|Ta'de-win of the Gale|
Letting everyone know my boss is in town this week (surprise, surprise!) and it looks like I'll be working some pretty long days all week. I'll try to get posts in when I can, but will be tough. I apologize for the short notice I also suffered from. Please bot me in combat.
Ugh, now *I'M* becoming a disruptive element in this group. I don't want to be that, this group is very good, and I like the interaction.
The Green Man is quite upset about Furiel and Norton seemingly thinking he would willingly abandon anyone in need, and while it seems right to play that out, I think I need to work harder at finding ways for him to not fly of the handle so much.
It's getting a little old.
Still, unless addressed, he is unlikely to get over this one soon.
It is needed to be taken in account the fact that we, as players, are communicating via forum, but we, as characters are communicating live.
I, as a player, lost Green's subtlety, Norton might not have. If such incomprehension are detrimental to the game we can just ignore them. We are here for the story not for the accuracy.
I like Green because he has been anything but subtle. An open book if you will.
Anyway, Furiel was inspired by Norton to try to reason with the Magpies. Unfortunately it caused someone he sent in harms way to be captured. Because their swordmaster may pay for it, there was no way he was leaving him behind.
The group has been somewhat disorganized. It is great to see Ta take the initiative and come up with an awesome plan.
If a 31 bluff didn't impress the magpies, I think nothing will short of force.
|Ta'de-win of the Gale|
I don't think you're disruptive at all. You attempted subtlety, something we didn't expect and responded in a different manner. A perfect example of what can happen in real life. As Norton said, in a different medium it may have been caught on, but not catching on as it's not expected behavior is also possible. Besides, flaws define a hero as much as their assets.
Also we need to consider how this plays out. If one of the hostages were to be seriously injured or even killed, that right there is a good example of an event that could bring about some change. And there's lots of ways of RPing it out! I kinda like how it's turning out.
|Ta'de-win of the Gale|
Oops, whirlwind is a DC14 reflex. It will last one round as this is a baby elemental. Damage does 1d4+3+1, so damage is 5 too high on the elemental attack. But, if the whirlwind(Su) is a std action to form the whirlwind, the attack does not happen. With 100 feet perfect flight these air elementals really fly!
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +4, Ref –1, Will +3
Immune elemental traits
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d6+7)
Special Attacks earth mastery
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Environment any (Plane of Earth)
Organization solitary, pair, or gang (3–8)
Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.
When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes. Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body.
A small earth elemental is 4 feet long and weighs 80 pounds
Reposting earlier comment from Errol regarding Magpies
"There have been many groups who have taken the name Magpies in Mivon over the past several generations. Association with the fey was used as a cloak of fear, and mystery... though originally that may have been the case. The first was said to have been led by a fey-touched half-elf witch Rovanna Haasen, who trained runaway and orphaned young girls to become thieves, spies, assassins, and enough witchcraft to serve as a coven for their rituals."
"There are a few varied stories of her fall decades ago, but they all include old debts catching up to her. Not an uncommon demise. Her most well-known children are a small, but influential trio of hags known as the Festering Lilies. They mostly deal with trade of illegal and rare arcane material ingredients, and self preservation."
We can move on to the next month whenever.
I will include the Magpie report, and we can begin construction on your personal holdings.
I have a couple errors I keep forgetting. The Lurleton estate is a rundown mansion, not a villa. Construction of a mansion will be half-cost in this hex.
What the Broadhammer dwarves are asking for is a shrine. They will provide labor. Half cost for a shrine in the Stagfall hex.