Wicht's RotRL


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Male Human Ki Mystic Monk 4

Kenzo tracks Jessa's spell and Eugen's attack, trying to to get a bearing on their opponent.


Kenzo wrote:
Kenzo tracks Jessa's spell and Eugen's attack, trying to to get a bearing on their opponent.

Kenzo can easily see the floating red spot of paint.

Eugen meanwhile rushes past Kenzo and finally collects solidly with his sword, or at least it feels like he does. The invisible quasit howls and snarls as the sword hits... something.

If Kenzo wants to try something, he still can.


Male Human (Varisian) Bard 1 HP 10/10 | AC 15/11/14 | CMD 12 | saves F+2 R+2 W+3 | Vision: Perception +5, Sense Motive +1; Init +5 | Status: Normal

Rather than just whinging i'll try and daze the beast dc13


Male Human Ki Mystic Monk 4

"Your power is naught," Kenzo says, as he quickly moves and swings his sword in a powerful arc, focusing completely on what Eugen has targeted.

1d20=17+2=19, 1d8=8+1=9


Kenzo's attack just misses striking anything...

Will save: (1d20+6=19)
Phlegm Attack at Eugen: (1d20+11=23)

The flying quasit reappears in the air, within reach of both Kenzo and Eugen. It is in the process of retching up a hideous ball of phlegm that flies from her mouth and strikes Eugen squarely in the face.

"Suck snot, vile blasphemer!" she shrieks as Eugen tries not to be sick. The stuff is rank and slimy.

Eugen must make a fortitude save (dc 12) or become nauseated.

The creature shows one wound from where Eugen cut her, but as her wings flap a steady beat, the wound begins to close. There is no sign she took any damage from the frost attack.


Male Human Fighter 1

was there damage accrued from the phlegm attack?

fort save (1d20 +5 =20)

I move to flank (if possible) and attack again:

attack (1d20 +8=21)

remove 2 if flanking is not possible

damage (2d4 +5=13)


Eugen Enescu wrote:


was there damage accrued from the phlegm attack?

I move to flank (if possible) and attack again:

No damage from the phlegm attack - it was just disgusting.

Attack of opportunity: (1d20+11=29)
Damage: (1d3-1=0)

Eugen moves past the quasit, flanking it, and recieves a scratch on the cheek for doing so.

His attack though well aimed, is still not good enough. The sword bounces off the creature's hard hide, doing no damage.

Eugen takes 1 point of damage and must make a fortitude save against the poison now on his cheek. Kenzo recieves a flanking bonus to attack the quasit if he desires.

DM aside: After fighting it for several rounds now it should be apparent that the quasit has a high AC, damage resistance and fast healing. Your swords alone are really not the best way to beat this thing if you are going to try and stay in the fight.


Male Human Fighter 1

ow, hey!

fort save (1d20 +5=6)


Dexterity damage: (1d4=1)

The poison on his cheek stiffens Eugen's jaw and makes him feel slightly sluggish.

Eugen takes one point of dexterity damage and will have to eventually make another saving throw to avoid secondary damage.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
DM Wicht wrote:
The creature shows one wound from where Eugen cut her, but as her wings flap a steady beat, the wound begins to close. There is no sign she took any damage from the frost attack.

Seeing the quasit mostly unharmed from their best attacks, Jessa looks worriedly at Gyorgy. Perhaps they should have heeded the sorcerer's warning from the very beginning. Then she sees the scratch on Eugen's cheek and that clinches it for her.

"Let's get out of here!" she declares, rushing forward to try and cover their retreat. Her hands move in a complex pattern as words of power tumble from her lips. Finally, she sweeps her arm towards the demon and a scintillating arc of rainbow color blazes over and through the quasit. "Go!" she shouts to the others.

Jessa moves so that she's next to the quasit, but positioned so that Eugen and Kenzo won't fall within the color spray's cone-shaped effect. She's blasting her most powerful illusion in the hopes of at least stunning the quasit while they retreat. It's a DC 15 Will save, I believe.


I've tried to be fairly flexible in positioning but the quasit is in a five foot hallway with Eugen on one side and Kenzo on the other. Assuming Jessa wedges herself right next to Kenzo, how exactly is she aiming at the quasit without aiming at Eugen? Not saying it can't be done, but not sure how Jessa is planning on doing it, short of crawling on the floor underneath the quasit and aiming up.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
DM Wicht wrote:
I've tried to be fairly flexible in positioning but the quasit is in a five foot hallway with Eugen on one side and Kenzo on the other. Assuming Jessa wedges herself right next to Kenzo, how exactly is she aiming at the quasit without aiming at Eugen? Not saying it can't be done, but not sure how Jessa is planning on doing it, short of crawling on the floor underneath the quasit and aiming up.

I have no idea. I'm so confused... ;)

It's been difficult to keep track of the positioning. Somewhere in all of the disappearing and reappearing, I had the sense that the quasit had moved back into the room in order to attack us again. But that's okay. Here's the plan...

Jessa will basically hold her action. She's calling off Eugen and Kenzo, demanding that they break away. Then, she'll take a move action to block off the hallway so the quasit can't get past her without venturing into the area she could affect with her color spray. So, basically, it's wait until Eugen and Kenzo get out of the way. Cover everyone's retreat. And then run as well. I'm not looking to take advantage of the color spray in order to follow it up with anything. It's really just flavor and a stylish "flash-bang" to maybe dazzle the quasit long enough for all of us to take a full round of double movement away from her.


Male Human Fighter 1

i'll buy into that! i get out of the way. also the poison is a temporary reduction in my dexterity stat right?


Is everyone in agreement on running?


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
DM Wicht wrote:
Is everyone in agreement on running?

Gyorgy brought it up...so I know he's in favor. Jessa has indicated she's ready to run and cover the retreat. Eugen seems amenable to that change of direction. Kenzo is out of stunning fist attacks and neither his kicks nor his sword have done any real damage...plus, I recall him asking Magazin what could hurt this thing and, having no good-aligned or cold iron weapons, it would seem prudent he'd agree with a retreat now. Magazin knows the most about fighting these things, but he's been minorly involved in the combat so far. So I'm guessing everyone's in agreement.

If you want me to be the "caller" on this decision, yes...we're running.


Male Human (Varisian) Bard 1 HP 10/10 | AC 15/11/14 | CMD 12 | saves F+2 R+2 W+3 | Vision: Perception +5, Sense Motive +1; Init +5 | Status: Normal

I feel the change in mood amongst my fellows and heads for the door, re-igniting my light spell to make sure we don't have any slips on the way out.

"We will return." I whisper to myself in frustrated, hostile tones.


As each of the companions make a break for the tunnels, Jessa unleashes her spell and catches the small demon off-guard. It is enough to allow the group a decent headstart. The quasit screeches in frustration but does not follow them far out of her complex. At least you don't think she does for her rantings are soon more distant.

Soon the frenzied retreat brings you back to the underground cross-roads and you must decide whether to head north to the shore or south to the Glassworks.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
DM Wicht wrote:
Soon the frenzied retreat brings you back to the underground cross-roads and you must decide whether to head north to the shore or south to the Glassworks.

"Which way is fastest?" Jessa shouts, hurrying up behind everyone, "I think I dazzled that thing pretty good, but it won't stay that way for long. Let's go!"

If no one makes a decision, she quickly pushes through them and runs for the shore rather than risk leading the quasit into the Glassworks and the middle of Sandpoint.


Jessa, pushing to the forefront, makes the decision for the rest of the group and heads north towards the shore.

Soon all are standing, panting, in the sunlight.

There is no sign of pursuit.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana

"Good Nethys!" Jessa complains, gasping to catch her breath in the salt-tinged air, "What was that thing? A quasit?! More like the most vile demon pest this world has ever known!" She picks up a rock and hurls it back into the cave in frustration before sinking down to sit on an outcropping.

"Is everyone okay?" she finally asks, "Eugen? You've got a scratch on your face...there. Are you alright?" She holds her nose and keeps her distance as well. "Obviously that stench could fell one of those monsters we fought back there. But how could all that exist under Sandpoint all this time and no one ever know about it?"


Male Human Fighter 1

shall we assume that i now have time to get over the poison and make the right roll, or should i actually roll the dice?


Male Human Ki Mystic Monk 4

Kenzo kicks at the sand and curses loudly. "I don't like this, but we should check in with the sheriff and the guard. We need to keep in mind why we went below to begin with, and that there are dangers both below Sandpoint and outside its walls. Anyone have a guess how much of the tunnels we saw, or how much more there may be?"


Male Human (Varisian) Bard 1 HP 10/10 | AC 15/11/14 | CMD 12 | saves F+2 R+2 W+3 | Vision: Perception +5, Sense Motive +1; Init +5 | Status: Normal
Kenzo wrote:
Kenzo kicks at the sand and curses loudly. "I don't like this, but we should check in with the sheriff and the guard. We need to keep in mind why we went below to begin with, and that there are dangers both below Sandpoint and outside its walls. Anyone have a guess how much of the tunnels we saw, or how much more there may be?"

(ruefully) "We got lost enough times to be sure it's a bit of a warren."

"I think we need to see if Sandpoint's got any of these fiend-slaying tools Magazin knows about."

I am all out of spells and the mage armours that I cast will wear off soon.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
Kenzo wrote:
Kenzo kicks at the sand and curses loudly. "I don't like this, but we should check in with the sheriff and the guard. We need to keep in mind why we went below to begin with, and that there are dangers both below Sandpoint and outside its walls.

"That's true," Jessa nods, "I came along to make sure no other citizens of Sandpoint were abducted like Ameiko...and to make sense of what happened at the Glassworks and the Swallowtail Festival. I think we know much of that now. We didn't find anyone else from the town held captive down there. But it's obvious there's a much more evil influence below Sandpoint than anyone ever knew. That quasit and those things she summoned out of that pool could very easily have inspired the goblins to attack. At least, we know the goblins used those tunnels to enter the town..."

Kenzo wrote:
"Anyone have a guess how much of the tunnels we saw, or how much more there may be?"
Gyorgy Elberion wrote:
(ruefully) "We got lost enough times to be sure it's a bit of a warren."

Jessa lifts her head and squints at the sun, thinking. "I don't recall very many tunnels that we didn't explore," she says, "Only one or two, perhaps. The important one obviously led to that demon. From what little we saw of that room, I don't recall very many exits. So that place may have been a dead-end. Regardless, I think it's safe to tell the Mayor and the Sheriff that we covered most of it."

Gyorgy Elberion wrote:
"I think we need to see if Sandpoint's got any of these fiend-slaying tools Magazin knows about."

"No doubt about that," Jessa nods, "My magic seemed to concern the thing at one point, but it seems to heal on its own pretty quickly. If we had something more damaging to unleash, that might help...even if we can't locate any cold iron or gods-blessed weapons. The hardest part is pinning it down. Is there some way we could capture it? If we could just hold it still, we'd be more certain in our attacks...and not let it slip away to heal again before renewing the fight. Maybe a fishing net or a bit of ship's canvass?"


Eugen Enescu wrote:
shall we assume that i now have time to get over the poison and make the right roll, or should i actually roll the dice?

You need to make another saving throw for the secondary effects of the poison. If you make it, you'll get over the poison within a day or so.


Male Human Fighter 1

roll against poison:
fort save (1d20 +5=21)

happy thanksgiving everyone!


Male Human Ki Mystic Monk 4
Jeslara 'Jessa' Eventide wrote:


"No doubt about that," Jessa nods, "My magic seemed to concern the thing at one point, but it seems to heal on its own pretty quickly. If we had something more damaging to unleash, that might help...even if we can't locate any cold iron or gods-blessed weapons. The hardest part is pinning it down. Is there some way we could capture it? If we could just hold it still, we'd be more certain in our attacks...and not let it slip away to...

"Damn," Kenzo responds, "It didn't even occur to me to grab that thing. I was too focused on trying to kill it. I'll remember that if there's a round two, but we should get going. Let's check with the sheriff and the guard before we decide our next step."


There is no good path from this section of the beach back to Sandpoint. The cove seems well hidden, perfect for small vessels that did not want the eyes of the community to watch them. It takes some little while to hack through the trees and bushes until the shore road is reached and the party can make its way to the northern gate.

The sheriff is surprised at their point of return and everyone is surprised when the story of the demons and monsters under Sandpoint is told.

Time to regroup, restock and replan. Also if anyone wants to bow out (even for a bit) this is a good time to do so -though you don't have to announce your intention to stay, we'll accept it as given unless you say otherwise :). We'll assume the passage of one evening and a complete recouping of hitpoints and recovery of poisons and toxins.


Male Human (Varisian) Bard 1 HP 10/10 | AC 15/11/14 | CMD 12 | saves F+2 R+2 W+3 | Vision: Perception +5, Sense Motive +1; Init +5 | Status: Normal

I'm willing to add some (all) of my 26gp to the necessary pool to get a cold-iron weapon for Eugen or Kenzo.

I'm also eager to invest in any mundane or alchemical equipment which might render the wee pest visible, flightless or both.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
Gyorgy Elberion wrote:
I'm also eager to invest in any mundane or alchemical equipment which might render the wee pest visible, flightless or both.

An idea:

Spoiler:
Perhaps a tanglefoot bag would suffice? As long as it hits the thing, I'd imagine it couldn't fly away. And the gummy substance ought to surround it well enough to more clearly identify it. Plus, it should carry the added bonus of not having to grapple with it ourselves and risk being poisoned.

Of course, the primary concern is that a tanglefoot bag allows a Reflex save. And I'd imagine something as small as a quasit is probably pretty quick with a high Reflex save bonus. Jessa can probably help with her diviner's true strike ability to ensure we hit it. Multiple hits will eventually wear down it's Dex so that it becomes more and more difficult to succeed on the Reflex save of becoming stuck.

I think it's a sound strategy, provided we can afford them. Tanglefoot bags are listed as 50gp a bag. If it helps, Jessa has Craft (alchemy), and given enough time, maybe we could make some more cheaply than that?


There are, investigation reveals, a few cold iron weapons in Sandpoint that could be purchased. Savah's Armory has in stock 20 cold iron crossbow bolt (4 gp), 2 cold iron daggers (4 gp), a cold iron masterwork longsword (330 gp) and a cold iron masterwork mace (324 gp).

The Sandpoint Boutique has both a cold iron heavy pick (16 gp) and a cold iron trident (30 gp) for sale.

And the Feathered Serpent has what Voon claims is a magical cold iron longsword (2330 gp) in stock.

The store, Bottled Solutions, has a wide selection of alchemical products.

All the merchants are willing to give a 10% discount to 'Aldern's Lads' and they are also willing to bargain, so feel free to make an offer if you feel you need to.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
DM Wicht wrote:
There are, investigation reveals, a few cold iron weapons in Sandpoint that could be purchased.

Upon learning this information, and subsequent discussions with Magazin about the properties of cold iron and their effect on some extraplanar creatures, Jessa gathers everyone together and offers some advice.

"I think we definitely need a weapon that will harm this creature," she says, "At the very least, we should purchase a dagger from Savah's...and maybe the crossbow bolts. I don't know that we can afford much more, unless you want to do some shopping at the Boutique."

"But, even after we get a weapon," Jessa continues, "We still have to see and catch this thing to stand any reasonable chance of putting it to the sword...err, dagger...you know what I mean!"

She fidgets a little uncomfortably and then produces a book bearing the ostentatious title of Alchemical Musings and Magical Reagents. She flips the pages to a well-marked entry. "I think this might help us, too. It's a bag of alchemical goo...sticky stuff...something that ought to pin that little gnat's wings and maybe even stick her to the wall or the floor. If I can tag her with something like this, then maybe we stand a chance of cornering her. But it doesn't come cheaply. To make it, I'd need some time...and money. I'm a little short on resources, but 25 gold pieces ought to suffice. What do you think?"

OOC: BTW, I have no idea if a tanglefoot bag is appropriate. If anyone disagrees with the idea, feel free to pass on Jessa's idea.

And Wicht? What's a reasonable expectation to manufacture a tanglefoot bag? How much time would it take? It's a DC 25 according to the Craft skill. Can Jessa take her time and reasonably crank one out if we procure the resources and she takes 20? Her Craft (alchemy) skill is only +7. She could gain another +2 circumstance bonus if she can get access to an alchemist's lab.

Failing that, we'd need to buy one (or two, in case we miss!). They're 50gp each as list price in the PHB. Would someone in Sandpoint have them available? Even with a 10% discount, I don't think any of us are going to have the money to buy these things unless we have any loot we can sell. What could we get for that ranseur Eugen armed himself with?


Male Human Fighter 1

"I have 83 gp and whatever I can get for the ranceur..."


The ivory ranseur, though a bit too fancy to be practical for warfare is a real piece of art and when Savah and Voon see it, they each, independently offer to pay up to 220 gp for it.

It is possible, and likely, to make a Tanglefoot Bag in one day with a successful skill roll (25 x 25 = 625, well above the 500 needed). The cost for doing so would be 16 gp and 7 sp. Taking 20 on a skill check would necesitate failing several times in the process and would be far more expensive than just buying the thing. Alchemy items would also require a lab or else the check would be at a -2 to succeed.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
DM Wicht wrote:
It is possible, and likely, to make a Tanglefoot Bag in one day with a successful skill roll (25 x 25 = 625, well above the 500 needed). The cost for doing so would be 16 gp and 7 sp. Taking 20 on a skill check would necesitate failing several times in the process and would be far more expensive than just buying the thing. Alchemy items would also require a lab or else the check would be at a -2 to succeed.

If Jessa doesn't take 20, she'll need to roll a natural 20 with her +7 Craft (alchemy) skill and the -2 penalty to succeed. After three failures (which is quite likely given only a 5% chance of success), she'll have expended the same amount of resources it would take to just buy one at full price. That's kind of disheartening. And it looks like this diviner won't be using alchemy anytime soon. :(

Are you sure about the -2 penalty? I can see that applies to artisan tools when making normal Craft checks. But the equipment description for an alchemist's lab seems to indicate Craft (alchemy) checks can be made as normal without a penalty...i.e., the lab only provides a bonus...it isn't necessary like other Craft'ing tools. But maybe not. I could be interpreting it wrong.

It's probably moot anyway. Even if the -2 penalty is lifted, there's still only a 15% chance of Jessa succeeding on any given Craft (alchemy) check to meet the DC for a tanglefoot bag. So I think she'd better pass for now. Looks like we need to sell off that ranseur and buy a couple of tanglefoot bags and a cold iron weapon or two. Thoughts anyone?


You are right about the -2 penalty. My bad. I was reading the craft skill and not the equipment. I'm not sure why having the skill implies you also have the tools with alchemy, but apparently it does.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
The Chronicler wrote:
I'm not sure why having the skill implies you also have the tools with alchemy, but apparently it does.

It seemed kind of odd to me too when I read it. I'd imagine you need some kind of equipment for alchemy. But maybe they're figuring normal mixing bowls and pots will suffice. The same kind of tools you'd use in cooking...which wouldn't be hard to come by. The specialized stuff (with extra reagents, etc.) is probably in the actual alchemist's lab.

"Okay, so it looks like it might take me awhile to get this right if I tried to make it," Jessa frowns as she reads more thoroughly through her book, "Maybe we should just ask around and see if Savah's has some...or maybe one of those other shops I've seen about town. I saw a sign on one door that sold 'Bottled Solutions' so maybe that would be the place. Or I could just ask Brodert or Master Gandethus for some advice."

"Is everyone okay with this idea?" she asks, "We can't leave that quasit down there. I'd also really like to investigate that pool...to study it...and make doubly sure no more of those horrible monsters come through it to ravage Sandpoint. We probably can't wait very long before we go back. We should rest, re-equip, and go after her with a better plan."


Male Human Fighter 1

I attempt to talk Savah into letting me buy the cold iron longsword in exchange for my 83 goldpieces and the ranseur.

or wait, that 330gp price is before the 10 percent discount, huh? in that case i would offer him 290gp for it, or 270 and a pledge to give him first opportunity to buy the next weapon i have for sale.


Savah accepts Eugen's offer. She purchases the Ransuer for 220 Magnimarian angels and then accepts a payment of 290 golden coins for the cold iron longsword with the option of first-choice for weapons he might choose to sell in the future.

Bottom line, Eugen is missing the Ranseur and 70 of his original coin.


Male Human Fighter 1

aw, i was hoping to wheedle 270 out of that first option idea.


Male Human Ki Mystic Monk 4

"Nice work, Eugen. As for those sticky-thingamajigs, Jessa, I have enough funds to purchase one or two. Let's maybe get a little rest and something to eat, but we should head back down there as soon as we can."


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
Kenzo wrote:
"Nice work, Eugen. As for those sticky-thingamajigs, Jessa, I have enough funds to purchase one or two. Let's maybe get a little rest and something to eat, but we should head back down there as soon as we can."

"I agree," Jessa nods, "If you'd care to accompany me, we can go shopping for them together. I think it's probably safer if we're carrying that much coin with us. I also want to buy some more arrows from Savah's."

Then she turns to Gyorgy. "When we get back, I'd like to discuss a bit of magic with you," she says, "We should coordinate our knowledge and skill so we have the most potent spells to defeat this quasit. With Eugen's weapon, the trickery of the tanglefoot bags, and hopefully our magical might, we'll win the next time we face her."

OOC: In terms of game-planning, Jessa's already got a true strike spell-like ability from being a diviner. That +20 bonus and benefit of ignoring concealment, should enable her to more effectively target and hit the quasit. So, having her throw the tanglefoot bags seems like the best choice. I plan on having her memorize at least one other true strike in case we need multiple throws.

Other than that, Jessa will bring along prestidigitation again in case we need that to mark the quasit so all of you can find it more easily if she stays invisible. Secondly, I'll have her prepare ray of frost again as that's a ranged touch attack and hopefully more likely to succeed. It's also energy damage so that should hopefully bypass some of its protections. Lastly, I think protection from evil could still be useful as it might hedge out the quasit as an evil outsider and prevent it from closing with Jessa...or someone else, if any of you guys want it. And I can use my last 1st-level spell slot to prepare either color spray or silent image depending on which one you guys think would prove more useful. Do you think we can fool this quasit with an illusion so it will show itself and then we hit it with everything we've got? Or is there a chance I can disable or stun her with color spray instead?

Thoughts anyone? What can Gyorgy (and Magazin?) bring to bear spell-wise?


There are tanglefoot bags for sale, so how many did you guys want to purchase? And were you going to buy any other cold iron weapons?


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
DM Wicht wrote:
There are tanglefoot bags for sale, so how many did you guys want to purchase? And were you going to buy any other cold iron weapons?

Kenzo said he had enough money to buy one or two tanglefoot bags...so yes, we intend to get them. I also think a cold iron dagger for the 4 gp price you quoted is cheap enough that we should arm Kenzo with one. He and Eugen will be a our frontline guys against this thing. We haven't heard from Magazin in forever, but he could use a crossbow with some cold iron bolts...or Jessa, if someone loaned her a crossbow.


In some wonky board quirk, my last post is invisible to me.

Perhaps the quickest would simply be for each PC to state the money they are spending and what it is going for. Eugen has purchased his cold-iron sword.

How much is Jessa going to spend?

Is Kenzo fine buying a dagger?

Does Gyorgy want anything?

Also, if we don't hear back from Magazin in a day or two, I might see if there is still a Shoanti Barbarian/basketweaver that wants to join the second expidition.


Male Human (Varisian) Bard 1 HP 10/10 | AC 15/11/14 | CMD 12 | saves F+2 R+2 W+3 | Vision: Perception +5, Sense Motive +1; Init +5 | Status: Normal

I'm not especially useful here - I'll mage armour anyone who might benefit and then just fling repeated daze spells at it with my fingers crossed. Perhaps I can distract any allies that she might have.

"I don't think we'll have to worry about any more of those gross monsters though. Did you see the look on the fiend's face when it made the last one and the magic well flickered and faded?!"


Looking at Jessa's sheet, she has only 4 gp. I think she needs some financial assitance to buy even one tanglefoot bag.


Female Human Wizard (Diviner) 2 / Cleric 1 of Sivhana
DM Wicht wrote:
How much is Jessa going to spend?

I've only got 4gp to Jessa's name. Unless she can identify and sell off any of the other items we got from than weightless, zero-gravity room. In fact, now that I think about it, that's probably Jessa's highest priority. Some of those items were magical. And, as long as Jessa takes the time to cast identify, maybe some of them will prove as useful as any of this other stuff we're buying? If not, maybe we can sell something for extra funds?

The bottom line for Jessa is that she needs to buy some more arrows. I think I probably fired them all in those last encounters. I haven't really been keeping track of ammo...but she started out with 10 of them. So, it's a fair bet they're gone. Since Savah doesn't have any cold iron arrows, I'll go for the normal variety and pick up 20 new ones for 1gp? Other than that, I'd be willing to buy a cold iron dagger for 4gp, provided I can scrounge up the money. Is it possible that Savah's "hero" discount might bring it down to 3gp? If so, I could buy both.

DM Wicht wrote:
Also, if we don't hear back from Magazin in a day or two, I might see if there is still a Shoanti Barbarian/basketweaver that wants to join the second expidition.

Mitnal?! Yaaaaaaaaay!!! Blackwing will be so happy. ;-D

Of course, we do still need a cleric...despite Gyorgy's healing "fire"...

Gyorgy Elberion wrote:
I'm not especially useful here - I'll mage armour anyone who might benefit and then just fling repeated daze spells at it with my fingers crossed. Perhaps I can distract any allies that she might have.

I think you've got to keeping hitting it with magic missile's and your heavenly fire thing...assuming the heavenly fire is effective against creatures of the evil sub-type...and I personally think it should be. There's a discussion thread somewhere under the Alpha playtest threads about it.

Gyorgy Elberion wrote:
"I don't think we'll have to worry about any more of those gross monsters though. Did you see the look on the fiend's face when it made the last one and the magic well flickered and faded?!"

"I don't know," Jessa replies, "I'm more concerned that if something worries her about it, then it should probably worry us that much more. So I really want a chance to examine the well and see what I can learn about it."

"Speaking of that," she realizes, "We still have those items we found down there. Some of them were magical. That scroll alone is priceless! Let me see what I can do to identify their purpose. Hopefully I'll have more information for us when I'm done."

Sovereign Court

Jeslara 'Jessa' Eventide wrote:
I think you've got to keeping hitting it with magic missile's and your heavenly fire thing...

the problem is DR vs fire. If I roll a lucky six I do one point of damage. Daze is more effective than that.

More than that, Gyorgy doesn't fully understand fast healing - he basically thinks that the thing has DRinfinity/cold-iron.

He'll learn better, i hope, maybe from the quasit encounters..?


To recap...Items from the floating chamber include:

  • A bottle of wine from the Two Knight Brewery,
  • A scroll with burning hands,
  • An ancient Thasilon book dedicated to the worship of Lamashtu,
  • An iron wand of Shocking Grasp with 28 charges.

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