
liothonae cromvathar |

Liothonae --
You used a dose of antitoxin, and a scroll of restoration, but they still seem to be on your sheet as unused.
I did not see the Urban Druid sixth level special ability on your sheet.
Other than that, Liothonae is APPROVED.
Oops. fixing now :)

Myriana Bayden |

Chatted you on this back on Nov 5th and forgot to get back to you later that day.
Myri: also, just realized-if I do this, can I keep it to say, up to an hour or two and not an 8 hour crafting period? Don't think that would work.Kyra: Body paint, fur dye, hair dye, and temporary cloth dyeing are Disguise checks and take 10-30 minutes. Permanent cloth dyeing is a Craft check.
had bought this skill as Craft: Body Paint, can I switch it to Profession: painting of some sort? am not looking to make it anything permanent. no tattooing, scarification, etc.
If I should buy this as "Disguise", I think I would prefer to just reassign the skill if I can. I have not used the skill yet.
Kyrademon |

LOOT DIVISION POST
Claimable Items:
1 greater magical beast slaying arrow (2028.5 gp)
Boots of the Winterlands (1250 gp)
6 potions of Disguise Self (150 gp)
12 doses of Blue Whinnis poison (720 gp)
6 masterwork wakizashis (1005 gp)
10 chain shirts (500 gp)
4 suits of chainmail (300 gp)
14 light wooden shields (21 gp)
6 battleaxes (30 gp)
18 short swords (90 gp)
44 spears (44 gp)
450 arrows (11.25 gp)
A writing kit with rolls of blank parchment cut into tiny strips and small leather cases that can be secured to a bird’s leg, allow it to carry messages (20 gp)
Small oaken statuette of an Ulfen warrior biting his shield in fury (20 gp)
6 wolf, bear, and fox furs (3000 gp)
6 jade raven statuettes (1200 gp)
Silk kimono (200 gp)
Wooden sandals (25 gp)
Decorative fan (275 gp)
Ivory-and-onyx necklace (260 gp)
The personal diaries of Snorri Stone-Eye (0 gp)
Not Claimable:
1554 gp

Kyrademon |

It’s impossible to do all the math before the complete Caravan personnel make-up is yet known, but here’s a glance at what things are looking like at the moment regarding Endure Elements and Consumption.
From what has been said so far, the following PCs and NPCs would be willing to donate the following spell slots to the journey on a nearly permanent basis, if need be, when you start for the north:
Alaric: Up to 3 Create Food and Water, Up to 5-6 Endure Elements
Hrunndalf: 2-3 Endure Elements, 1-2 Create Food and Water
Liothonae (Goodberry, Endure Elements): Sounded like she might be willing to cast some, but number as yet unknown
Koya: 3 Endure Elements, 1 Communal Endure Elements
Spivey: 3 Endure Elements, 1 Communal Endure Elements
(Note: Given how it works, the 2nd level spell Communal Endure Elements would need to be used in the same way as Endure Elements, to protect one person for 24 hours)
So that so far yields:
- up to 15-17 castings of Endure Elements
- up to 4-5 castings of Create Food and Water (-12 to -15 Consumption)
These numbers might go up a bit as Liothonae weighs in, etc. Keeping the castings down with magic items etc., obviously, increases the number of spell slots available to the casters.
PCs, NPCs, animals, and familiars will need Endure Elements with the exception of the horses and Helgarval if he comes. (If necessary, Spivey can survive without it, but she would be extremely uncomfortable.) This puts the number you will need, most likely, somewhere in the low-to-mid-20’s.
Create Food and Water reduces daily consumption by 3, and Goodberry by 1.
Each Ring of Sustenance will reduce daily consumption by 1 (after 1 one week passes)
Each magic item that bestows Endure Elements (such as Boots of the Winterlands) will reduce the number of times that spell needs to be cast by 1.

Hrunndalf Jarlsson |

Claim in on these (yes, Hrunndalf -- I know you want them too).
And a hope that one of the archers claims that fancy arrow.
I'm still not sure whether I'll want Boots of the Winterlands at all. They are superior to Endure Elements + Boots of Striding and Springing while crossing snow and ice, but the latter is more generally useful. Clearly, the general case is not so important, though, if I spend all day walking across snow and ice.
Is there a spell that can emulate the ice-crossing effect? Or just, you know, snowshoes? I could certainly keep using Longstrider to top up my speed in conjunction with Boots of the Winterlands.
Yeah, I suppose the Boots are a must. At least we should have a number of pairs equal to the number of scouts and caster-scouts. I assume the rest of the crew are usually going to travel in and on the wagons, so they should be fine with just Endure Elements on.

Kyrademon |

Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled.
There are also spells such as Feather Step, Freedom of Movement, the Liberation Domain cleric ability, etc. Lots of things can help you walk on snow and ice.
Boots of the Winterlands are not a necessity. Endure Elements is a necessity.
All the GM was saying is that Boots of the Winterlands is one handy way to obtain Endure Elements without blowing all your spell slots, especially since they come with some other useful effects, and he is willing to give a bulk discount of some kind *if* the group decides they wish to buy a relatively large number of them for NPCs.

Hrunndalf Jarlsson |

I don't feel like rolling Acrobatics checks for walking across ice in full plate. I can imagine what that would look like. Also, I can certainly see how moving across snow without leaving traces could come in handy. Consider me convinced.
So assuming we'd be 25–30 travelers in the caravan, we could cover ~15 people with spells and would need 10–15 pairs of boots for the others. Fair enough. We'd make sure that the PCs wear boots so they could all go on an excursion together without someone lagging or leaving tracks.

Myriana Bayden |

no claims
edit: in regards to below: player is not willing to "pay the cost" for a one use item that per Kyra's previous remarks in Brinewall, is likely to NOT come up in this adventure path...or at least this section of it. If someone else wants to take that risk, feel free. Sorry guys. :)

liothonae cromvathar |

If there are no other alternatives I have 4, 1st lvl spell slots total, so they could go to goodberry and/or endure elements. This would keep me from casting cure light, or any other 1st lvl druid spell, but I can do it. I would much rather we get as many boots of the winterlands as possible, even for the npcs. I vote for trying to acquire 25 pairs of boots if we can and seeing how many rings of sustenance we can also get.
I claim 6 arrows. (the regular kind) to refill my quiver.
I do not claim the magical beast slaying arrow, because I'm not the best archer in the group. If Myri wants it, I say go for it :)

Kyrademon |

(I believe all claims are in except Hrunndalf's ... plenty of time yet, of course, just bringing it up because Hrunndalf, I'm not sure whether to interpret what you said as "no claims" or "haven't posted claims yet", and I didn't want the thing to happen where both of us to end up waiting wondering why the other wasn't posting. :) )

Kyrademon |

LOOT POST
1 greater magical beast slaying arrow (2028.5 gp) <-- claimed by Rhost
Boots of the Winterlands (1250 gp) <-- claimed by Rhost
The personal diaries of Snorri Stone-Eye (0 gp) <-- claimed by Rhost
6 potions of Disguise Self (150 gp) <-- claimed by Rhost
Silk kimono (200 gp) <-- claimed by Kalimac
A writing kit with rolls of blank parchment cut into tiny strips and small leather cases that can be secured to a bird’s leg, allow it to carry messages (20 gp) <-- claimed by Kalimac
6 arrows (0.1 gp) <-- claimed by Liothonae
In addition, all characters (and the Caravan fund) receive:
1131.9 gp

Kyrademon |

Ah, the obligatory killer item you find after having painstakingly killed the corresponding monster by mundane means.
Assuming the raven is a magical beast ... and the GM will also note that even if that was the case, you'd have encountered the raven after finding the arrow had no one been sent to tell people that the entertainers had come (or had they otherwise not been able to alert the raven of your presence for whatever reason.)
Just to be fair to the module.

Alaric Graff |

I remember there being several characters interested in Terran lessons. Is Kalimac the only one who actually pays attention...? ;o)
Alaric wasn't one of them. No offense to Hrunndalf or anything. Alaric still resents having to learn Halfling... which he hasn't done yet.

Melinda Sorn |

Go to my character sheet and click on the Tongues spoiler if you'd like to know what languages Rhost speaks.
Ditto Mel... although she doesn't know about all of them.
And Mel was in the Skald class, not the Terran one. Then she switched to cooking classes.

Hrunndalf Jarlsson |

Then maybe decide on a non-Taldane language to use as a "code" language and get everyone up to speed on that.
Hrunndalf moves that this be Terran. He can only speak (and currently, understand) that and Infernal during combat, and I figure Infernal is more common among an adventure's typical suite of bad guys than Terran is. Terran-speaking enemies are usually rather dumb, too, whereas Infernal-speaking enemies generally delight in abusing stolen intel.

Kalimac Proudfoot |

Other possibilities (I'm excluding Tien since it'll be lingua franca once we get to Tian Xia):
Skald. All but three of us already have it and it should be infrequently used in Tian Xia.
Halfling. Again, all but three of us already have it.
Elven. Amazingly, only two of us don't know this one.
Personally I'd say Terran is a good one, so Kalimac isn't the only one who can talk to Hrunndalf in combat. But the others have the benefit of fewer people needing to use a skill point.

Hrunndalf Jarlsson |

Personally I'd say Terran is a good one, so Kalimac isn't the only one who can talk to Hrunndalf in combat. But the others have the benefit of fewer people needing to use a skill point.
True, but Hrunndalf doesn't have the option to spend a skill point to speak any of these other languages when it really matters.
(He'll eventually be able to understand all languages at 10th level, though.)

Hrunndalf Jarlsson |

You'll be 10th level soon enough. I vote for Halfling or Skald.
I will still only be able to speak Terran and Infernal, though. Having to rely on Kalimac's translation services is a tactical liability that we could avoid. Also, I suppose there do exist elves and halflings in Tian Xia?
Mostly because I refuse to profane my character with the elvish tongue.
Very understandable. Now Terran, on the other hand, is like a piece of dark chocolate and a glass of Glenfiddich. Rich, earthy, complex, with a subtle sweetness that only opens itself to those who take the time to savor it.

Alaric Graff |

If it matters, the GM will note that of the various languages that have been proposed, Halfling is by several orders of magnitude the one any foes you might face are least likely to speak.
That's a huge endorsement for Halfling right there. It has my full support.

Kyrademon |

Nonetheless, Kalimac is picking up Skald just in case.
Skald is a great language to pick up. However, if your argument for picking it up, as you mentioned, is in part that no one in Tian Xia is likely to speak Skald, it should perhaps be pointed out that you are in a Skald-speaking area where Tien is commonly spoken because of the strong trading ties it has to the specific area of Tian Xia where you are going.
In other words, if you pick it up, it is better to do so because people *are* likely to speak it than it is to pick it up because you anticipate them being *not* likely to speak it.