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Silver Crusade

At fourth level Ala'Ihys gets Hunters Bond. So either animal companion or a 'bond to his companions' I'm thinking I will go with the Bond to companions.' That means up to three times daily I can give half a favored enemy bonus to you all. Right now his only favored enemy is animals, his second comes up next level. I will discuss it with you all before I decide.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Okay, I've levelled Tairin.

+1 to Spy level
+6 to HP
+1 BAB, +1 Reflex & Will saves

+1 language: Zadjite (Tairin over the course of the week travelling from the oasis to Zul-Bazzir had sought out Farrokh to teach her to speak and read/write Zadjite.)

Background Skills (4): +1 to Craft (Alchemy), +1 Handle Animal, +1 Heal, +1 Know. Geography

Adventuring Skills (10): +1 to Appraise, +2 Bluff, +1 Climb, +1 Diplomacy, +1 Intimidate, +1 Linguistics, +1 Perception, +1 Sense Motive, +1 Stealth

Ability score increase: +1 to Dex

Special Abilities: Spy Talent (Combat Trick: 2 Weapon Fighting), Uncanny Dodge.

-----------

The note that Tairin found inside the coin chest - written in Zadjite is in Tairin's hands and she'll try to decipher what it says before they get to Zul-Bazzir.

Quote:

That same chest has a note – it is written in Zadjite – but it has columns with what look like names aligned with additional columns of numbers and another set of names – though the last column is somewhat vague as it’s clearly more than proper names but some modest details/descriptions.


Tairin of the Veils wrote:

Background Skills (4): +1 to Craft (Alchemy), +1 Handle Animal, +1 Heal, +1 Know. Geography

I just noticed this; there may be some confusion here, but Background Skills were used one time, specifically at level 1/0 - that is, you don't get background skills again every level.

Sorry for any confusion; if anyone has been giving themselves extra skill points per level via background skills that needs to be adjusted.

Thank you.


Female Aasimar Druid 7 (Noble)

The skills have been adjusted as per your rules, Dain GM.


Thank you, Tairin.

Meanwhile - you guys are still currently at the gates of Zul-Bazzir; no doubt you have many questions about that particular area, but you're likely waiting until everyone has finished leveling before that has formally happened.

That said; has everyone formally finished leveling?


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Not quite.

I just wanted to see if Web and Aggressive Thundercloud are"artillery" spells and not allowed. I suspect yes and no.

Second, we get our Int bonus to skill points each level as normal.

Apart from that done.

Finally, how many days until we get to Bul-Bazzir?


Female Aasimar Druid 7 (Noble)

We’re already/currently at the gates of Zul-Bazzir. It took a week from the oasis to get to the city.

Dain GM posted this on the discussion thread as a fast forward to the gates of the city:

Quote:

Meanwhile, Yetara does not care if the people are going the same way he is headed so long as he does not need to pay them; actually, when he finds out who the man is, he spends time discussing things privately with the man about issues in Zul-Bazzir very intently.

During the journey you all reach level 4.

The party reaches the gates of Zul-Bazzir.

Unless you mean to ask is how far from the gates is the city proper? Dain hasn’t mentioned that. I presumed they’d be gates that lead right into Zul-Bazzir.

Silver Crusade

sorry yes, Ala'Ihys is caught up, would you rather we post any advancements here or just look at the sheets?


Female Aasimar Druid 7 (Noble)

Dain, I have a busy work day, but I’ll post something in my afternoon (during a work lull).


She Who Knows wrote:

Not quite.

I just wanted to see if Web and Aggressive Thundercloud are"artillery" spells and not allowed. I suspect yes and no.

Second, we get our Int bonus to skill points each level as normal.

Correct - Web is allowed, but not Aggressive Thundercloud.

Also, you do get your normal Int Bonus of Skill Points per level.

Ala’Ihys the Archer wrote:

sorry yes, Ala'Ihys is caught up, would you rather we post any advancements here or just look at the sheets?

Yes, I would.

Thanks!


Female Aasimar Druid 7 (Noble)

I had Tairin accept Yetara's offer to visit his friend's estate, yet if any person in the party has reason to decline and wants the party to go their own way now, then she is open to hearing them ... Tairin just thinks being newly arrived in town, it would be nice to go to such an estate and listen/observe as well as rest and freshen up before deciding the next course for the group. We still don't know if Daniya is in any particular danger, so going with them makes some sense for that reason, too. Plus, she's curious about this Zheng-Ya and his association with Yetara.

What do you guys think?


Female Aasimar Druid 7 (Noble)

Dain GM, Paten posted this query on Saturday. I'm not sure if you've answered him yet. Thanks!

Patenemheb Sitayet wrote:

@Dain: Any thoughts on my earlier queries about spells?

@All: Any thoughts on scholar secrets?

Bringing it up before I finalise Patenemheb's level 4. Which will likely be Monday or Tuesday.

As to the question for us all, there are so many to choose from. I think it's best that you pick one best suited to your view/perception/characterisation of Paten. What secrets are you leaning toward? If we know which you like best, then we may be able to offer a suggestion from the short list. :)

I, however, think any trap-spotting or trap-finding secrets are not necessary as Tairin has that very much covered with her skill set, and, so far in game, traps haven't been a critical/major issue.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Well, if Dain wants to know what Ala got when he levelled up, he presumably wants to know what I got.

That is- +1 to Bab and Will save
7 HPs
1 Hex- Misfortune.
1 Spell known- Summon Monster II
+1 spell per day level 1 Summon Minor Monster
+1 spell per day level 2 Web
+1 to one attribute, int now 21.

In addition I completely redid my skills because like a fool I wasn't giving myself my +5 skill points/ level for levels 2 and 3.
Complete skills + calculations for anyone interested [not sure why, except for the GM] are-

Skill points- at level 1=
2 + int mod [2 + 5 =7]Witch class
4 skill points for skills that can be used untrained, these skills become class [GMs house rule]
1 human bonus
Total= 12

Skill points- at each level above 1=
2 Witch class
1 human bonus
1 civilised bonus
+5 int bonus
Total= 9

Total Skill points, 12 + [3x9=]27+ 39 skill points

WC=Witch class skill
HC= Home rule class skill
NC= Not a class skill

HC Diplomacy (Cha) 4 rank/ +8
WC Heal (Wis)1 rank/ +4,
WC Intimidate (Cha)4 rank/ +8
WC Knowledge (arcana)(Int) 4 rank/ +14, [+2 racial bonus]
WC Knowledge (history)(Int)1 rank/ +9,
WC Knowledge (nature) (Int)4 rank/ +12,
HC Perception (Wis) 4 rank/ +9,[+2 racial bonus, further +2 re stone]
WC Profession (Merchant)1 rank/+4
HC Sense Motive (Wis) 4 rank/ +7,
WC Spellcraft (Int)4 rank/ +12,
HC Stealth (Dex)4 rank/ +9,
WC Use Magic Device (Cha)4 rank/ +8

Silver Crusade

Ok, things added to Ala’Ihys at level four: + 1 to dex, + 1 Base Attack Bonus, + 1 Fort Save, + 1 Ref Save, Hunter’s bond, vicious Aim. Skills @ 9 (6 [class] + 1 int + 1 educated + 1 human) + 1 to: craft: bow, Knowledge (dungeon, geography and nature), perception and survival, also + 3 to ‘sense motive.’

I decided that sense motive was more important than I originally thought, so it is getting a ‘dump’ instead of being raised slowly.

Sorry about not posting yesterday, I was waiting to see if there were any responses in game. I will post later tonight.

Also, since we apparently get to spend a little time just traveling, Ala'Ihys may try and craft a few arrows.


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Patenemheb Sitayet wrote:

@Dain: Any thoughts on my earlier queries about spells?

@All: Any thoughts on scholar secrets?

Bringing it up before I finalise Patenemheb's level 4. Which will likely be Monday or Tuesday.

Sorry I missed this...

Okay; so here's how it goes for now.

Right now you're able to get the ability which grants you 3 Orisons, correct?

But you don't get the Cure Light Wounds spell until potentially 6th (I ask this because I have some time to decide)?

For now I'll allow you the three Orisons - also, if I haven't done it before I'm adding - Stabilize - to the list.

However, due to the fact you can only do 3 Orisons a day and they are not unlimited like the modern version of Pathfinder is with Cantrips and Orisons (the old style used to limit Orisons and Cantrips to 3 a day on level one and they went up to 4 a day when you leveled - the modern version allows unlimited use daily, which is a pretty potent bonus but it's cool) - but anyway, since you can only use them three times a day I'll also grant you - Bleed - and - Virtue - if you'd like.

As for Cure Light Wounds...

Right now the book is fairly vague on how to do that - it DOES indicate that Healing Magic can work, but the caveat is that SOMEONE must suffer for it. So, arguably, when you're considering the ability to resurrect something for the future (very unsure about that one; but given that part of this game is more story driven than simply action driven with Roll-Up Characters in the wings in case we lose the current character - I'm liking the idea that there may be a way to return the dead to the living when we're higher level if some horrible bad luck happens to a character that's really developed - not saying death won't be permanent or that players shouldn't stress dying, but I'm considering options; also, this whole parenthetical aside should really have been its own paragraph, but anyway)...

The POINT is - if you wanted to resurrect someone then - arguably - the books/stories/flavor seem to agree that a sacrifice must be made to achieve this. Would you need to sacrifice a living victim to raise the dead? Sure - that seems in keeping with the stories; is there a way that it could be done so it doesn't compromise the morality of the character by sacrificing a life for a life? At this point I need to figure that out for the future - but we have some time.

So, back to Cure Light Wounds.

At this stage it is a powerful spell because it heals fast and doesn't involve anything to use (that is; trading life energy for life energy) so I'm trying to figure it out.

Initially I was thinking - "Sure, why not - we'll just up the Casting Time to 1 Minute to make it seem more like a ritual for flavor" - but now I'm thinking that could be a problem because I suspect the only reason you were looking for Cure Light Wounds was to heal someone quickly in the heat of battle.

On the other hand; your party can only do some healing abilities rarely. The problem with that is that in a Dungeon Crawl you're generally dealing with minor combats one after the other in fairly rapid succession (at least, nearly one in every room, generally) so limited daily healing takes some of the fun out of Dungeon Crawls (though as these books have no maps in them I haven't been too eager to set up Dungeon Crawls, thought that may change).

Also, this runs into other issues - namely, if you could get Cure Light Wounds in any form then - theoretically - so should Tairin and Red, as it's already on their spell list.

But Tairin gets her spells via study and research (as she's a Bard) and Red gets hers through her Talisman - so those are two completely different "Styles" of how Healing Works.

For now I'm looking for how to do better healing in general; I'm liking the earlier idea of creating "Healing Salves" via plants and herbs to increase or improve healing - that seems very useful and completely in keeping with the Conan stories in general (magical healing through elixirs and tonics was common in those tales).

I need to come up with a proper mechanic for those things, though, and one that doesn't let such things become like a "Cure Light Wand" when - on higher levels - players don't just take a bunch of cheap, inexpensive herbs in bulk and use them over and over... But I am considering it.

For now - take the Scholar Talent which allows the Orisons with the Knowledge that I'll come up with a way in the future to allow Cure Light Wounds - with adjustments for those Classes who get their power from Research/Texts and those who get it from Powerful Beings.

Also, let me know if the idea of doing Cure Light Wounds as a ritual is even worth it - or were you looking for something that works faster?

Okay; keep me posted and I'll check back again soon.

Bjeorn: did you have your level-breakdown ready? If so, can we see it? If not, can you let us know how much time you need? Thanks!


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Cheers Dain. I'll get on levelling now.

Ideas on how cure light wounds might work for this campaign.

1. A one minute ritual, where the sacrifice is the channelling of considerable energies. Considering most spells require a standard action, a requirement of a minute implies to me a far greater expenditure of effort.

2. Perhaps cure light wounds is replaced by a spell that creates healing salves that heal the same amount when applied. Which have a limited shelf-life so we cannot simply stockpile them, say until the sunrise of the following day.

3. Cure light wounds *does* work as written and as fast, but there is a price in blood to be paid by the caster. Say half the hp healed taken in damage, or perhaps an equal amount.

4. Allow two or more methods to be options. A desperate need for healing paid for by the caster's own suffering, a slower one by their work.

On Scholar secrets, I was going to post that I was leaning towards the spellcasting secrets. That has only been cemented by Dain's assurance that healing magic of some sort will be a viable option.

Since minor mysticism is a requisite for the other spell secrets, I will take that. A single 0th level cleric spell.

@Dain, if you feel that this is too restrictive, I would be more than happy to take a version of Orisons that allow up to three options. While not that powerful, options are useful.

Minor Mysticism (Sp): A scholar with this talent gains the ability to cast a 0-level spell from the cleric spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is 10 + the scholar’s level. The save DC for this spell is 10 + the scholar’s Wisdom modifier. The scholar must have a Wisdom of at least 10 to select this talent.

Orisons: The scholar may select two additional 0- level spells from the cleric spell list for her minor mysticism ability. The scholar may use her minor mysticism an unlimited number of times per day. The scholar may take this secret multiple times, adding two more 0-level spells each time. Prerequisite: Minor Mysticism.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Level 4 Scholar

I reckon that Patenemheb has a great ear for languages, hence the numerous ones he has absorbed.

HP 26 +5 -> 31

+1 BAB

+1 Ref

+1 Will

+1 Int

Skill points: 12 (6 class +4 int bonus +1 skilled +1 favoured class)

New Skills: None

Skills Raised: Bluff, Diplomacy, Heal, Linguistics +3, Perception +3, Sense Motive +3.

Languages: Lamuran, Tharag Thulan, Zadjite

Lore +2

Trap Sense +2

Scholar Secret: Minor Mysticism (Sp): A scholar with this talent gains the ability to cast a 0-level spell from the cleric spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is 10 + the scholar’s level. The save DC for this spell is 10 + the scholar’s Wisdom modifier. The scholar must have a Wisdom of at least 10 to select this talent.

Orison: Stabilise

In the Bag (Ex)
A scholar of 4th level and higher can retrieve needed items very quickly. Once per round, she may ready an item as a standard action if it would normally be a full round action, a move action if it would normally be a standard action, and a swift action if it would normally be a move action.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

No updates again. Will level toute suite
Level 4: Gladiator 4
Strength +1 = 23
HP: 7+2+1 =54
Fort +1
Feat: Dazzling Display
Skills:
Perception +1
Survival +1
Intimidate+1


Bjoern Ghostbear wrote:
No updates again. Will level toute suite

Please do that soon; after you level I'll move the game forward.

Thanks!

Silver Crusade

ala'Ihys will inquire in name but since the site is acting up, I wanted to put this here while I could.

I assume we will sell the animals we found; do we want to keep the camels we were riding? Or can Ala'Ihys sell them? Except for the one Tairin paid him for, of course :-)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

I think sell what we not need right now!
Even the drugs.


The site has been down far too much lately.

If it's a problem I advise going online to Facebook to the Paizo site and complain (include your region so they know the issue) and hopefully they'll get the message.

Basically for this quick scene I need a full list of the items you want to sell.

If you want to sell camels, for example, give me number.

When you're done with the list I'll flip the goods to reflect the coin you'd get in the market.

The only caveat is that this place is to buy/sell animals/gear for caravans. It's not a weapon/armor shop - it doesn't have a lot of unique or special goods/gear; though the prices tend to be fairly reasonable as it's typically just flat exchange.

Once that's concluded you'll have a full break down of how much coin you'll get - translated into more portable wealth (again; jewels and gems instead of bags of gold, for example).

Anyway, keep me posted and we can go from there!


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Alright. I'm not sure if anyone in particular has claimed any of the items we discovered in the Zajite tent. Please speak up in discussion if you've taken one of the following items for your use:

- 5 similarly sized balls of poppy sap/laudanum balls (we will sell these when/if we can),
- Portable alchemist lab,
- Chest to hold coins: Mostly empty but does still house 2 stacks of 50 gold coins – 2 stacks of 50 silver coins and 1 stack of 50 bronze coins, as well as 7 gold coins, 12 silver coins and 21 copper coins (the coin was divided equally among those who fought in the oasis. I have made three posts above in relation to how much coin people get.)
- 4 MW Survival Kits
- MW Healers Kit
- Two MW braided whips (Tairin has claimed one of the M/W whips.)
- A spice chest: Holding various spices – while not overly valuable, there some really tasty seasoning; nothing too exotic – the full price for the “Spice Rack” would be roughly 10 GP – valuable for some spices, but not exactly a big investment).
- Packets of dried tea – unlike the Khazistani coffee which is produced in abundance in these desert climes, the tea seems unique, though it is similar to one that was served in Mei-Mei’s bath house.
- I remember Ala'lhys and Bjoern rolled up some of the more ornate mats (perhaps we can sell those, too?)

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

* Tairin would suggest we keep the portable alchemist lab as it will give her a chance to craft poisons and healing salves that the company could make use of. What do you guys think about this?

* Once we figure out what's left to sell, Tairin will use her charm with the merchants... I'll toss up the diplomacy check here to make it easier and if the site goes down again, we don't waste time (I'm heading out of town tomorrow for my sis-in-law's birthday bash and won't be home until very late in the night, so I won't be posting tomorrow, just FYI.) Tairin will add a some drops of perfume to the base of her throat, in order to be more appealing to the merchants.

Diplomacy to bargain/haggle with merchants including bonus from perfume: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32

Silver Crusade

did we ever actually do the math on how many of the slavers animals we kept? Or can everyone going with Yetara dismount and we can sell all of them?

As for the five Ala'Ihys paid for he will sell all of them along with their tack.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I'll be able to post by this evening at the latest, but hopefully sooner. A lot to read over.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Tairin of the Veils wrote:


* Tairin would suggest we keep the portable alchemist lab as it will give her a chance to craft poisons and healing salves that the company could make use of. What do you guys think about this?
.

Good idea if you have the skills to do that imho.

And Ala- So far as I know nobody counted how many of the slavers mounts we have to sell.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Bjoern has claimed one of the survival kits.
If we keep the camels let us keep the tent and rugs too.
Why not travel in style

Silver Crusade

Dain GM wrote:
I'll add on to it by saying there was an additional 20 camels - 4 for the Zadjites; 12 for the guards; 4 for the wagon - the wagon also held the dancing girl and enough food for twenty men and 20 beasts for the next week.

Since Yetara is proceeding on foot to the estate and the 'ex-slaves' are with him, Is there any reason we can't sell the camels, wagons, tents and carpets?


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Well if we keep some camels for emergencys or for our next trip, let us also keep a set to take with us if we move on.
One riding animal per person, one or two pack animals, a tent with sleeping places, pots, bowls, one or two lanterns, a rug, for traveling in style and all the other items.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I'm fine with selling off most things and most of the animals.

I would like the mw healer's kit. And as many healer's kits in general as are going spare. Patenemheb can and will make good use of them.

Patenemheb would keep Mehys. He has much gear that he cannot carry himself. Most of which he has not even unpacked since he joined the campaign.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Dain: I think you might have overlooked some checks I made under the Ala'lhys spoiler in this post. I'll try to keep information checks out of spoilers where possible.


Female Aasimar Druid 7 (Noble)
She Who Knows wrote:
Tairin of the Veils wrote:


* Tairin would suggest we keep the portable alchemist lab as it will give her a chance to craft poisons and healing salves that the company could make use of. What do you guys think about this?
.

Good idea if you have the skills to do that imho.

Yes, she has the skill. Tairin can purchase the raw materials necessary in the city market place and can use the portable alchemist lab to concoct what she requires - perhaps in downtime at the estate or even in the private rooms the party may secure in the city.


Female Aasimar Druid 7 (Noble)

After some thought, I had Tairin invest another skill point in Linguistics and also pick up Tharag Thulan this level. It makes sense that Tairin could learn the language from Bjoern (her close bodyguard) over the course of their travels together before they reach Zul-Bazzir. (So at level 4 she has picked up Tharag Thulan (from Bjoern) and Zadjite (from Farrokh). - giving her a total of 6 languages which is a nice start.)


Ala’Ihys the Archer wrote:
Since Yetara is proceeding on foot to the estate and the 'ex-slaves' are with him, Is there any reason we can't sell the camels, wagons, tents and carpets?

Accurately Yetara and Daniya are proceeding on camel - however, he has instructed Sefu to sell of their pack camels, tents, and pretty much all the gear you might need for travel.

Whatever may happen, Yetara intends to make this place his new home and it seems he has little use for items used for travel.

In short; of course you can sell all those goods; I just need the number of items you wish to sell so I can get an accurate number.

Patenemheb Sitayet wrote:
@Dain: I think you might have overlooked some checks I made under the Ala'lhys spoiler in this post. I'll try to keep information checks out of spoilers where possible.

My apologies; I didn't respond clearly enough.

The opiate can be sold as "doses". A standard dose can be used as for medicinal purposes (though there is the probability that the subject will become addicted). Standard healing doses are listed as the basic "market rate" of roughly I believe 10 gold per dose.

Each ball has many doses in it, and the balls can generate more than 10 gold per dose if the people buying them are using the doses for non-medical reasons (in short; you can get more money from people who are desperate for their "fix").

Remember; as soon as I get the numbers of things you want to sell at this time I can flip them for coin for you - modified by a bargaining check via Diplomacy.

Silver Crusade

all right, who wants to keep the camel they were riding?

I know Tairin does.

Ala'Ihys does not!

Sans peoples camels and saddles, and the drugs: are we ready to sell everything else?

Ala'Ihys only request will be that he recoup most of the money he spent for the six camels, tack and food. It will be around 1,000 gp.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Cheers, Dain. On reflection, Patenemheb is fine with selling all of the drugs.

Patenemheb wants to keep his camel and his personal belongings. And also any healing kits.


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Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

On a separate note, I've considered what character I would bring in should Patenemheb get killed, incapacitated, etc. I have lots of ideas. Basically, I'm trying to make it clear that my interest in this campaign is not limited to a single character.

Edit: Also, ancient egyptian texts.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

The breath of life returns to these halls.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

I spoke a bit too soon!

It is worth considering establishing a secondary communication channel for if (when?) the Paizo boards go down again. Discord is quite useful I find.


Female Aasimar Druid 7 (Noble)

Testing to see if this posts. I was joking with Dain GM that the site would be back up when he leaves for his 3 day weekend trip. And voila! ;)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Amen!

Silver Crusade

hey folks glad to we were back again, I guess we need to wait for Dain GM to take the camels to market.

Red or Bjoern are you keeping your camels? Dain GM is Samir wanting to keep his as well?

Or am I the only one who prefers horses?

Out of curiosity is the area we are in as arid as what we came through?


Female Aasimar Druid 7 (Noble)

Dain GM left for a 3 day trip and won’t be back until Sunday night. I believe he left before the site was back up. Just so you’re all aware.


Female Aasimar Druid 7 (Noble)

Testing as it won't let me post in another game.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

The site has been down mostly for, well weeks. :(


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

It is a frustrating state of affairs.


Female Aasimar Druid 7 (Noble)

I had to log out and then log back in to make it work right. Fingers crossed - it's stable now.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

It has seemed to be back before. I recommend crossing one's fingers. :(

Silver Crusade

frustrating indeed, and the problem with keeping fingers crossed is it makes it hard to type.

Well, I've been on the boards for four years. This is the first time it's been out like this for a period of time. Let's hope it will be another four years...


Patenemheb Sitayet wrote:

On a separate note, I've considered what character I would bring in should Patenemheb get killed, incapacitated, etc. I have lots of ideas. Basically, I'm trying to make it clear that my interest in this campaign is not limited to a single character.

Edit: Also, ancient egyptian texts.

Really enjoyed reading this, Paten.

By the way; via you and Tairin’s earlier request for new/better ways to create Healing solutions you should both take a look at “Alchemical Creations” especially under “Balms, Medicines and Tonics” – the link can be found - Here –

For those who wish to find the base rates/advantages/disadvantages of the “Poppy Tears” can be found - here –

NOTE: The base price for Poppy Tears is listed at 15 GP per tear; each ball can normally net 40 tears. You have 8 Balls for a standard net of (15/2 = 7.5 x 40 x 8) 3,200 GP total; or roughly 450 GP a person. However; this assumes you do not find a Black Market value, when they can normally be worth 10 times their value – in which case you’ll be doing far better.

It should be noted that finding a buyer for said Poppy Tears may be a bit challenging, but you should already have some clues for that now.

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