Manticore

Setebo's page

578 posts. Alias of PoorWanderingOne.


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Have fun folks!


Best of luck to everyone.


Tossing Setebo's malformed hat into the ring.

I can play down or remove the The Island of Doctor Moreau bits but a mix of it and some Caliban from the Tempest felt just right for this AP.

Background under alias. Crunch proceeding apace.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

I have some bad news.

As you have no doubt noticed I have not been keeping up with the posting part of this play by post. My workplace has tightened up on 'personal' use of the net so I am really only able to post on weekends/evenings and that has simply not been happening.

I am afraid I need to exit this game. I am very sorry, you are all excellent players and The lovely Blue Dwarf is one of the best gm's I have had the pleasure to play under.

I hope this will not cause too much disruption and I will follow your exploits with great enthusiasm.

Your former party member.
Setebo.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

"There is a way up, but I don't see it on this side."

{Description or map of the 'compound' and surroundings please oh mighty blue master?}


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Ok so the shed can't be that tall or we couldn't hear rant boy.

Plan A:
Setebo could probably climb up. Drawback: Setebo would be seen. Jask gets splashed.

Plan B:
Rant boy in likely in range for slings/arrows/random objects. Drawback: unless we get a string of crits and drop rant boy with the alpha-strike Jask gets splashed.

Plan B1:
Can we hit rant boy with something that prevents the murdering? Amisi and her Charm Person would have come in handy here. Perhaps Bardic fascination?
Drawback: Low dc. If Rant boy saves Jask gets splashed.

Plan C:
The blue one described this as a compound. This implies other buildings. Maybe there is a way up to the shed roof that rant-boy isn't watching?
Drawback: Insufficient data.

Plan D:
Find a way to catch Jask?
Drawbacks: Rant-boy could still cut his throat and I can't think of an easy way to make a catch net/crash pad.

Plan C?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Right so 4 fire globes up for grabs Setebo has them right now but shout out.

The hairy one is also snagging the MW clubs unless someone else wants one. They make nice throwing weapons.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Friend Jask?!"

Setebo grabs a passing citizen and, smiling, says "Where is the South Arcadian Whaling Company?"


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Actually that was a hit. Nonraging AC w/o shield 17, -2 for charge, 15.

"Owwwrggrrrr!"

And I thought they had swords?

DM Wellard wrote:
"They draw swords and look determined to prevent you from fighting the fire."

Not that is matters much as this goon has the life expectancy of an ACA repeal bill in the Senate.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

*Round 1*

FIRE!

If the arsonists are withing charge range (80")
Seeing the flames Setebo breaks into a flat run, leaping over Taltoc's bleeding victim and bringing his brand new mattock into play with the final arsonist.

Charging if I have a clear path. Then attack with Mattock. AC is
Acrobatics if need to leap over things to keep charge: 1d20 + 13 ⇒ (2) + 13 = 15
Attack,buckler,charge: 1d20 + 8 - 1 + 2 ⇒ (15) + 8 - 1 + 2 = 24, damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10Piercing

If they are too far away.

Seeing the flames Setebo breaks into a flat run drawing a large metal ring from his belt as he moves.

Move 40' closer and draw chakram. Throw chakram: 1d20 + 6 ⇒ (13) + 6 = 19if w/i 30. -2 for every 30 or bit thereafter. Damage, whetstone: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10slashing.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

{nothing to do over the week}

Forging ahead of the Capt'n and his pack (pair at least) of wild dogs Setebo attempts to force a path through the crowd.

Initiative if needed: 1d20 + 4 ⇒ (4) + 4 = 8


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
TarkXT wrote:

I'm going to put out there that no matter how much Caithan blusters and growls about searching for a lost city (they're lost for a good reason) he's pretty much going to go along with the group out of a sense of protection for the women.

Oh and Setebo will get dragged along too.

Dragged!?! Setebo will be running ahead. The forest/wilds/jungle is much more a home for the furry one than civilization.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

"...And a chance to get out of the city. Maybe find another place like the island. Besides the city must be long gone by now a relaxing trip up-country on someone else's purse sounds nice? Right Captain?"


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Well The choice really comes down to Govt or Pathfinders. Apsis/Assassins/Pirates are a little too likely to dry gulch us once we are at the supposed city.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

"Everyone wanting the same thing. Some friends will be unhappy with us. Life was simpler on the island." Setebo's voice is a little unsteady. It appears he has discovered Manioc whisky..


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Setebo spends his first days in 'civilization' firmly in the Captain's shadow. He provides porter and inadvertent bodyguard duty though it would be a very desperate cut-purse who would try their luck with the furry crew.

Setebo does provide some unwitting amusement as over the days of Cathain's shopping the sailor gathers an extraordinary pile of gear. Much of what was gathered on the island is sold and replacement gear begins to fill Setebo's room at the Xai Xai.

A long stay at a public bath provides much grist for the rumor mills and a trip to a barber reveals first that Setebo has quite a heavy, strong jaw under that unkempt beard and second that his hair regrows quite quickly.

{assuming rooms are available and we are using them. Setebo would want to be near the Capt, Helga or Atzi and would be happy to share. Assuming good meals and good inn for the Xai Xai? so 7gp a day?}

Setebo is out of place at the party. Eating daintily, trying not to scratch at his stiff new clothes and freshly scrubbed skin. He is glad to see Jask and Ayers but is a bit too overwhelmed and self conscious to have much conversation.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Shopping list for the hairy sailor:

Selling
Boarding pike {long spear} 5gp
Studded Leather 25gp
Greatsword 50gp
Hammer(tool) .5gp
-----------------
Total 80.5gp
Selling for 40.25gp

Buying. I think they saw Setebo coming....

_unusual_
Spyglass 1000g 1#
Potion of Mage armor. Any chance for more than one? 50gp 0#

_Armor_
Chain shirt 100gp 25#

_Arms_
Armentum x3 1#ea free 3#
Brass knuckles 1gp 1#
Chakram x2 1gp / 1#ea. 2gp 2#
Hunga Munga x2 4gp / 1# ea. 8gp 2#
Kukri. 8gp 2#
Light hammer. 1gp 2#
Mattock. 12gp 12#
Pilum x2 5gp 4# ea. 10gp 8#
Throwing Axe. 8gp 2#

_Alchemical gear_
Alchemical glue 20gp 5#
Impact foam x3 25gp 1# ea. 75gp 3#

_Mundane Equipment_

Bandolier (2) .5gp 0# ea. 1gp 0#
Blanket .5gp 3#
Bedroll .1gp 5#
Candles (10) .01gp 0# ea. .1gp 0#
Coffee, whole bean 5# .05gp/# .25gp 5#
Coffeepot 3gp 4#

Mortar and pestle (No listing for this in either prd or d20. How do they expect one to grind the beans?)

Dominoes, bone 1gp 1#
Gear kit 5gp 2#
Grooming kit 1gp 2#
Baiju liquor, 2 bottles 10gp 4#
Tindertwig (12) 12gp 0#
Hip flask (4) 1gp .5#ea 4gp 2#
Hot weather gear 8gp 4#
Messkit .2gp 1#
Mug, tin (5) .02gp 1# ea. .1gp 5#
Piton (6) .1gp 1# ea. .6gp 6#
String (100ft) .02gp 1#
Wire (3) 5gp .5# ea 15gp 1.5#
Wire saw, common 30gp 0#
Explorers outfit 10gp 8#
(with leather kilt, poncho, and overly wide brimmed hat.)
--------------------------------------------

Gross cost: 1396.97gp
Net payment: 1356.62gp

Current cash: {3657 - 1356.62) 2300.38

Total weight {new gear 114.5# existing gear # assuming MW pack


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Yup and sold it. you got the breast plate back right after the cannibal camp slaughter.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Caithan Kalson wrote:

I was actually about to switch the bow out for an Atlatl.

Sell them things.

Check selling:

Masterwork +2 strength composite longbow cost/selling price: 600/300
(Give the 20 normal arrows to Helga?)

3 masterwork arrows. Cost/Selling price:18/9g
(assuming as you will no longer have a bow)

Scroll of raise dead: 6125g
Scroll of Comprehend Languages: 150g

Total: (300+9+6125+150)6884.0

Fifth share:1376.80

Total share (2282+1375.8)3657gp 8sp each


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

So you are eating the 150gp cost for the spell??!?

Masterwork Transformation/PRD wrote:

"...The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option)."


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Atzi wrote:

...

Two~three shortspears - not a priority. I would rather do 2-3 things for setebo and Caithen

Setebo is upgrading to a chain shirt. That could use masterworking. What is the cost for the spell?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Ok
MW arrows to the Cap'n as he has a STR+2 bow but not a MW one.

Current potion distribution:

Atzi; CLW, Lesser Restoration, Water Breathing.
Caithan; 2xCLW, Lesser Restoration, Water Walking
Corvus; CLW, Lesser Restoration
Helga; 3xCLW, 2xLesser Restoration, Remove disease.
Setebo; CLW, CMW, Lesser Restoration, Water Breathing

Note this includes only potions found on the Shiv. Please add to character sheets if not already present.

Helga do you want the 2 scrolls of Argury? I missed them on the last run through. Sorry.

Full healers kit to Atzi as she asked first.
9 dose healers kit to Helga

2 sunrods and a whetstone to Helga. We still need homes for the lanterns and oil.

Hook and rope went to Atzi. Wrestle her for them.

DM Wellard we are selling the scroll of Comprehend Languages. Waiting on the 5k call before deciding on selling the Raise Dead.

Note to Corvus, your spells look ...off.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Atzi wrote:

I hate autocorrect...

I was saying breakables. :-C

aha!

Hmmm you have a +8 heal skill.... care for a healers kit?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Atzi wrote:

I can definitely grab he druid scrolls.

Id like the potion of water breathing.

I will snag a bar of soap and a wet stone as well. :)

I will grab the grappling hook and can have Tlatoc carry the rope~

Since i am not a front liner yet i can hold onto the readable as Tlatoc will be my beast of war and burden in a sense.

Im waiting to know about switching the archetype but i think i know the answer already~ No high deal either way just thought id put it out there heheh. :)

Scrolls/potion/soap/stone/hook/rope done. Please add to your sheet.

Readable?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Right working on distributing gear now that we need to be mobile.

Wellard To save us from having to sell and buy can we just assume the 4-man dome tent is really a 5 man dome tent?

EVERYONE!!!
The following need homes. Setebo is happy to carry but the rage maddened barbarian may not be the person you want carrying these.
~Potions
1 CLW. Thinking this goes to Corvus as then everyone will have at least one.
1 CMW Setebo is happy to carry this one unless someone has a better claim, barbarians are healing sponges.
4 Lesser Restoration. Having Setebo carry all of these might be an eggs/basket situation
1 Remove Disease. No idea where this should go.
1 Water breathing. Setebo claims one but we have another going spare.

~Scrolls, note these come in a "High Quality" scroll tube for what that is worth. Helga as you are the only one of us with a snowball's chance of using these I will leave it up to you to save or sell. Mind you if the Raise dead comes with the 5k gp material cost included I will urge selling that one at least.
~~Raise Dead
~~Trap Finding
The following are on the Druid list so Atzi? You want?
~~2 Cure Moderate
~~Remove Disease
~~2 Lesser Restoration

Arrows, Helga, Capt'n decide among yourselves but these are useless to Setebo.
~3 masterwork arrows.

Needful things
Lights. Perhaps the guy with the 60' darkvision should not be the one carrying the light sources. Just a thought.
~3 sunrods.
~2 Bulls-eye lanterns
~12 pints of oil

Healers kits.
~19 uses between 2 kits. Setebo is untrained but very enthusiastic!

3 Whetstones, anyone using non-magical bladed weapons should have one. +1 damage on first hit may be small but it might make the difference.

Camp gear.
~4bars of soap. We have two dogs and a giant lizard in the group. enough said I think.

~150 feet of hemp rope in addition to what we are already carrying. Sell?
~Grappling hook, Setebo has one already does not need 2
~Silver whistle. Excellent for whoever is on watch in the dark hours.

Most of the other mundane equipage can be dumped in an inn until we figure out what we are doing next and then strapped to a pack horse/camel/bystander as needed.

CHOOSE NOW!


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
DM Wellard wrote:

So many questions...

Setebo...
Archaic weaponry is I think a hallmark of the Mwangi Expanse so yes things like the Pilum would be more likely to have survived there.

Can you tell me where to find the bleeding/thistle arrow references as searching the PRD is proving fruitless.

Sorry they are in the D20PFSRD the bleeding arrow comes from Elves of Golarion where the Thistle arrow comes from Adventurer's Armory. Actually they are both rather cheese better I think for dedicated archers or for baddies to use.

Thoughts on the material cost w/scrolls question? Are you ruling that the 5k diamond (or other expensive material component?) is needed when the spell is cast or when the scroll is created? Admittedly not a vital concern with Setebo but five grand and change is riding on the answer.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
DM Wellard wrote:


Setebo you could certainly have any type of weapon made to order..remember that is the way most smiths make a living making stuff on commission due to the simple fact that in the field of weaponry one size does not fit all.

As these listed weapons etc are all unusual I was also asking if they exist in this game and are common enough to be readily available. Pilum/Armentum are not exotic but likely uncommon. Sargrava might be a place to preserve the outdated weapon tech assuming the heart makes light/no armor plus large shield fighting style more common among their enemies. The Pilum was developed to counter exactly that tactic.

Are the strange arrows ok? And what is the correct price for the arrow-that-causes-bleed Thistle/Bleeding arrow?

Mithral armor?

Thoughts on the material cost w/scrolls question? Are you ruling that the 5k diamond (or other expensive material component?) is needed when the spell is cast or when the scroll is created.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

And on to spending rather than making money.

Which, if any, of the following are available for money and or love?

Pilm
Armentum
Chakram
Star-knives
Bleeding/thistle arrows (issues w/cost between these. Do the same thing but one costs orders of magnitude more)
Pheromone arrows
Smoke arrows

Mithral armor? Esp chain mail or breastplates?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

2. Hmmm Loathe as I am to denigrate friend Helga the odds of her casting Raise dead are pretty low.
1st UMD check at DC 20 to emulate the ability to use divine magic.
2nd UMD check to emulate the 15 wisdom UMD-15 vs dc 15.
3rd UMD check to actually cast at DC 29.

Perhaps trading the scroll for future favors unspecified might be wise.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
DM Wellard wrote:

Setebo

1)Component costs are included in the normal cost of the scroll so you don't get the additional 5050 for those. Nice try though

2)Helga has use Magical Device which allows her to use all the scrolls you intend to sell.

Atzi..
There are no Tangle-foot bags for sale..however the party does have some already.

1. You sure about that boss? I based my pricing on this...

PRD/core/magic items/scrolls wrote:
"...The price of a scroll is equal to the level of the spell × the creator's caster level × 25 gp. If the scroll has a material component cost, it is added to the base price and cost to create."

It looks to me that material costs, like the 5kgp diamond for the Raise Dead spell, are included in the creation cost/price of the scroll where focus costs, like the 25g for the divination sticks needed for the Augury spell are not. But then I have a lovely sinus headache and may not be thinking clearly.

Note: I think this means we will need to buy a set of diving sticks if we want to keep the Augury scrolls. Should be able to reuse the same sticks for both as focus components


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Getting a Darkwood shield away from a druid is like trying to get a hambone away from Rollo. One does not presume to try if one is fond of ones digits.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Atzi remember you are using a +1 darkwood buckler do you want to sell it in exchange for the quickdraw?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

More things to sell.

No one in the party can use:
Scroll of Raise Dead (divine). 5th lvl cost 1125g +5000g material = 6125g
Scroll of Find trap (divine). 2nd lvl cost 150g
2 scrolls of Augury (divine). 2nd lvl cost +25g material = 175g each
Scroll of comprehend languages (divine). 2nd lvl cost =150g

So that is another 6775g to go in the kitty.

Wellard I set the sale price for the scrolls at cost +100% of components.
Was that correct? You mentioned up thread that scrolls sell at full price?

If so...
Raise 2250+5000=7250g
Find and Comprehend 300g each or 600 for the pair
Augury 325 each. 650g for the pair.
Total for the kitty: 8500 even

So which is correct?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Went with animal fury Claw/Claw/Bite ftw.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

When news that the new ship will take them Setebo's first action is to disappear into the forest at a flat run.

He first calls on the Green Lady and tells her that they will be leaving her island. He thanks her for her help and asks if there is anything of the outside world she desires?

The next destination on his sole pounding tour of the Shiv is the Crab home of the strange Crow-man. Shouting from well outside the reach of the claws. Setebo tells the strange man that rescue has come and if he wishes to leave there is room for him as well. Should the crow wish to leave the island Setebo will lend a shoulder to his burdens and stand bodyguard for the return to the lighthouse camp.
...

Setebo is the last to leave the island. The warped sailor seems reluctant to leave the place that has been his home.

He has forgotten the fights with fungal things, ghouls, snake witches and red devils. He remembers Helga and Atzi relaxing in the river pool. The companions making a home out of the cannibal camp. The wonder as the ocean moved away from the land, and the green lady's laughter.

He silently vows to return. That bleeding altar should be easy enough to smash with a good heavy sledge. There might even be a way to brace the door open when the sea comes back. Leave that old barren temple for fish to swim through.

Onboard he rapidly falls in with the crew. His strength, endurance and willingness to take on the tasks that the other sailors hate make the odd bent man popular or at least happily exploited. Luckily Setebo does not know the difference.

All is not bilge and roses however. Setebo also misses Quetza and spends hours watching the Shiv fade away wondering how his scaled friend will fare.

The half-man's dreams are also troubled. Several nights he cries in his sleep his body rigid as if restrained. He dreams of an old man, his face grossly distorted by nearness. "No, this will not do.. This has to go.. Good, but we can do better...."

On these nights Setebo wakes with his mouth full of thick black blood.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Well Mending is a druid available cantrip. A touch of work and the broken condition is gone. But there cannot be that much of a market for used scimitars, and we are foreigners/tourists so scrap price is good enough for me.

Re wizard. Told you it would be quick.

Anything about the survey papers or should I forget them forever?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Grrrr must choose Rage power....

Animal fury: Raging bite and a third attack.

Guarded stance:+1 dodge vs melee while raging at the cost of a move action every 4 rounds. My ac is rather non scottish.....

Knockback: most effective once I have the bite. turns claw/claw/bite to claw/claw/headbut

Rolling dodge: see guarded stance

Str surge: Good cbt and rp uses. Gives me a 1 round str in the 26/27 range which is quite nice.....

Superstition: Sigh... no buffs but a +9 will save while raging.#&^*^# dominate person

Guarded life: This is almost a rage power tax

Sigh.....

Leaning Animal fury/Str surge/Guarded life.....any advice?


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

~4 I am assuming the Snake Lady scrolls are divine, correct? With the witch in the game a good number of the spells appear on both A & D lists now.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Just to be sure.
~1: Everything in the 'Jewelry/Art/Commodities' section has been sold/tossed/eaten by gnomes? And we made 4499g on the deal?

~~1a: Any interesting plot/info to be gleaned from the surveying material? "parchment covered with surveying data, No useful information. Need to have a better understanding of the island"

~2: I am assuming the items highlighted in orange have been sold, correct?

~3: I propose selling the items highlighted in blue, thoughts?

~Setebo the gear monkey


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
DM Wellard wrote:

Ok looking at the spreadsheet and trying to calculate the net wealth of the party I get a figure of

230 gp worth of misc equipment

2501. gp in coin

4499 in artwork, gems etc

for a total of 7,230

that's 1446 each and Setebo can remove all the sold stuff from the sheet.

in addition I ask again that the spreadsheet to be consolidated..there are for instance 3 lines for potions of CLW this is unnecessary and redundant, not to mention making the sheet confusing to read..

Not a prob. The sheet in its current form was set up for desert island survival horror. In survival/horror situations there is a small chance that some random bit of gear will be vital. See the Fisher Space Pen and Apollo 11. So I was on vacuum/NSA mode, grab it all and deal with the mess later. Now that we have a culture to draw on organization rather that accumulation becomes more important.

Is short, on it.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Atzi wrote:
Sweet! \o/

Ooooo a new version of the test drive rules is available for free download!

Pull these Atzi and they will give you a decent grounding.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
DM Wellard wrote:

...

That leaves Atzi as the only original member of the roster.

So the question must be asked do we try and recruit an arcane caster which might be difficult given the fact that Serpents Skull is not particularly popular or do we move on with just the four off you {with perhaps an NPC wizard} or do we call it a day.

This one chapter came in at 4 weeks under three years if the others take as long I'll be almost 70 by the time we get done.

You might be over focusing on the goal of 'completing' the ap. The real question, to me at least, is not "When will we finish this?" but rather "Am I having fun right now?" So long as the second question can be answered in the affirmative then the longer term goal seems largely irrelevant. At least that is how I see it.

As far as recruitment I think you may underestimate the popularity of SS. I expect a recruitment thread looking for an arcanist to join a strong party for the second book would get a very good response.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

1. Sorry to see you go. But I can understand, even agree some of the time.

2. Also a SW fan and would be angling for a player slot in any game you choose to run.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Loot added to sheet{/ooc]

DM Wellard wrote:

The altar is solid stone..Atzi's attempts to damage it with spells fail totally.

[ooc]hardness 8, 1/2 damage from energy attacks, break DC50..not a chance at your level

With a couple of improvised great clubs the Cap't and Setebo could reduce this to rubble in an hour or two of sweaty work. {average damage per round = 6 (average of 1d10+6 = 11 -8 hardness = 3/person round). Add in things like the iron spikes to open gaps and the rest of the party pulling on a silk rope/using makeshift levers and it becomes quite doable. Not to mention the effects of Bull's strength and/or Shillelagh. But I understand if this sort of thing of out of scope for the game. :7) Now to decide on a rage power.......


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1
Helga Evadottir Alfchild wrote:
"I wonder, could we float through that trapped room as smoke?" Helga suggests.

Since we have to mist our way out of the snake-killing room anyway it seems like a good idea.

"I dislike trusting that the statute will let us become flesh again but If you trust it then I will trust you friend Helga."

At the blood alter w/ Atzi.

"Hmmm, this might help."
Setebo removes an Iron spike and a short handled iron mallet.

"Now, where do these stones join...."


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Setebo stands near the entrance softly panting in the dark.
Ending rage. 2 rounds of fatigue. Sorry Helga but the ring is useless to Setebo

PRD description:
RING OF MIND SHIELDING
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Once rested hairy sailor wanders the room examining the inscriptions.

"These are lovely... and so old..."
Perception to notice anything odd? Particularly a hidden door. Setebo does not look forward to becoming gas again. perception: 1d20 + 9 ⇒ (2) + 9 = 11


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Setebo leaps to follow the snake woman a bloody foot pushing off the statue for more height as his claws pass harmlessly through the mist.

[ooc]It was either this or trying to inhale her a'la the Tick vs. The common cold start at 9min 50sec.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Mahatma on a pogo stick +14 attack!!!

The venom clamors of a jealous woman
Poisons more deadly than a mad dog's tooth."

Fort: 1d20 + 7 ⇒ (9) + 7 = 16 Str now 16/20 rage.

As the others return to the fray Setebo presses his attack. {assuming no flank. If the half squares on the back wall are useable then Setebo will take a 5' step to get flank if the capt or Rollo will 5' into one of the small squares. If those are good squares then we will have the delightful situation of Capt and OLoB on her north side and Setebo and Rollo to her south each with flank and the casters/bowpersons with a clear shot.}

Left claw, poison, song, challenge: 1d20 + 9 - 1 + 1 + 1 ⇒ (18) + 9 - 1 + 1 + 1 = 28, blur: 1d100 ⇒ 36, damage, poison, song: 1d6 + 6 - 1 + 1 ⇒ (4) + 6 - 1 + 1 = 10.

Right claw, poison, song, challenge: 1d20 + 9 - 1 + 1 + 1 ⇒ (9) + 9 - 1 + 1 + 1 = 19, blur: 1d100 ⇒ 37, damage, poison, song: 1d6 + 6 - 1 + 1 ⇒ (1) + 6 - 1 + 1 = 7


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Round 5 Initiative 19-

"Captain!"

Free action: starting Rage 2 rounds of 10 used. Merde too close to charge.

"O, from this time forth, my thoughts be bloody, or be nothing worth!"

Disdaining javelin, disdaining spear, disdaining even the ground beneath him Setebo simply leaps at his serpentine foe.

5' step (reskinned as leap, no game effect ignore the leap part if it causes issues) to to the NW, Should be in the space with the "C" in it.

Full attack with claws.
Right Claw, song: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20, blurr check: 1d100 ⇒ 37, Damage, song: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12.
Left Claw, song: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15, blurr check: 1d100 ⇒ 72, Damage, song: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11.


Combat stats:
Move 40. Per . Init + AC/tou/ff. Norm / / , Rage / / , Fatig / / . Saves Fort / / , Ref / / , Will / / norm/rage/fatig
Half-Orc Totem barbarian 1

Will Save, against nature, song: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 23

{hmmmmmmmm, action pending on sanity.}

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