A Lapse In Judgment (OOC)

520 posts / 0 new
Last post
Darker

Thunk thinks a shiny silver sword in the hand is worth more than some coins in his pocket. So, he, therefore, calls dibs. He will put in for the sword if no one else wants it. He'll call dibs on the amulet and be willing to fight for it.

Fixxxer
Fixxxer's picture

If he wants them bad enough for that, Feruq figures Thunk can have the amulet. Thinking on it, that's probably ultimately better, since Feruq is a battlefield controller, but Thunk is a fucking force of nature in a fight.

MI, is there any chance that someone here at the farm might have for sale or can make the tonfa that we talked about via PM once upon a time?

Darker

When I said fight, that was figurative, as in argue his case or bid higher. Not like he was actually going to attempt to cleave Feruq into two equal halves over an amulet.

Talanall
Talanall's picture

We've seen Thunk "argue his case." He used a sword. Or in one instance, a tree.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
Fixxxer's picture

^What he said.

MinusInnocence
MinusInnocence's picture

Fixxxer wrote:
MI, is there any chance that someone here at the farm might have for sale or can make the tonfa that we talked about via PM once upon a time?
Yes, but only of the mundane variety. If he wants masterwork quality or maybe something crafted from a special material he will likely need to wait until he gets back to Milborne.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

deadDMwalking
deadDMwalking's picture

I doubt that Thunk will want to use a 1-handed weapon primarily. Argus would like to buy the Gladius. With the 50%, I think that works, right? Does that also cover the leather armor?

The pelts can be 'group treasure'.

MinusInnocence
MinusInnocence's picture

If the pelts are group treasure, everyone's share is 80gp higher. That brings Argus up to 1,567.4 plus his current wealth of 21.29, and if he sells his studded leather +1 he will be up to 2,151gp, 1sp and 9cp. You can afford the gladius no problem but the shadowy leather +1 is NOT half price. A merchant is selling it as if he was in a store.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

OK. I know not everyone is back to a normal work and life schedule but there will never be a time where everyone is. I think we've taken enough time off for the summer. Where are we at with this? Do we need a recap of what's going on with the loot liquidation?

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Darker

Thunk needs loot recap.

Talanall
Talanall's picture

1,487gp and 4sp was the total share per person. We should keep the oil of bless weapon, though; our opponents are devil cultists and it's stupid to discard something that hurts devils. -10 gp to each share, for 1477 gp and 4 sp.

Dalvar is putting 300 gp of his share toward a potion of entropic shield, and he's also claiming 300 gp worth of scrolls (counting by liquidation value). So he walks away with 877 gp, 4 sp.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

All right. I think what we're going to do is just start off by laying all the cards on the table in terms of how much money everyone is working with according to my most recent versions of each character sheet. Then we'll proceed into a breakdown of what the party is trying to sell or claim from the treasure haul, as well as a reminder about what the merchant who is staying overnight at Kuiper's has for sale.

Argus: 2pp, 1gp, 2sp, 9cp.
Dalvar: 233pp, 6gp, 3sp, 9cp.
Feruq: 80pp, 3gp, 6sp, 3cp.
Jugg: 39pp, 6gp, 0sp, 2cp.
Thunk: 200pp, 0gp, 6sp, 4cp.

The loot from the last time you guys sat down and divvied it up is as follows.

Full plate +1 1,650gp and heavy steel shield +1 1,170gp- note that this armor would need to be resized to be worn effectively by anyone in the party, since its components are form-fitting. This takes a significant amount of both time and money and so this item might be more useful to you as divided loot.

Wind fan 5,500gp - this can make gusts of wind. It's pretty self-explanatory. Definitely not the kind of thing anyone jumps up out of their seat to beat anyone to the punch because they absolutely need it when it's being auctioned off, but could definitely be useful if the party decides not to sell it (like in a scenario very much like the one in which you found it, wherein swarms of venomous, ravenous centipedes were attacking you from all sides and you needed a magic item to blow them away).

Lyntern's lockpick 2,160gp - this is pretty handy in a pinch, especially in a party without any characters who possess the trapfinding class feature. I will leave that to everyone to discuss out of character and determine if a magic item that can force a lock open once per day is worth over two thousand gold pieces. The Heroes, with the exception of Jugg, have all leveled up at least once since acquiring this item, so maybe its relative value has diminished.

Silver gladius +1 2,335gp - In a campaign where everyone and their grandma appears to be either aligned with devils or fighting a secret war against them and their servants, a weapon made of silver AND enchanted seems like a must-have. It is also basically a shortsword and-then-some, which makes it one of the most valuable backup weapons in the game for anyone with martial weapon proficiency (being both a piercing and light weapon, it can be brought to bear against creatures that have swallowed you whole or are otherwise grappling you AND against opponents when you are forced to engage them underwater). You'd have to be a real dumb-dumb to pass this up. I think Argus and Thunk both already expressed interest in it.

Scrolls of blur, blindness/deafness, fox's cunning, invisibility 150gp each, 600gp total - These have already been claimed by Dalvar and no one else can use them, so far as I am aware, or has any intention of making a counter-offer.

Wand of flaming sphere (10 charges) 900gp - Dalvar has made the observation that such an item is basically as universally useful as the necklace of fireballs Feruq utilized to great effect against the horde of skeletons and zombies at Parlfray Keep. Sure, only one person in the party can use it right now, so far as any of us are aware. But it's still really great and he is more than willing to hold onto it and use it to everyone's collective benefit without claiming it as a personal treasure item (pretty clever for him to do something like that but whatever).

Oil of bless weapon 50gp - This can be used with a standard action to apply to a weapon. When applied to a ranged weapon that fires ammunition, it does not confer most of the benefits of the spell to that weapon's ammunition (so a bow or crossbow you apply the oil to wouldn't make its arrows better at overcoming damage reduction or striking incorporeal creatures, but it would still automatically confirm critical threats as long as the target is evil). It's not the best spell in the game or anything but it is pretty handy in a pinch, and there are even some creatures who are uniquely vulnerable to blessed weapons. It wouldn't be much of a stretch to classify this as communal property but leave it with one of the more martial characters, like Argus, for safekeeping until it is time to use it.

Muleback cords 1,000gp - these have been the subject of much debate since they were acquired. Being able to carry way more than your Strength score might suggest is always useful, especially for games where the characters are of the "Take anything that's not bolted down and we'll come back for the rest" mentality. Darker has been very vocal about it OOC and Thunk brings up how his job is to carry stuff every chance he gets, so it makes sense that he is interested in this piece.

Potion of lesser restoration 300gp - There were two of these but you used one to wake Jugg up after his near-death-experience with the shadows that cost him 2 Hero Points to survive. It seems like this is the kind of thing you would definitely want to keep on-hand as communal property unless someone is particularly greedy and flush with cash.

Scroll of gravity bow 25gp - While this spell does appear on both the sorcerer/wizard and ranger lists, wizards can't use a scroll to copy it into their spellbook unless it was actually penned by another sorcerer or wizard. This one's author was a ranger, unfortunately, so its utility is limited to rangers in the party who have not chosen an archetype that prohibits spell use.

Campfire bead 720gp - This lets you make a campfire out of a marble you can carry in your pocket at least once a day. For a party of adventurers who anticipate they may have a trek of indeterminate length into the Underdark in their near future, it seems like a no-brainer, and would be useful to just about everyone who has eyes, cooks their food or wants to boil water before drinking it to ensure its safety. That's everyone.

Elixir of firebreath 1,100gp - This is what it sounds like: after you drink it, you can breathe fire. But you can only do so three times in a single hour before the effects wear off, and while you can use the gout of flame to target someone up to 25' away, you really do only get to use it against one person at a time. It's kind of underwhelming for an item that costs over a thousand gold pieces but if, like some of the pieces of loot listed above, someone could make the argument it is better to list as communal property and leave it to the discretion of someone like Feruq to decide when best to use it, that isn't really a factor.

Amulet of natural armor +1 2,000gp and cloak of resistance +1 1,000gp - Many party members already have one or both of these equipped. One raises your natural armor bonus, the other provides a flat bonus to all saving throws. They're universally useful and ripe for upgrading to a higher bonus down the road. Thunk has staked a tentative claim on both items because he currently owns neither.

Ring of immersion 400gp - This item takes up a ring slot but once per day, any time the wearer's head is submerged in a substance that would preclude breathing, as an immediate action it creates a bubble around his or her head that allows one to breathe normally for up to one minute. It is worth 400gp. It's up to everyone to decide for themselves how much they really need something like this: maybe it's worth considering whether or not you currently have plans for both of your ring slots (each character can wear one on each hand), or how likely it is that you think I will create a scenario in which an enemy tries to drown you just because you turned down an obvious Get Out Of Jail Free Card.

Handy haversack 2,000gp - This allows the wearer to carry up to 120lbs of gear distributed amongst its three pockets, but only ever weighs five pounds. It also lets you pull an item from your pack with a move action that does NOT provoke an attack of opportunity for doing so, because whatever you reach in there for is always on top. Jugg wants this very much.

Masterwork cold iron dagger 304gp - Feruq was gifted this after he and Argus saved Agatha the cow during the thunderstorm on the way here to Kuiper's farm. It is worth

There's also the 300gp in camping gear Raphael had stowed inside the haversack. If anyone really, really wants it, they can pay the party 150gp and I will come up with 120lbs of adventuring equipment. If not, splitting the cash might be your best option here.

Finally, Argus collected some rare animal pelts from Count Parlfray's bedchambers while he was exploring the Keep with Feruq. He has since clarified they were not intended as a personal prize and meant to be liquidated for everyone's benefit; as well as 137pp, 6gp, 2sp, 6cp. There is also some kind of puzzlebox that Raphael was always fiddling with. If you're imagining the MacGuffin from the Hellraiser movies, you're on the right track.

To date, here is where we're at in terms of items that no one had expressed any intentions at all in claiming: liquidating the masterwork cold iron dagger, full plate +1, heavy steel shield +1, wind fan, oil of bless weapon, scroll of gravity bow, elixir of firebreathing, ring of immersion, winter wolf pelts and the contents of Raphael's backpack leaves Argus, Dalvar, Feruq, Jugg and Thunk each with a share of 160pp, 7gp, 4sp. That brings them up to the following totals.

Argus: 162pp, 8gp, 6sp, 9cp.
Dalvar: 394pp, 3gp, 7sp, 9cp.
Feruq: 241pp, 1gp, 0sp, 3cp.
Jugg: 200pp, 3gp, 4sp, 2cp.
Thunk: 360pp, 8gp, 0sp, 4cp.

Lyntern's lockpick, as well as the campfire bead, potion of lesser restoration, and wand of flaming sphere have been proposed as communal property.

It is also worth mentioning at this point that the merchant Wenstrel is here on his barge for the night, and is offering the following items. What follows is the assortment of arms, armor and various other nifty things he has in stock as well as how much they cost. You can find the spells deja vu and inflict pain in Occult Adventures. Rain of frogs and surmount affliction are from Ultimate Magic, as is the "Piercing Spell" metamagic feat the rod is based on. Bandages of rapid recovery appears on the list of wondrous items from Advanced Player's Guide. Note: Wenstrel also has about 1,000gp in cash on-hand to trade with.

Bandages of rapid recovery (200gp), shadowy leather armor +1 (4,910gp), longbow +1 (2,375gp), piercing metamagic rod (3,000gp), potion of entropic shield (50gp), scroll of deja vu (wizard, 25gp), scroll of inflict pain (wizard, 375gp), wand of rain of frogs (summoner, 5 charges, 787.5gp) wand of surmount affliction (oracle, 5 charges, 450gp).

This brings us back up to a discussion about what each character wants to claim from the treasure as well as what everyone has expressed tentative interest in purchasing from Wenstrel. I will post this then get onto that in the next update in a few minutes (we're having weird weather that might cause spotty Internet issues, my dogs are getting all riled up and I need to keep an eye on my laptop battery).

TO BE CONTINUED

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

All right. So, here's what everyone wants to do as far as I could ascertain by combing back through the OOC thread to refresh my memory. It may not reflect what everyone would like to do now that we have had more time to think about it.

Argus is interested in selling his studded leather +1 because he wants the shadowy leather +1 Wenstrel is selling. He can't afford to do so until other people start claiming loot and raising everyone else's shares of the cash split, so put a pin in this for now.

Dalvar claimed the arcane scrolls from the treasure haul and because, so far as we are aware, no one else in the party can use them (not to mention no one else making a counter-offer), he gets them easy-peasy. The four scrolls would be worth 300gp if you sold them, so he pays that into the pot. Everyone else gets 75gp. Next, he has expressed interest in the potion, scrolls and metamagic rod Wenstrel is selling. He can afford them all, so for the moment let's assume he purchases them. That sets him back a further 345pp, leaving him with 190gp. Let's update the wealth totals before proceeding.

Argus: 170pp, 3gp, 6sp, 9cp.
Dalvar: 19pp, 3gp, 7sp, 9cp.
Feruq: 248pp, 6gp, 0sp, 3cp.
Jugg: 207pp, 8gp, 4sp, 2cp.
Thunk: 368pp, 3gp, 0sp, 4cp.

Jugg wants to sell the dust of disappearance and the cherrywood box it was stored in when he won it for winning Boozapalooza before the tornado destroyed Thurmaster. Wenstrel is offering 500gp for the box and will give him 600gp for the dust. He also wants to claim the handy haversack for 1,000gp and will purchase the bandages of recovery from Wenstrel. Everyone else gets 250gp more in the bargain. Here's the new numbers.

Argus: 195pp, 3gp, 6sp, 9cp.
Dalvar: 44pp, 3gp, 7sp, 9cp.
Feruq: 273pp, 6gp, 0sp, 3cp.
Jugg: 197pp, 8gp, 4sp, 2cp.
Thunk: 76pp, 5gp, 5sp, 4cp.

This brings us to Feruq and Thunk and is probably where we're going to get into a little bit of back and forth in terms of who ends up with what. Thunk has expressed interest in the silver gladius +1, muleback cords, amulet of natural armor +1 AND the cloak of resistance +1. At various points since acquiring all of this loot Feruq has mentioned the amulet as something he might like but he wasn't 100% committed to it. Thunk can afford all of it, so let's just assume for the moment Feruq lets him get what he wants. He pays 3,167gp and 5sp into the pot; split four ways, Argus, Dalvar, Feruq and Jugg each receive 791gp, 8sp and 7cp. Here's what we have after all that is said and done.

Argus: 274pp, 5gp, 5sp, 6cp.
Dalvar: 123pp, 5gp, 6sp, 6cp.
Feruq: 352pp, 7gp, 9sp, 0cp.
Jugg: 277pp, 0gp, 2sp, 9cp.
Thunk: 76pp, 5gp, 5sp, 4cp.

This brings us back to Argus. The studded leather +1 is worth 587.5gp. If he sells it to Wenstrel, he has 3,333gp and 6cp; still 1,577gp short of being able to afford the shadowy leather +1. At this point, Jugg will make a deal with him. He can borrow the money from him directly, interest-free; whenever he makes up the difference, and whenever they join up again (because while Jugg is currently in semi-retirement, Jeff has every intention of returning to the game again eventually), they can settle up then. This comes with one caveat: if Argus can't come up with the money because he dies, Jugg wants to make an agreement with the rest of the party that he receives the armor before the rest of the gear is divided up or whatever other final wishes Argus expresses. Here's what the final results would look like.

Argus: 0pp, 0gp, 0sp, 6cp.
Dalvar: 123pp, 5gp, 6sp, 6cp.
Feruq: 352pp, 7gp, 9sp, 0cp.
Jugg: 119pp, 3gp, 2sp, 9cp.
Thunk: 76pp, 5gp, 5sp, 4cp.

So, the deal basically favors Dalvar, Jugg and Thunk now, because they wouldn't be on the hook for anything and could keep all of their money; but if something awful happens to Argus later, they lose out on a bit of cash because they won't be splitting the value of the magic armor. The alternative would be for everyone to agree to chip in and Argus will be in debt to the party, paying back into the pot before claiming a share until he can make up what he borrowed.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Talanall wrote:

1,487gp and 4sp was the total share per person. We should keep the oil of bless weapon, though; our opponents are devil cultists and it's stupid to discard something that hurts devils. -10 gp to each share, for 1477 gp and 4 sp.

Sounds good to me. That adjusts the absolute final results I had from the last two posts to the following.

Argus: 0pp, 0gp, 0sp, 6cp.
Dalvar: 122pp, 5gp, 6sp, 6cp.
Feruq: 351pp, 7gp, 9sp, 0cp.
Jugg: 117pp, 3gp, 2sp, 9cp.
Thunk: 75pp, 5gp, 5sp, 4cp.

Talanall wrote:

Dalvar is putting 300 gp of his share toward a potion of entropic shield, and he's also claiming 300 gp worth of scrolls (counting by liquidation value). So he walks away with 877 gp, 4 sp.

Oh, OK. Well, I think the potion of entropic shield only costs 50gp, so he'd have quite a bit more than that.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Dalvar has no interest in the metamagic rod. He relies heavily on summoned monsters, which ignore spell resistance. So there's little incentive for him to throw money at something that helps him bypass SR.

He also isn't interested in the scrolls Wenstrel is selling. They're from one of his opposition schools, so preparing them costs him two spell slots. Inflict pain is tempting, even so, because Dalvar is the kind of person he is. But no, thanks.

50 gp from his share to cover the potion.

The oil of bless weapon probably ought to be carried by Argus or Feruq. If Dalvar is using something like that, something has gone badly wrong with the world.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Darker

All this money talk hurts Thunk's head. Thunk still claims the Muleback cords as a first choice. As soon as he realizes the Amulet and Cloak could help him fight better, he'll make a claim for that, but he's up to figuring out something equitable with others about who they go to if others want them. If no one claims the Silver gladius, he'll grab it from the loot to be liquidated pile rather than it leave the party. The sword is too shiny and the only way he'll give it up is if its in trade for weapons or armor that are even shinier or better in some way.

MinusInnocence
MinusInnocence's picture

Talanall wrote:

Dalvar has no interest in the metamagic rod. He relies heavily on summoned monsters, which ignore spell resistance. So there's little incentive for him to throw money at something that helps him bypass SR.

He also isn't interested in the scrolls Wenstrel is selling. They're from one of his opposition schools, so preparing them costs him two spell slots. Inflict pain is tempting, even so, because Dalvar is the kind of person he is. But no, thanks.

Okie dokie. Adding 3,400gp back to Dalvar's final tally.

Argus: 0pp, 0gp, 0sp, 6cp.
Dalvar: 462pp, 5gp, 6sp, 6cp.
Feruq: 351pp, 7gp, 9sp, 0cp.
Jugg: 117pp, 3gp, 2sp, 9cp.
Thunk: 75pp, 5gp, 5sp, 4cp.

Darker wrote:

All this money talk hurts Thunk's head. Thunk still claims the Muleback cords as a first choice. As soon as he realizes the Amulet and Cloak could help him fight better, he'll make a claim for that, but he's up to figuring out something equitable with others about who they go to if others want them. If no one claims the Silver gladius, he'll grab it from the loot to be liquidated pile rather than it leave the party. The sword is too shiny and the only way he'll give it up is if its in trade for weapons or armor that are even shinier or better in some way.

This pretty much reflects what I outlined above. Feruq and Thunk are sort of in the same zip code in terms of armor class; Thunk has Damage Reduction and a much higher Constitution modifier, so he is just generally more resilient. Feruq is very much interested in denying opponents the opportunity to hit him any chance he gets, but his Touch AC is also astronomically higher than Thunk's. It's a toss-up about which character should really get it, but Thunk has the cash for it and the idea of equipping the amulet is obviously appealing to him. If he doesn't want to let it go, he has already argued emphatically for it and Feruq basically conceded (but I will let Fixx jump in here, which is why we're bringing all of this up again before we move on).

The sword is a done deal. Jugg doesn't really care about a backup weapon with that kind of pricetag and the only other person in the party (so far as everyone is aware) who is proficient with it is Argus, but he's broke if he buys the armor from Wenstrel (which he needs, because he's selling the armor he already has). If Feruq passes on the amulet, I think the calculations in this post are dialed in.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

deadDMwalking
deadDMwalking's picture

I'm fine with owing Jugg. But if I rescue his cousin, I want credit for that.

Fixxxer
Fixxxer's picture

Feruq would love the amulet, but he'll give it up to Thunk, if it makes the big guy happy.

Is there anyone nearby who Feruq might be able to contract to make him those tonfa we talked about once upon a time? Feruq is currently more of a skill monkey than a fighter, but him having a higher AC in combat would benefit several of us, as he could be more of a battlefield controller.

MinusInnocence
MinusInnocence's picture

Fixxxer wrote:

Feruq would love the amulet, but he'll give it up to Thunk, if it makes the big guy happy.

Is there anyone nearby who Feruq might be able to contract to make him those tonfa we talked about once upon a time? Feruq is currently more of a skill monkey than a fighter, but him having a higher AC in combat would benefit several of us, as he could be more of a battlefield controller.

We briefly addressed this topic both in Thurmaster (before it was swept off the map in the storm) and when the party arrived back at Kuiper's farm. The short answer is no - Feruq could acquire two tonfas here, but they would not be of the masterwork variety and there isn't a resident carpenter or weaponsmith at the homestead experienced enough to produce a masterwork version of the item. There is a reputable smithy in Milborne, however, as well as a few more general purpose shops that might carry such specialized gear. It is also true that getting in good with the local aristocracy might gain the Heroes access to the Exchange, which is basically a bazaar closed to the general public. Did they successfully escort the pilgrims west along the river before they were sacrificed in a ritual to call a horrific demon to the Prime Material Plane? No. But they DID save the newly sovereign Count Parlfray. That's not nothin'.

Okie dokie. Now that we've pretty much settled who wants to buy what - there are a few options regarding the train of horses you guys are responsible for right now. You rescued several from Parlfray Keep - four light horses, three heavy horses and four light warhorses, as well as two mules (one of which is Bunny, Dalvar's favorite NPC). The mules are equipped with pack saddles and the horses have military saddles, but the light warhorses have Light Armor Proficiency so they're also wearing chain shirt barding. On top of this, you were able to commandeer 300gp worth of gear pertaining to animal husbandry.

The Count is ambivalent about what the Heroes of Haranshire do with these animals. Kuiper has recommended you escort them as far as Milborne to be stabled at Nafton's place (where the party original acquired their own mounts, some of which are present and accounted for in this list). The party will be compensated for however many of them they wish to drop off there, and Dalvar has suggested they keep at least as many as the party needs for everyone to be mounted from here on out.

Is this plan agreeable to everyone? Is there anything else anyone would like to do with the horses?

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

MinusInnocence wrote:
You rescued several from Parlfray Keep - four light horses, three heavy horses and four light warhorses, as well as two mules (one of which is Bunny, Dalvar's favorite NPC).
Bunny is much more than Dalvar's favorite NPC. Much more than a mule.

Bunny is the most trustworthy person Dalvar knows, the person whose motivations he understands best and whose reactions he considers most consistently logical and predictable. He is a fantastic listener, and a dependable assistant and helper who never troubles Dalvar about silly, niggling questions of law or morality. Even better, Bunny is congenitally infertile, which means that he has escaped from the cruel joke that the gods have imposed upon all mortals by imbuing them with the desire to exchange their disgusting fluids in order to perpetuate the festival of pain and degradation that is life.

Dalvar and Bunny are bosom friends and boon companions, and if Gideon had been responsible for any kind of lasting harm to that mule, our magely friend would be engaged in more than a simple vendetta in search of revenge for his betrayals. He would be inconsolable with grief and rage, and bent on wiping out reality itself.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

deadDMwalking
deadDMwalking's picture

Good to know...

I worry about the consequences of bringing Bunny adventuring. Not so much to Bunny - I'm confident that he'll meet an untimely end in horrific fashion, but I don't think the world is ready for a Dalvar hell-bent on its destruction.

MinusInnocence
MinusInnocence's picture

OK. I've updated the XP & GP sticky to reflect that every item discovered so far as treasure has either been liquidated, consigned to communal property or claimed by one of the PCs. I've also added a "Communal Property" section to account for the items that fall into that category - so if it's struck through and isn't on that list, it's either been scrapped for cash or someone currently has it on their equipment sheet.

Tomorrow I hope to be sending out updated character sheets to everyone to reflect what happened here today, with changes ranging from updated wealth totals to actual changes to stat blocks or items added to equipment lists. Within a week I hope we will have addressed the horse issue to everyone's satisfaction and that I have issued final approval for the two incoming characters to the party, such that we can update the IC thread and proceed.

Re: the other, higher-level campaign I proposed months ago, I will be posting in the Questions & Criticisms thread shortly to address that. The short version is that many of the new players I anticipated might be joining us have since dropped out and, if the summer delays here at the Archive are any indication, the rest of us already have plenty on our plates. We'll be tabling discussion of a second campaign in this setting indefinitely as a result.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

It is now Day 30 of Ebb (the fourth month), 22 days since Jelenneth's abduction and 24 days since the campaign began.

Lodren and Virin likely went to sleep on the barge, since they are still technically hired security until at least the morning. With the news that Thurmaster was destroyed, Wenstrel will probably want to be heading back toward Milborne. They and anyone else who want to proceed that way are welcome to hitch a ride, although the Heroes have horses and are accompanying any excess animals to be sold at market (I think).

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

That sounds correct, yes.

At some point, Dalvar will probably have a quiet rummage through Raphael's personal effects, since the witch is (presumably) dead and miles away now, and hence unable to stop him.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

The puzzlebox is up for grabs but the rest of his gear was liquidated as part of the treasure haul. If anyone is interested in a particular piece of non-magical adventuring gear, they can pay Kuiper for it and we'll just assume he had something like that in his bag. The reason I did that is he had a bunch of non-PRD stuff in his bag from all kinds of other different sourcebooks and I'm trying to whittle that amount of material in the game down.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Like Dalvar would let go of a mysterious puzzle box.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

I meant to ask: is there any obstacle to Dalvar having spent approximately 1 hour and 20 minutes somewhere quiet, copying spells from scroll to book? He's got a crop of four spells to add. The cost of 40 gp per spell is not an issue; he's more than got the cash to cover that. And does he need to roll Spellcraft, or can he just take 10? The DC is 17, and he can hit that easily by taking 10. If not, I'll roll checks and he'll wait a week before he tries again on any failures.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

No reason that I can think of that you couldn't take 10. Any reason that would prevent you from doing so would probably preclude even attempting the roll, since you need to be able to focus on what you're reading.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

By the way, good news - after another night of comfortable rest, Argus is free and clear from Strength damage and Thunk is almost totally healed of normal damage. Jugg is obviously still hurting something fierce, but with the bandages of rapid recovery he'll get back up to 100% at least twice as quickly as he was before. Here's the new tally.

Argus - 100%
Dalvar - 100%
Feruq - 100%
Jugg - 11 Strength damage.
Thunk - 1 damage.
Puck - 100%

Also: I think Cronono is back to the drawing board for his new character concept but Justintime is ready to jump in. His character Lodren was introduced before we went on summer break, and he's definitely still around the next morning when you guys wake up at Kuiper's; so everyone can feel free to intermingle in the IC thread.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono
Cronono's picture

Anybody have an idea for something fun to play? Pathfinder is hard to figure out.

Darker

Low intelligence half-orc barbarian fighter.

Talanall
Talanall's picture

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

My favorite character I played in Pathfinder was probably an Inquisitor with the Black Powder Inquisition archetype. Kind of a Judge Dredd type of guy.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

After conferencing with drumandfight, we determined the most plausible thing for Jugg to do at this point is to just hang out at Kuiper's while licking his wounds. He can help out around the farm; even without being at 100%, if he's not wearing his armor all day and lugging around all of his weapons Jugg can haul around 70lbs of stuff at a time. That's not nothin' if we're just talking about basic manual labor. At the current rate of healing, he will be back up to Strength 18 in six more days, and tentatively I think the plan is for him to rejoin the party at that point or at his next earliest opportunity (whether Jeff is ready to jump back into the game or not).

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

If there was anything else you wanted to address before setting out for Milborne, we can tackle that now and assume you took care of it before leaving Kuiper's place. IC chatter is appropriate on the ride back to town, but if there isn't much interest in that we can move along.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Fixxxer
Fixxxer's picture

Feruq is never having been a wordy one.

Darker

Thunk is unusually pensive and not so chatty as he sees what he can lift and carry without effort thanks to his new muleback cords.

MinusInnocence
MinusInnocence's picture

He definitely would have been a huge help in getting the horses saddled and ready to ride. Being able to haul 306lbs without getting into medium or heavy encumbrance territory is significant, and Thunk being capable of shouldering over 900lbs with some effort is nothing short of breathtaking for the rest of the hired hands at Kuiper's farmstead. They're definitely sorry to see you go.

Also, something significant happened over the past week or two. I have endeavored in the past year or so to restrict access for 2EE to material available on the PRD, or Paizo System Reference Document. This site recently redirected to legacy.aonprd.com, and I don't know how much longer it will stay up for. The short version is that Paizo has agreed to license the PRD to Blake Davis under the "Archives of Nethys" banner. The easiest explanation for why is that Pathfinder is updating to 2nd Edition very soon, and they are reallocating staff that would have been keeping up with the PRD and updates to their Starfinder ruleset (think Spelljammer but using Pathfinder rules).

I will keep you updated as I learn more. Currently, as stated above: the most recently updated version of the PRD is available at http://legacy.aonprd.com. SOME of this material is available at the Archives of Nethys website: http//www.aonprd.com.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

We're back! Things are finally starting to settle down for me after the holiday season. Jeff is still unavailable but that's ok - Jugg stayed behind at Kuiper's place until he's 100% again. We're going to go ahead and introduce Cronono's new character at this time.

In other news, in my last OOC post I mentioned that the PRD had found a new home. Since that time, it moved again - this time under d20srd.org's roof. Anyone who makes ready use of it for the games here at the Archive that utilize v3.5 or 5E rules can get any information they need for this game there, as well.

Short recap: after rescuing Lyntern Parlfray, the party escorted the new Count to Kuiper's farm and now on to Milborne. He intends to entreat Mayor Carman for a place to stay and set up his new base of operations, and wants to be crowned as the sovereign ruler of Haranshire (and not just a lord sworn to the court of the Queen in Blackstar). He'll retain the title of "Count," but in name only. Further departing from tradition, Lyntern has mentioned tapping Semheis at the temple in Milborne to officiate the ceremony as opposed to the High Priest of the temple dedicated to Abadar in the capitol.

When you left Kuiper's farm, he mentioned he would be traveling into the Thornwood to meet with Tauster and the Sylvan Circle to talk about Broken Spire Keep. You also have the new wand of cure light wounds with 50 charges that Semheis provided and shipped ahead to the homestead, not anticipating that you would all just come straight back to town.

The party has several animals in its custody that it sounds like they want to dump on the market at the earliest opportunity. Kuiper advises that Nafton can offer a fair price. All told, there are four light horses; four light warhorses; and three heavy horses. Two mules, too, including Bunny (Dalvar's favorite person) and maybe half the mounts the party first acquired in Milborne so long ago. I figure Jugg and Thunk both need heavy horses, but Argus, Dalvar and Feruq can probably take three of the light warhorses. It would mean the difference between the animals knowing Light Armor Proficiency instead of Endurance (and to boot, the warhorses are all wearing barding equivalent to a chain shirt). The mules have pack saddles and every horse has a military saddle. There's about 300gp of additional saddles and riding tack you were able to scavenge from the stables at the Keep before abandoning it to devils, ghosts, aliens, Gideon and the former Count.

The last item of note to report is Raphael's strange little puzzlebox, which Dalvar scored after looting the missing hobo's bags. I think thats pretty much everything.

It is now Day 30 of Ebb (the fourth month), 22 days since Jelenneth's abduction and 24 days since the campaign began.

Whenever you're ready, @Cronono.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono
Cronono's picture

Just trying to be friendly.

Diplomacy
I rolled 1d20+11, the result is 10, 11 = 21.
deadDMwalking
deadDMwalking's picture

I believe Dalvar has been tracking Argus's finances. Does that sound right @Talanall?

If so, how much cash do I have to play with right now?

MinusInnocence
MinusInnocence's picture

deadDMwalking wrote:

I believe Dalvar has been tracking Argus's finances. Does that sound right @Talanall?

If so, how much cash do I have to play with right now?

Argus has 6 copper pieces in his pocket and that's about it. When the party settled up at Kuiper's farm, Argus purchased a suit of magic armor from the barge merchant who happened to be there that evening. He was 1,577gp short, which Jugg floated him with the caveat that if Argus dies before he can repay it, the party would return the armor to Jugg before looting any of the rest of the gear from the ranger's corpse.

This Werner von Hirch character has just initiated a skill challenge to win over the crowd. He has one success and needs to acquire four more before racking up three failures. We know Diplomacy works; some other skills might not be effective more than once, but I will let you know that after you succeed on one. Like other skill challenges, there are also secondary skills that don't count toward success or failure but might grant a modifier to a future roll or provide some other kind of bonus.

The Heroes can either help him, try to hinder him by playing their own skill challenge or just wait and see how it turns out. Behind the scenes: the refugees currently have an attitude of Unfriendly toward anyone they don't know. By "know" I don't mean that they recognize you because you're celebrities; you actually need to have some kind of personal relationship with them for their attitude to be Indifferent, owing to their currently extremely unpleasant state of affairs.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

deadDMwalking
deadDMwalking's picture

Argus is not planning on hindering the speaker's plan. Everybody getting along sounds like a good thing.

MinusInnocence
MinusInnocence's picture

@Fixxxer, does Feruq care one way or the other how this turns out? It would be relatively easy to attempt to sway the crowd one way or the other, with one or more of the Heroes cashing in some of their political capital as minor celebrities in the region. But nobody else in the party seems to be interested in participating, probably because it isn't clear who this guy is or what he actually wants. None of the PCs can recall encountering him before.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

If the rabble want to lynch someone who isn't him, Dalvar wouldn't dream of trying to talk them out of it.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
Fixxxer's picture

Feruq would very much be interested in helping to lift their spirits. He agrees with everything that Werner said, but he's spending a moment wondering about the motives of the man. Is he really altruistically boosting everyone, or does it seem like he might have other reasons for doing something ostensibly good?

Sense Motive
I rolled 1d20+9, the result is 2, 9 = 11.
Fixxxer
Fixxxer's picture

Also, I have to go to work now, so I don't have time to read back through the IC until later tonight, but didn't Jugg decide to stay at Kuiper's Farm for a while?

Talanall
Talanall's picture

That was my understanding of how things were going to go down.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

Yes. Jugg is back at the farm and kept the heavy horse and military saddle he rode from Parlfray Keep; he will stay at least as long as it takes him to recover his full Strength score, and possibly longer depending on what else is going on.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Pages