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As a side note, how easy is it for a person in Golarion to learn Azlanti? Are we talking the equivalent of Latin, or something more rare like Sanskrit?
I'd say more like Latin, based on the following post.
There's only one language: Azlanti. It was spoken by the humans of Azlant. It was (and still is) spoken by the Mordant Spire elves, although they normally speak in elven. It's still used today in certain ceremonial or scholastic venues, such as operas. It's a dead language in that it's not the main language spoken by a healthy, vibrant society, but it's not a forgotten language.
It's basically the same as Latin in this world; there's no nation that speaks Latin as their main language, but there's a lot of things that utilize Latin nonetheless.
There's not going to be room to do a language "familiy tree," in any event, and such a depiction, while interesting, wouldn't really add much to game play since the way languages work in Pathfinder is VERY simplified. We don't get into things like "You speak Azlanti, so you have a chance to fumble your way through these languages." That is all more or less handled by the Linguistics skill.

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Sole Survivor: The character is a survivor of a major Pathfinder expedition that failed catastrophically. Surviving the catastrophe has given the character a reputation for tenacity, but some people regard the character with mistrust.
The character's reputation has a 50% chance of providing a +1 circumstance bonus to Bluff, Intimidate, and Diplomacy. Otherwise, the character has a -1 circumstance penalty to these skills. The bonus or penalty only applies to NPCs who recognize the character's connection to the expedition. Most Pathfinders, however, will recognize the connection when they hear the character's name.
If applicable, this bonus or penalty stacks with the bonus for being a famous Pathfinder.
Thanks, DM Berwick! I'll add it to my sheet.

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Looking at the Pathfinder magic item construction rules, an item that provides a use-activated spell costs 2000 gp x caster level x spell level x 1/2 (if the spell's duration is 24 hr or longer) x 2 (if the item didn't require a slot).
That is to say, a pint cup that casts a CL 1 endure elements on anyone who drank from it (use-activated, not taking a slot) would be only 2000 gp. That's a lot of money, but it would mean never worrying about heatstroke in the jungle.
This is another thing that Origen would happily help to buy if others would be interested (and if DM Berwick allows it).

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A cup'o'endurance? Sure! though i want to make it clear that i do not require certain items to be bought for you to survive in the jungle. It is always your choice, but don't feel like something is REQUIRED to solve or endure any of my adventures.
Well, this would make it easy for Bran and Frik to wear whatever armor that they like, plus removes the danger of heatstroke for the rest of us. That isn't necessary, but it sure is convenient (I think, anyway).
Of course, since none of the PCs can create wondrous items, we'd have to commission or buy it. Origen would gladly kick in 400 gp for this(or a bit more) if others are interested.
If you decide the cup o' infinite endurance would be overpowered, a use-activated item with five charges/day (coincidentally, the number of PCs) would also be priced the same.

DM Berwick |

My preferance lies in the 5/day mechanic, primarily because it offers the same protection at more efficient pricing. Looking at similar items and the pricing guide, I really don't feel that this item should be bought for more that 1600 gold. 1st level spell, 1st level caster, 2000gp base cost...multiply those together, divide by 5 for the number of uses in a day and then multiply by 2. For a cost of 800 gold to create...then multiply by 2 again to get the price of the item.
I have never really felt that one item was really overpowered or not. Some things certainly seem really good, but I find that the truth lies in that said items tend to be situationally REALLY useful. I subscribe to the theory that there will be at LEAST 4 encounters per day, and that there are in fact things out there that the appropriate tactical response is to run away...errr I mean conduct a tactical flanking manuever. I have always been more "sandbox" in that thinking I suppose.
I understand that there will more than likely be changes to how I would run it during the upcoming adventure path, as there are designated encounters and such, but I am really not too concerned about it.
For me, the story is not in you needing to make a Fort save at a -4 penalty or suffer from Heat Exhaustion. The story is in the fact that the team prepared ahead of time, expecting a certain difficulty with the local environment, and spent the time thinking of a possible solution. Will it work? Who knows, <at least from a character perspective>, but that is the best possible chance that they know about.
This is nothing greater or less than using the "technology" available to give yourself better than even odds of success. Nobody cries foul when the military does it with things like bullet-resistant vests, kevlar helmets, night-vision scopes, fully automatic weaponry, and armored tanks...they are just using the best technology available to them to give them a more than reasonable expectation of success.

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My preferance lies in the 5/day mechanic, primarily because it offers the same protection at more efficient pricing. . . . but I am really not too concerned about it.
Thanks for the discount. I'm not sure if the other players are that interested in the item given the opportunity cost (e.g., this vs. a masterwork weapon). Eventually Origen will buy one by himself if he has to, but it may have to wait till we get to Sargava when it will be immediately useful.
I have never really felt that one item was really overpowered or not.
I think that some low-cost utility items provide very good deals. Because the costs for bonuses increase as the square of the bonus, +1 skill bonus items are cheap as long as you have the ability to make (or to commission) them.
This is the sort of thing that makes it very hard for me to resist Create Wondrous Item for my spellcaster characters even if it doesn't match the caster's overall theme. The possiblity for customized items--and half-price stat increase items--is too enticing.

Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |

For DM Berwick:
Are the opening elements of the AP within the bounds of your NDA? I am just wondering if how I am sending you down there will be adaptable to the start of the Shiv.
The primary thing you'll need to know is that Souls for the Smuggler's Shiv opens with the PCs on board a ship bound for Sargava. So, you'll want to hold off on getting us there too quickly. I won't go into any further details at this point. But, as long as you have us somehow affiliated with the Pathfinders and on a ship bound for Sargava, you'll be able to adapt just fine from there.

DM Berwick |

Hey howdy gamers!
I will be out of town, and unfortunately offline until Monday. I got a last minute oppertunity to go camping up in the great Rocky Mountains.
Feel free to continue asking questions, and this is my not so subtle way to introduce the new spells and magic items from Heart of the Jungle and Sargava: the Lost colony. We can draw this out as long or as little as you wish. I did have some stuff cooking in the old noodle (my MIND!) about some side adventures in the ports along the way, but we can get to those or not. It is somewhat of a quasi-sandbox here for the time being.
If you guys could start getting together a list of what you want to buy equipment wise, that would be great. Also, I would appreciate a wish list for items you character wants in the future (including magic items and what not) so that I can customize treasure in the upcoming AP.
Let me know what you guys are thinking, and have a great weekend!
As always,
Berwick

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I too am heading to the hills this weekend. So I'll consider what you've said above and try to come up with some stuff.
BTW, I'm trying not to ooc too much on the thread, but keep in mind some of my role-playing of Torden is that he is easily distracted. You might see a lot of non-sequitors or as in the case of the worker, ignoring the fact that the man needs healing even though Torden has CLW as a spell.
Never hesitate to call Torden out--get his attention and direct him.
Have a great weekend all!!

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Have fun camping, guys! I'll also try to think about your questions, DM Berwick.
Origen's going to buy a +1 skill item or two if they're available (e.g., a flawed ioun stone that gives +1 to Perception). He'd also like a dull grey stone with a continual flame spell on it, some alchemical items, and a potion of cure light wounds.
As mentioned before, I'll also kick in for a party wand of cure light wounds if others are interested.
. . . ignoring the fact that the man needs healing even though Torden has CLW as a spell.
Thanks for the clarification, Curn. I was considering having Origen mention something, but I didn't remember if he knows about your spells. I'll check the back thread.

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Here is some jungle-y equipment that Origen would like to buy, much of it from Adventurer's Armory:
antitoxin (2) (2 x 50 gp)
antiplague (2) (like antitoxin, but for disease; 2 x 50 gp)
body balm (4) (+5 alchemical bonus to Heal checks vs. disease or poison) (4 x 25 g)
vermin repellant (20) (20 x 5 gp)
masterwork backpack (+1 to Str for carrying capacity; 50 gp)
compass (1 gp)
hot weather clothing (8 gp)
an endure elements party item (if everyone would be interested)
He'd also like to pick up some simple texts in Polyglot to use in learning the language. I'm not sure how much they would cost, but other PCs would be welcome to share them. Origen would probably also try to practice with a passenger or sailor who can speak Polyglot well (if he can find one on the ship).
As for future magic items, the next item on my own wish list would be a handy haversack so Origen has somewhere to put all this jungle equipment. After that, a charisma-enhancing item. These are fairly generic things that any sorceror would find useful, though. Because Serpent Skull seems like an Weird-Tales- or Indiana-Jones-type adventure to me, jungle-, Azlanti-, or Lovecraftian-themed items seem most appropriate (e.g., ioun stones). But Origen will make do with whatever that the PCs find.

hedgeknight |

antitoxin (2) (2 x 50 gp)
antiplague (2) (like antitoxin, but for disease; 2 x 50 gp)
body balm (4) (+5 alchemical bonus to Heal checks vs. disease or poison) (4 x 25 g)
vermin repellant (20) (20 x 5 gp)
masterwork backpack (+1 to Str for carrying capacity; 50 gp)
compass (1 gp)
hot weather clothing (8 gp)
an endure elements party item (if everyone would be interested)
Bran is up for getting these too and will chip in 100 gold for the Endure Elements item.
Also interested in the following: Everburning torch, smokesticks (5), sunrods (10), tanglefoot bags (2), thunderstones (6), and tindertwigs (dozen).Other than that, magical sword/armor would be nice.

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I would agree with the above list of needs--
I haven't bothered to go shopping, but I should.
That being said, we should probably have a discussion (and this could happen in character) about those items we should all have on our person and those items that we can share (both in when needed and in cost.)
Torden would also be interested in trying to learn Polyglot.

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Looking through your lists, I see a lot of healing items...paranoid a bit are we gents?
It's only paranoia if it's unsubstantiated. Malevolent DM laughter is substantiation in my book.
That being said, we should probably have a discussion (and this could happen in character) about those items we should all have on our person and those items that we can share (both in when needed and in cost.)
I don't think that we need to have all of it in character unless you specifically want to role-play it. One thing that I forgot was a tent or tents.
I'd say free sharing of jungle items like anti-disease stuff and general utility items like a cure wand. In general, if we all agree that they're important, we all should pitch in for the cost, especially if an item were expensive.
I'd also recommend all of us toting duplicates of some items on Origen's list. For example, given how cheap and light compasses are, it makes sense for us all to carry them in case we get split up.
I don't feel a need to make sure all our shares are even down to the last gold piece. That is to say, if the other PCs need to buy some masterwork items that prevent them from putting in as much into the party item kitty as Origen, I'm fine with that. For example, masterwork thieves' . . . er, archeologist's tools in Jonagher's hands will help the party (and Origen) more than a few more gold pieces in Origen's money pouch.
Torden would also be interested in trying to learn Polyglot.
The more, the merrier. I suspect that we'll do better with communication skills if we speak Polyglot.

DM Berwick |

I am always impressed with the various levels of tactics that gamers in general tend to come up with. Makes the military in me proud!
I was laughing more to myself that if you guys go the extra length to prepare yourselves, I am going to have to cook up something good to reward you for your "prepping". That is the reason for the laughter...<*shifty eyes*> yup, that's it...the only reason at all! ;)
EDIT: P.S.: I am at work today until 1600 MST, and then I have a doctor's appointment to check out a wicked spider bite that I got whilst camping last weekend. I will post later on tonight and probably have some more stuff for you guys, and then fast forward a little if you don't mind. I am all about in media res, and you guys need some nautical adventures...so let's get cracken!
Also, anyone hazard a guess about travel times from Absalom to other various ports along the way? I can approx. the distance, but I don't remember seeing travel distance and times listed for various ships and what not.
You guys rock...have I told you that recently?

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. . .I am all about in media res, and you guys need some nautical adventures...so let's get cracken!
Sorry about the spider bite. Nautical adventures sound great! We've spent enough time wrapping up loose ends.
Also, anyone hazard a guess about travel times from Absalom to other various ports along the way? I can approx. the distance, but I don't remember seeing travel distance and times listed for various ships and what not.
This may help. It doesn't adjust for currents or prevailing winds, though.
You might want to try posting a thread about the question, as this seems like something that the AP designers or Paizo staff would have thought about. They may give us an official answer about the likely route.
You guys rock....
Thanks! I'm enjoying the game, and I'm eager to see what you cook up next.

DM Berwick |

Yup, it was a spider bite, but no rotting flesh or trace poison coursing through my veins. I could make lots of excuses but I am not one to go there.
I am fine, and have no valid reason to have not posted.
Thus the apology, and I hope to do better in the future.

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Yup, it was a spider bite, but no rotting flesh or trace poison coursing through my veins.
Glad it wasn't a brown recluse.
Thus the apology, and I hope to do better in the future.
Occasional gaps or breaks are fine with me: We all have lives. No need to feel bad, but if you have to take a break for more than a day or so, it's helpful to get a quick heads-up in the OOC thread if possible. That makes it easy to know when to check the thread again.

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Bran is up for getting these too and will chip in 100 gold for the Endure Elements item.
I think that we may have to wait on the Endure Elements cup unless we all chip in 400 gp each, as DM Berwick said it's 1600. The opportunity cost may be too high for some PCs.
Of course, you could also buy a Bran-only 1/d lesser version of the item for 400 gp (assuming my calculations are right) if DM Berwick decides that would be fair. Origen would consider doing this if the option were available.
If you had the 1/d item require an item slot, the cost would drop to 200 gp, which is absurdly low. (Aaaa, the lovely sound of rules being bent beyond their intended tolerances! ;-) )
Also interested in the following: Everburning torch, smokesticks (5), sunrods (10), tanglefoot bags (2), thunderstones (6), and tindertwigs (dozen).
Origen will have one everburning-torch equivalent. I like the alchemical stuff that you want and would help with it (assuming that I have anything left over). However, a cure wand of some sort may be higher priority than all of the sunrods to him.
Anyhow, because it looks as if we're getting on the ship soon, I'll try to make a final list in the next few days.

DM Berwick |

Ok, just ordered smuggler's shiv, so consider yourselves officially on the AP in 2 to 4 business days, plus a few days for me to grok it.
Also, I am pretty cool with anything really, as far as the 1/d thing or not. So, if that is what you want, let me know.

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Okay. How's this sound?
LESSER SCARAB OF THE DESERT
Aura minor abjuration; CL 1st
Slot neck; Price 200 gp; Weight ---
This sandstone scarab has an short Kelish prayer to Sarenrae inscribed on its front. Its wearer can invoke an endure elements once each day by repeating the prayer at sunrise. If underground or otherwise unable to see the sun, the scarab's bearer will know when it is time to pray as long as he is awake when the sun rises.
or
EXPLORER'S HAT
Aura minor abjuration; CL 1st
Slot head; Price 350 gp; Weight ---
This wide-brimmed hat often looks weather-beaten, but is very durable. Its wearer can invoke an endure elements once each day by drinking a toast to Cayden Cailean. The wearer also receives a +1 competence bonus to Perception checks.
A variant, more fashionable form of this hat includes a dashing-looking feather and provides a +1 competence bonus to Bluff checks.

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Okay, here is Origen's projected to-buy list (with revisions):
antitoxin (2) (2 x 50 gp)
antiplague (2) (like antitoxin, but for disease; 2 x 50 gp)
body balm (4) (+5 alchemical bonus to Heal checks vs. disease or poison) (4 x 25 g)
vermin repellant (20) (20 x 5 gp)
masterwork backpack (+1 to Str for carrying capacity; 50 gp)
a dull gray ioun stone with everburning torch cast on it (110 gp)
compass (1 gp)
hot weather clothing (8 gp)
wandermeal (100 meals worth) (3 gp)
more silk rope, crossbow bolts, and sacks (??)
potion of cure light wounds (50 gp)
large tent (30 gp) or a pavillion tent if others will contribute
texts in Polyglot, including one basic primer for young children (???)
He'll kick in up to 200 gp for a wand of cure light wounds; if no one else wants to help, he'll try to buy a partially charged wand.
He'll also cash in his point of faction with the Pathfinders for an explorer's hat as described above.
He'll keep what is left as cash or help Bran with his alchemical purchases. Bran, I didn't realize sunrods were so cheap, so buying ten sounds great.

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Ok, just ordered smuggler's shiv, so consider yourselves officially on the AP in 2 to 4 business days, plus a few days for me to grok it.
It's out! I noticed it as I downloaded the rich, creamery goodness of Kingmaker 6.
By the way, DM Berwick: Origen wants to see Thuvia, but I'm perfectly happy either (a) playing some short precursor encounters/adventures at any place along the way or (b) starting the characters on the AP right away. Any preferences for other folks?

DM Berwick |

I cannot make that decision, as this was and is your game that you are letting me play with.
I am gonna need a vote from the group here.
The question is: Should we continue on without Sully?
Choices: Yes, No
Personally, even if we do decide to move on without Frik, I will always be of a mind to let him back in if he decides to come back.
Let's get this vote done no later than friday please.
That will give me time to put out a call for another player, and get them going asap.

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In the short, I would vote: Yes, continue without Sully.
I think we should find another party member.
I also would be happy to have Frik back if and when Sully returns (and also keep the new member.) However this would require some work on DMBerwick's part to work the character back in the narrative.
I say, if nothing by Sunday (8/1) then we move forward.

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Okay, I didn't do it when DM Berwick told us, and I'm too lazy to go back through the thread.
How many gp do we have?
I think 900 gp each was the total cash reward. We also have a few scrolls (dispel magic, false life, cure moderate wounds). Currently, Origen has the first; Jonagher, the second; and Torden, the third.
Please let me know if I've forgotten anything.
Also, note that by the Faction Guide rules, a faction member can trade a point of influence for a single item worth up to 375 gp. Origen is using this to stretch his cash further.

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In the short, I would vote: Yes, continue without Sully.
I think we should find another party member.
I also would be happy to have Frik back if and when Sully returns (and also keep the new member.) However this would require some work on DMBerwick's part to work the character back in the narrative.
I agree with Curn and second all of this.
Here's a possible way to make Frik's reintroduction (or disappearance) easier. Have Frik come along with the other PCs on the ship, but have him be in another part of the ship/town/whatever if anything happens to the other PCs (e.g., as when he stayed behind to talk to Hestram). That way, he's be around to be in the party if Sully comes back, but he won't be a DMPC.
Assuming the other PCs agree to continue without Frik, what do you think of that option, DM Berwick?

DM Berwick |

That's fine. Frik will be below decks, or conveniently out of the way due to sea-sickness or some such. And 3 out of 5 votes is a majority, so come close of business sunday with no indication from Sully, I will put the call out for another character, and we will be on hold until then...and I am hoping my order goes through on monday so that I can get my pdf, but we shall see.
Sully/Frik, if you are there, please let me know.
Other than that, see you all monday.

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Okay, cool.
...and I am hoping my order goes through on monday so that I can get my pdf....
Weird. I thought that they provided all the subscribers access at the same time, but apparently not. The PDF for AP #37 is taunting me from my downloads page even as I type.
By the way, DM Berwick, should I update my PC with the new equipment that I mentioned?

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a dull gray ioun stone with everburning torch cast on it (110 gp)
Oops, make that 135 gp. Forgot the stone's cost. Well worth it for hands-free lighting, though.
By the way, how much would be appropriate for the Polyglot books? I'm assuming that it's relatively cheap (i.e., closer to 10 gp than 100 gp).

DM Berwick |

Hmm, even 10 gp sounds a little steep, but for practice and whatnot, sure.
Also, feel free to purchase really whatever, and make the appropriate changes to your sheets.
I just received an email notifying me that I got the pdf, so I will put out a call for a new player tonight perhaps, and I will need you to chime in and vote.
More to follow.
DM Berwick

Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |

FYI...I'll be winging my way to GenCon in about 15 minutes or so. While I'm there, I'll have my laptop with me. But, I'm working the Paizo booth 6 hours each day. And, in my spare time, I'm going to be working on my Serpent's Skull manuscript and talking Carrion Crown with James and Wes. So I may be out of pocket for a few days. NPC my character, if necessary.

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Other PCs: Are you interested in jointly buying an arcane cure light wounds wand? If so, Origen has 200 gp for the wand. If not, he'll try to buy a partially charged wand or save the cash for later.
I will chip in.
I really need to go shopping, not sure why I keep putting it off.