added the extra 13.54gp to Mary's personal cash for the time being. If I think of anything for her to spend it on in the next day or so I'll retcon the purchase.


retired | NG female (she/her) undine human castle owner / part time pirate

Gather Information is usually 2 hours (so I anticipated it would take 6 to visit all three), but if I'm wrong or if Albrecht has a way of making that faster, I'll change my vote.


M Human | Investigator 4 | ◆◇↺ | HP 44/44 | AC 20[22 w /drakeheart)| F +7 R +10 W +10 | Perception +10 (+11 vs Traps) | Speed 25ft | Hero 1/3 | Active Conditions: | Advanced Alchemy: lesser Drakeheart Mutagen x2, 3/4 remaining| Leads: The Scar, Lamashtu cult

I was thinking we actually go to question the three recipients directly rather than spending time gathering information. Depending on where these people can be found it should take considerably less than 6 hours.


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
GM Farol wrote:
Mary and Albrecht still owe me a fort save (Mary DC18 and Albrecht dc14).

Mary's Fort save successfully made in THIS TURN POST followed by your reply that ...after making the save you are immune for some time.


Marysiel wrote:
GM Farol wrote:
Mary and Albrecht still owe me a fort save (Mary DC18 and Albrecht dc14).
Mary's Fort save successfully made in THIS TURN POST followed by your reply that ...after making the save you are immune for some time.

I meant Bonnie, they look just the same :P Sorry


CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
GM Farol wrote:
Mary moves around the fiery creature and with a swift movement strikes it. She hits him twice. Pink -16-8 = -24

Mary's first hit only dealt (9+5)= 14 damage (not 16, unless the wolf has some weird weakness).

I believe that Mary's second hit was a nat-20 crit for (7+1)*2= 16 base damage + 5 Deadly for a total of 21.

Total damage should thus be 14 + 21 = 35 hp


Marysiel wrote:
GM Farol wrote:
Mary moves around the fiery creature and with a swift movement strikes it. She hits him twice. Pink -16-8 = -24

Mary's first hit only dealt (9+5)= 14 damage (not 16, unless the wolf has some weird weakness).

I believe that Mary's second hit was a nat-20 crit for (7+1)*2= 16 base damage + 5 Deadly for a total of 21.

Total damage should thus be 14 + 21 = 35 hp

Pff, apparently on Friday math works differently. I missed the fact that it was nat 20 and my adding skills failed me.


1 person marked this as a favorite.
CN Female (Cavern) Elf Rogue 4 | ♥️ 42/42 | AC 21 (23 Nimble Dodge) | F+7 R+12 W+10 | Perc +10 (Darkvision) | Speed 40' | Hero 1 | Exploration: Avoid Notice +12 (Init +12) | ✋ +1 Striking Rapier, +1 Striking Shortsword | Status:
GM Farol wrote:
Bonnie was supposed to strike at the fiery hound, but it succumbed to the previous wounds. Killed by math! Bonnie can redo her round

I moved dead pink wolf off to one side.

1 to 50 of 318 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [Farol] PFS Troubles in Otari All Messageboards

Want to post a reply? Sign in.