
Quinn Kestrel |

But Pemsworth LIVES!
...and Quinn still has both arms!
Holy crap, Mott, can you believe that offer in light of how the round developed, I almost deserve a flaw just for having such flawed tactics. How about I lose a pinky as a reminder? The chilly skeleton reaches for Pems just as Quinn drags him free, its boney claws snagging on the cleric's finger, tearing it from his hand.

motteditor RPG Superstar 2012 Top 16 |

Technically, the zombie just had a ready action. And he actually could've had a couple more but I misread the spell. That said, I was also surprised you guys didn't pull back after you escaped from the lodge the first time. I think that came very close to a TPK.
Pems, guess you can ignore my last PM.
For those who've not leveled up with me as a GM, please list any changes you make in the discussion thread. You can roll for hit points (re-roll 1s, count 2s as 3) or take average/level.

Pemsworth Smith, Esq. |

Pemsworth is a witch!
Level of Witch (winter witch)
HP Average +1 = 4 + 2 Con
+2 Will Saves
Familiar (Arctic Hare named Flash)
Hex (Frostfoot), constant endure elements (cold), ice magic
Skills +1: Knowledge Arcana, Perception, Spellcraft, Use Magic Device
Spells Learned: chill touch, cure light wounds*, snowball*, hex ward, icicle dagger plus cantrips (Asterisks denote memorized spells)
Sorry about the bunny. I figure it's now a supernatural creature, so it's got mad skillz, yo.

Malavarius King |

This explains the creepy bunny outside. I nearly nuked it! whew!
As far retreat/not retreat is concerned... I found myself approaching this the same way I did the first chapter in Shackled City. With Rescue Missions, you go ALL IN, BABY! ALL IN!
Mostly because I never know what's going to happen to the captive if the rescue attempt is defended against and the captors wind up looking to visit retribution on someone as a result.
Level 2!
+ HP: 1d6 + 1 ⇒ (4) + 1 = 5
+1 BAB
+1 Will Save
+1 0 Level Spell Slot/day
+1 1 Level Spell Slot/day
- +7 skill points
- +1 craft (alchemy)
- +1 knowledge (arcana)
- +1 knowledge (history)
- +1 knowledge (local)
- +1 knowledge(religion)
- +1 (spellcraft)
- +1 use magic device
- +2 1 Level Spells added to Spellbook
- forced quiet
- hydraulic push
Zeno!
HP increases to 7 (1/2 master's rounded down)
+1 BAB
+1 Will Save
- +2 skill points
- +1 knowledge (engineering)
- +1 perception

Malavarius King |

How are you learning so many spells right off the bat, Pems? I thought you got two per level, plus your Int bonus to start with.
... Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
I'm a helper!

Hektir the Tracksmage |

+1 lvl Tracksmage
+9 hp (+5 class, +2 con, +1 FavClass, +1 toughness)
+1 spells (+1 0 lvl, +1 1 lvl)
+6 skillz
+1 survival
+1 perception
+1 know (nature)
+2 handle animal
+1 know (local)
Hektir spits on the ground.
"That's my level. Take it or leave it."

Quinn Kestrel |

Quinn gets everyone settled comfortably and then joins Twin as she unlocks the trapdoor.
Are Quinn and Tsin really twins? Is that why their names are so similar? Separated at birth and unbeknownst to each other, like a sibling pair of heroes in a galaxy far, far away? Or was it simply an autocorrect fail? Stay tuned to "As Golarion Turns" to find out...

Tsin Windscar |

Level 2 Butcher's Apprentice
+1 BAB
+1 Fortitude
+10 HP (+6 Class Ave +1, +3 Con, +1 Favored Class)
Bonus Feat- Combat Reflexes
Bravery(Ex) +1 Will Save v Fear
Skills(3)
+1 Perception
+1 Ride
+1 Survival
It's likely that Quinn and Tsin will have their names fused, like Siamese Twins, for a result not dissimilar to 'Squint'.

Quinn Kestrel |

level 2 free spirit
+1 BAB
+1 Fort, +1 Will
spells: +1 0s, +1 1st
+7 HP (5, 1, 1)
+2 skills; 1 heal, 1 diplomacy
If the party combines to form one super creature we have to call it the Quintet.

Hektir the Tracksmage |

Morning; not sure if any of you have anything you want to do.
Does someone want to volunteer to handle the loot/wealth/sales? I'm already doing it in a Motte AP and hope one of you want to make it happen.

Dal Selpher |

Here's the Inventory Log
Each person gets their own sheet.
Restoratives, while tracked on individual sheets, aren't factored into individual wealth totals; they are added into the totals on the Party Stores sheet.
- Some things not identified yet/priced/whatever'd:
- The sell price of Rokhar's spellbook (6 1st level and 1 2nd level spells). I think it might be 75gp, but I'm not sure if I'm calculating it correctly.
- cost of jewelry box from this post
- greenish oils from this post
- vials from this post
- yeti cloak
Once we figure out what we're selling and can convert it into cash, we can split it up amongst the group. Questions? Do the sheets/fields/calculations make sense? The Personal Totals field on each of the sheets should give us a quick at-a-glance idea of where each of us is at with regard to the wealth-by-level track.

Hektir the Tracksmage |

Wow...that's a sweet document.
Well done.
Also requested access. From where did the Pots of CLW come from? I think I missed those in the treasure descriptions.
Hektir would take a pair of Alchemists Fires. He also hopes someone will take the scroll of magic weapon.
Awesome, Dal!

Dal Selpher |

There aren't any potions of CLW yet, but it's such a ubiquitous item that I just left the line there rather than having to fetch the information again later. You'll see the quantity for them are (or should be) all set to zero.
Edit: Editting permissions have been granted to all the requests thus far received and I also moved 2 alchemists fires over to Hektir's sheet.

Hektir the Tracksmage |

Sweet.
I'm fine with selling all the crap not immediately claimed.
* * *
Motte, Hektir was awaiting resolution of the monies...which is happening in a great way.
I'll post later tonight about shopping in town.
What is available in Hedren? Is there a general store?

Malavarius King |

I think we should just each take 2 alchemist's fires, now that I'm thinking about it. Apart from that, I'm not strong enough to carry much else without impacting my movement speed. =P
I may keep a dagger, in the off chance I get swallowed whole. I doubt it'd ever be used otherwise. Mostly, I was to convert stuff into cash so I can convert cash into scrolls! Scrolls!
Also, if no one else can use the magic weapon or unseen servant scrolls I'll take 'em and try to learn those as well.
ALSO: I've been putting ranks into Craft: Alchemy if we need base alchemical items on the cheap. The skill lets me make them at 1/3 the cost, but it takes a few days. So if we want smoke sticks, acid flasks, etc - I can DO EET!

motteditor RPG Superstar 2012 Top 16 |

Updating the loot list: The jewelry you found in Lady Argentea's carriage: a pair of earrings worth 25 gp, a set of pearl-inlaid bracelets worth 90 gp, assorted gold and silver necklaces worth a total of 75 gp, and one sapphire pendant worth 50 gp.
Assuming you return it, she'll be grateful and gift you 500 gp as a thanks for rescuing and returning her safely to the village (I'll put in a post about that later, but as we're doing bookkeeping now, figured I'd mention it ahead of time).
I don't believe Hektir was able to figure out what the greenish oils were. However, you can ask Tessaraea Willowbark, who can tell you its' greenblood oil Type poison, injury; Save Fortitude DC 13; Frequency 1/round for 4 rounds; Effect 1 Con damage; Cure 1 save. She can also tell you the other two vials are oil of taggit Type poison, ingested; Save Fortitude DC 15; Onset 1 minute; Effect unconsciousness for 1d3 hours; Cure 1 save.
Some of the items you found are masterwork: The longsword from the frozen guard captain; a chain shirt and dagger under the log trap that nearly killed Pems; the handaxe you took off Dansby's body; and Rohkar's studded leather armor and thieves' tools.
You've also not checked anything for magic, if you wanted to do that.
Heldren does have a village store, which has all the basic items.
Being as some of you've lived in the village, you know you can also find (for book price): +1 cold iron sling bullets (10), potion of resist energy (cold), scroll of aid, scroll of sleep, wand of magic weapon (24 charges), wand of scorching ray (42 charges), masterwork banded mail; arrow magnet, ring of force shield.

Malavarius King |

I had all the masterwork items correctly identified as such except for the handaxe (which Hektir claimed). Updated that and the poisons in the party inventory. I'll remove Argentea's jewelry from the sheet and add 500 to the party bank.
Edit: drool @ wands and ring of force shield!