Page 86 of 86
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Mon Jan 18, 2016 4:21 pm
by Nerre
Remedy thanks Mantagar for everything he did for their group. She shakes the wristband as an example of said help and smiles. "See you soon at the headquarter. And don't forget to bring Costa and Bloodsong along."
Then she turns to the others. "Finally we are walking home again. This mission felt like years. Do you think we will see our customer again to get payment? "
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Mon Jan 18, 2016 4:25 pm
by spiderwrangler
"If you do... he will likely know the job wasn't completed... be careful, he may yet still act against your League if he finds out you fought against his men."
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Mon Jan 18, 2016 4:25 pm
by Synch
((nikohl, would you be interested in swapping the green snake corpse for my violet snake corpse? I'm thinking of using the cube to merge fangs with a dagger, but I'm not sure how a temporal displacement dagger would work, a poisoned dagger seems more sensible. I'm fine if you have plans for it though.))
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Mon Jan 18, 2016 4:38 pm
by Nerre
((If somebody wants the insanity one from me for his ranged weapon, just say it.
Synch: Do you want the dirk in case the cube merging with the electro-rapier works? Or do you want to upgrade both of your current daggers?))
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Mon Jan 18, 2016 7:56 pm
by Synch
((Thoughts were, if you want dirk then I am happy to have rapier and try and make my own poisoned dagger with cube. Then I have two decent weapons and you have the dirk also. I don't mind what out of rapier or dirk I have, because either way I should hopefully end up with two decent weapons so I'd rather you have preference given it will be your primary. Dirk and dagger is fine, rapier and dagger is fine.
Rogues with rapiers still look cool!))
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Tue Jan 19, 2016 11:11 am
by spiderwrangler
Does this look right to you guys?
In addition, you have 6gp from Mantagar, and Steals finds an additional 1gp in the pocket of his Lucky Pants.
.[tabs:
Costa]
► Show Spoiler
STARTING ITEMS:
Ghost Gloves ÔÇô Allows ATT/DEF vs. ethereal creatures (2x/adventure can phase gloves through solid material for 1 round (used for this adventure).)
Fancy Scabbard-(improves Bloodsongs mood)
Blood Song
2 small bags
Steel-Reinforced Leather Armour (+1 DEF, 75% to give additional +1 DEF)
GAL 8 MUNDANE ITEMS:
Iron Bracelet: Provides minor resistance to mind altering effects.
Mosquito Grass, unlit (10 turns remaining)
Mosquito Mouthparts (1)
Bone Blade: ATT +1
Mosquito Wings (2)
Stinky Silk (2)
Bone Shield: (+1 DEF, % chance to give attacker -1 ATT for one round)
Dried Bit of Meat
bucket
bowl
short knife
halfling corpse
Apprentice Blacksmith's Hammer: ATT +1, can be used to repair minor dents or other damage to metal items. Has sentimental value to Mantagar Ironhorn, who gifted it to Costa.
GAL 8 MAGIC ITEMS:
Skeletal Arm Wand (strong)
Glass Sphere: Point it at an enemy and will it to hurt them (very strong)
[tabs:
Remedy]
► Show Spoiler
STARTING ITEMS:
GAL 8 MUNDANE ITEMS:
Iron Gladius: (+1 ATT, 1H, % chance for +1 additional ATT, Temporary Bonus: % chance to cause bleed damage at start of enemyÔÇÖs next turn, triggered thrice)
Bone Shield: (+1 DEF, % chance to give attacker -1 ATT for one round)
Muddy Shirt
Swamp Hopper Vest
Iron Bracelet: Provides minor resistance to mind altering effects.
Belt and Bottomless Belt Pouch
Black Linen Pants
Dwarf Boots
Hide Swamp Hopper Shield: (+1 DEF, 1H, 15% chance to break)
Bone-studded Wooden Club: ATT +1, 25% to cause 1 bleed damage next round
Dark Blue Robe
Black Silk Shirt (bloody hole)
Slightly Dirty Dwarf Pants
Walnut
Patch of troll hide
Human right hand
Pup paws (2)
Mosquito corpse
Muddy Pants
Human teeth (6)
Soiled Underclothes
Hide Swamp Hopper Shield: (+1 DEF, 1H, 15% chance to break)
Rat Trophies (claws, teeth, tail)
Mosquito Mouthparts (13)
Mosquito Wings (15)
Mosquito Exoskeleton (6)
Human Rib Bone
barbed spear: ATT +2, chance to deal +1 additional
black padded tunic
leather breeches
belt and pouch
leather boots
underclothes
Elegant Rapier: +2 ATT
GAL 8 MAGIC ITEMS:
Amber and Scale Necklace (strong)
Four orbs of blood on a string (moderate)
Yellow, Orange and Indigo Prismatic snake corpses - Fangs contain natural magic that matches color
MotherÔÇÖs Twisted Staff: +0 ATT - some kind of moderate sick and mind control type enchantments
[
[tabs:
First-of-All ]
► Show Spoiler
STARTING ITEMS:
Veil of Protection ÔÇô DarkVision, Immune to sight and sleep effects while worn.
Dreamers bow (+2 ATT 2H)(+25% chance of causes sleep to target even if target was not damaged.)
Echo Mace (+3ATT 2H) (Damage from Mace vs. creature happens again automatically on next round, regardless of attack)
Magical Glasses - Allows you to see magical Auras (On loan from Costa)
Burning wand -This does 2 Damage, ignores Armour (not Def) -This wand has 3 charges and cannot be recharged as every use will make the stick burn away.
Speaker stone (complete)
1 Anger berry
1 small bags
Boots of levitation - Activation allows vert. but not Horiz. Movement (3 x height/turn; max 10 rounds/adventure, doesn't need to be consecutive. [3 remaining])
GAL 8 MUNDANE ITEMS:
Turtleshell Buckler - Wearer gains +1 DEF when using ranged weapons. When using melee weapons, each round the wearer can choose to attempt to use it defensively (retains +1 DEF, but attacks are made at -1 ATT), or attempt to fight offensively ( +1 DEF bonus is lost, but attack is made without penalty).
Iron Tipped Swamp Hopper Spears (9)
Iron Bracelet: Provides minor resistance to mind altering effects.
Swamp Hopper Spears (5)
Lumpy Pouch (contains knotted bundle of herbs and dried meat)
Iron Tip x 3
bowl o' gruel
big paw pups (2)
Small Hard Purple Berries (6) - constipation and then the runs
Mangled Mosquito Corpse
Wrung out mosquito corpse
Grey Mushroom, small - fevered chills
Large Right Paw
Left Forelimb and Large Paw
parchment letter to Mother
parchment letter to Garvin
GAL 8 MAGIC ITEMS:
Chain Shirt: +2 DEF, plus moderate aura
Runed Leather Gloves (moderate aura)
Blue and Red Prismatic snake corpses - Fangs contain natural magic that matches color
green potion (low to moderate)
pink potion (moderate)
blue potion (low)
two stoppered vials of healing potion - restores 1d3 HP
grey triangular potion (moderately strong)
stoneware crock of mudhoney - minor healing properties
[tabs:
Leaves No Trace]
► Show Spoiler
STARTING ITEMS:
White Rat Cloak
Dagger (+1 ATT, Temporary Bonus: % chance to bypass some of targetÔÇÖs DEF, triggered twice)
Dagger (+1 ATT, Temporary Bonus: % chance to cause target to lose 1 HP before their next turn, triggered thrice)
Crossbow (Ranged)(2-handed) (Can be used to bludgeon someone for +1 ATT)
Bundle of Iron-Tipped Bolts (x6)(+2 ATT)(Once shot, cannot be recovered & Reused)
2-handed shield (+1 Def)
Berserker Axe: (+3 ATT/ -2 DEF, Temporary Bonus: % chance for additional +1 ATT; % chance to reduce opponent DEF by -1)
GAL 8 MUNDANE ITEMS:
Muddy Black Leathers (+1 DEF; additional +1 if vs melee)
Iron Bracelet: Provides minor resistance to mind altering effects.
Black ThievesÔÇÖ Shoes
Short Bone Blade, +1 ATT
Acorn
Purple mushroom with white spots (2)
Swamp Hopper Vest
dried jerky
dirty, bloody rags
Grey Mushrooms: 1 large, 1 small - fevered chills
Small Hard Purple Berries (2) - constipation and then the runs
Mosquito Mouthparts (2)
Stinky Silk (large swath)
leather pouch
walnut
GAL 8 MAGIC ITEMS:
Ring of Swift Slaying -
Violet Prismatic snake corpse - Fangs contain natural magic that matches color
Dark Cloak (low to moderate)
Fever Dirk: +2 ATT, chance to bypass DEF, chance to deal additional 1 DAM, if triggered, target is fevered for 1d3 turns (loses 1 HP/turn)
Green Prismatic Snake
[tabs:
Steals]
► Show Spoiler
STARTING ITEMS:
Amulet of the fish - Water breathing
Belt of cool (reduces cool downs by 1) must be worn 5 round before it works.
Lucky pants
Wand of Light
Chief Planners shield
Burning Blade:
A crossbow
5 crossbow bolts (+1ATT)
1 potion of shrink
Mushroom - red with a purple edge - +1 attack for 3 round
Mushroom - Brown with darker brown rings - +1 defense for 3 rounds
Mushroom - white with black and red stripes - heals 1 hp
Mushroom - yellow with silver specks - gets you really really high and you may see things
flame shaped gem (Warm to the touch, used to get past strangler mold
GAL 8 MUNDANE ITEMS:
Iron Bracelet: Provides minor resistance to mind altering effects.
Bone Blade: +1 ATT
Hickory Nut
Ashes of a Human Female
Acorn
Black Padded Tunic
Black Leather Cap
Black Leather Breeches
Black Leather Boots
Grey Knitted Socks
A straight, slender stick
Dead Pups (4)
Swamp Hopper Boss corpse
insectoid creature corpse (Reg Jr.)
Purple mushroom with white spots (2)
Severed Rat Head (missing its teeth)
Mangled Mosquito Corpses (10)
Mosquito Corpse without legs, wings or mouthparts
flask of clear liquid - minor healing booze
flask of amber liquid - healing booze
GAL 8 MAGIC ITEMS:
Dwarf's Pendant
[tabs:
Mines Flagons]
► Show Spoiler
STARTING ITEMS:
Pope-Peller Hat
Steel-Reinforced Old Leather Armour (+1 DEF, 75% to give additional +1 DEF) (On loan from All)
Dawnstar Token
Belt of Fisticuffs(+1 ATT when unarmed)
Torch
Dawnstar Robe(+1 DEF) Bears the symbol of the broken god, Dawnstar
Steel Reinforced Wooden Shield: +1 DEF, 50% to gain +1 DEF,
Gnomish Rope - 48m
Gnomish Rope - 2m
GAL 8 MUNDANE ITEMS:
Iron Bracelet: Provides minor resistance to mind altering effects.
Shoulderblade Swamp Hopper Axe (1H)
Slightly Split Iron Shod Quarterstaff: +1 ATT, 2H, 25% chance to gain +2 DEF, 10% chance to split further
Sack of Iron Filings (1 uses remaining)
broken holy symbol of Pelor
Oilcloth wrap
Mangled Mosquito Corpse
Reasonably large leaf
Mosquito Grass, unlit (1 turns remaining)
Pelvic Swamp Hopper Axe (1H)
Knobbed Mace: 2-H, +2 ATT, chance to stun target for 1 round
GAL 8 MAGIC ITEMS:
Ring of Identification
elf thrallÔÇÖs wooden staff: 1H, ATT:+1, 25% to give +1 DEF, plus faint aura
Wrap of the Swamp Witch -
[tabs:
Mantagar]
► Show Spoiler
CRAFTING ITEMS:
Conical Helmet
Black Chain
Light Chain
[/tabs]
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Tue Jan 19, 2016 12:08 pm
by nikohl
Yeah, pretty much.
Also I have no problem trading snakes - I just had All pick them up so they weren't left behind, she wasn't planning on particularly keeping any specific ones. If the green one is more suitable for Leaves' plans, he should take it.
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Tue Jan 19, 2016 12:11 pm
by spiderwrangler
Fair enough, I moved it then. The Dirk/Rapier thing still seemed up in the air, so they are just kind of there at the moment, I just wanted to get a semi-final thumbs up on this before I make changes to the Trapper Keeper.
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Wed Jan 20, 2016 4:05 am
by Synch
I'm fine with this, thanks. Or if Nerre wants to swap weapons that's cool. I think Nerre and I may play around with the cube before we decide what to do with our weapons (eg if snake fang + dagger works), but that can all be sorted in our own time at the Inn.
Thanks again, and thanks everyone. We got there in the end!
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Wed Jan 20, 2016 9:42 am
by Theis2
Inventory seems fine
I would actually like to have all the snakes that aren't used and combine them with a dagger I have back at the HQ, but only if you have no plans for them. (Maybe even combine the red one with my burning blade
)
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Wed Jan 20, 2016 9:46 am
by spiderwrangler
Ormila mentioned (or I meant to have her mention, if she did not), that the magic is contained just in the fangs of the snakes, so bodies are of no magical combo importance.
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Wed Jan 20, 2016 3:13 pm
by nikohl
The de-fanged bodies could go to the mouse chef then, guys, if nobody wants any colourful but useless snake hide? He might be able to make another healing potion out of snakey corpses.
Edit with thoughts - don't know what everyone else already has in mind, but here are my preliminary musings anyway!
Red: fire
Orange: acid
Yellow: lightning
Green: poison
blue: paralysis
indigo: rage
violet: planeshift
Blue and Green might be nice on rogue-like weapons (I see Synch is plotting a poison dagger, which makes sense) - Orange would also be pretty neat for a stabby item, it might do HP damage and DEF damage.
Red could potentially buff Steals' Burning Blade to even-hotter, or Yellow could make it fire-and-zappy.
Indigo could potentially buff the Berzerker Axe, rather than making it rage-on-hit, it'd just improve the axe itself by sticking to the theme?
Violet might be interesting to try to combine with an already-useful defensive item to try for a "reflexively phase out to avoid damage" type effect... or, maybe, to buff Costa's Ghost Gloves which already have a similar theme as above?
Blue or any of the elemental damage-y ones might be rather nifty on Echo or Dreamer - but both weapons are quite nice already and I'd only use them if they were spare.
I'd be happy to have one of the sets of fangs if there are any left over to do some experimenting with, but I don't really mind which/if any - better to get the best out of what we've got really, and All is pretty well equipped now. I don't think it's the best idea to stick all the sets of fangs into the cube at once, which I think someone mentioned? I think the best use would come from making several items out of them, but that's just my opinion.
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Wed Jan 20, 2016 6:57 pm
by spiderwrangler
Minor clarification:
Indigo has an insanity effect, which was rolled on the following table:
01-10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20 Act normally.
21-50 Do nothing but babble incoherently.
51-70 Flee away from caster at top possible speed.
71-100 Attack nearest creature (for this purpose, a familiar counts as part of the subjectÔÇÖs self).
If I recall, in our case, it was in the 71-100 range, which resulting in the bit person turning on a party member? The cube is out of my hands, so I don't have any input on what Thinks rolls up out of that, and if the effect takes hold in the item you cubed, another GM may treat it differently, but just wanted to clarify that indigo is not rage specifically or exclusively.
Re: GAL 8: Caravan Route Under Threat! (Completed, please mo
Posted: Thu Jan 21, 2016 1:24 am
by Synch
I was going to suggest if someone wants to try it, putting my original rat hide cloak in the cube with a violet fang to attempt to make a planeshifting cloak.