”Thick beards, long hair and clothes that cover the body.” Varr said. ”Not the best for heat, but at least it makes the rest of ye better targets for the wee beasties.”
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
Oliver doesn't join in the laughter, but looks up, brows furrowed in concentration. "This isn't a normal fly cloud. Listen! It's talking, and repeating a phrase or word over and over. "Cho-Oda... Cho-Oda". Does that mean anything to anyone?"
Trying to gleam more meaning, he immediately casts comprehend language on himself in case it is a foreign tongue of sorts.
Dargys recognizes that this is not some spell at work, nor are these any sort of aberrant insect. These are ordinary, albeit annoying biting flies.
He recalls hearing Kalig, discussing conversations she had with the leshys, mention that the swampy forest is apparently home to other, even more primeval nature spirits that have survived even from the time of the Kaskkari. Thus, it is entirely plausible that the message heard by Olivert may be related to one of these spirits.
The wizard's best hypothesis is that "Cho-Oda" may be the name of such a spirit, with the flies speaking its name like servants might announce their master.
Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6
"Flies seem ordinary but... Kalig once told me that the swampy forest had even older spirits ... it could be the message is related to the spirit? .. is guess work.. but if Choda has power over flies, it mabybe it has made them minions, of a sort"
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
"I suppose I could try if sad fly spirit was interested in a song, and amiable to leaving us to travel in peace?" Oliver suggests, as he takes out his guitar to begin singing a tune...
forgot to mention, potions I made this morning- Barkskin, Greater Magic Fang, Oil of Stone shape, and any other two requested.
Well, Insects are actually quite useful. They are also normally easy to ward away if you know the proper methods. Although, sometimes the method may be worse than the flies. I think if you coat your skin with mud, you wouldn't have to deal with the flies further.
she remarks before her eyes glow a light green as she tries to sense any spirits in the area.
Spirit Sense:
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.
Olivert's music seems to lessen the sting from the swarms of flies. You aren't sure whether his performance is actually affecting the insects or if the music simply makes it easier for you to bear the humid, insect-riddled Sogg, but either way you are grateful for the reprieve.
Mia:
You cannot detect any unusual creatures in the vicinity. However, you do sense...something. The sensation can best be compared to the humidity upon the air, being another layer of sensory input that your spirit sense makes you privy to. Some manner of magic or energy is at work, likely influencing the flies. However, you aren't able to discern its nature, although you suspect it to be fey or outsider.
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
On the way, Olivert's eyes glaze over, then he seems to snap out of it and his playing continues, though much more absently. "Did... did anyone else see that? For a moment there, I saw a room full of statues and skeletons kneeling before them. I thought I heard someone say Cho-ooda wated for us there. Well... at least he, she or it invited us nicely?"
Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6
The half orc gives Olivert a concerned look, but then as the Oracle goes on, with detail, his brows lift, "It would appear you have insight into this we do not. A spell of protection from evil forces if anyone has them might be prudent, but why not risk the invitation"
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
"Perhaps. A room full of statues isn't unreasonable to be associated with a temple, and it bowed in apparent reverence. And... perhaps most concerning was that the skeleton itself seemed to turn to me to speak. I mean, I know I really *am* just irrestable and incredibly talented and all, but to exert my charms beyond the grave..." His wry grin fades as he considers. "Well, it is true that I have these hunches from time to time. Perhaps we would do well to remember this."
He takes a sip from his waterskin and continues onwards towards the ruins.
Sargon announces that the rest of the way should be easy, brushing aside some undergrowth to reveal an ancient road worn into the soil. This leads the rest of the way to the ruins, and as you continue the rest of the distance, he regales you with his theories about whether it was a satellite settlement to the city state, a retreat for nobles and priests, or a colony founded by survivors after Kaskkari itself fell.
The dense, jungle-like forest opens up into a clearing that stretches a quarter mile in length. Most of what remains, much like the ruins where you have settled, are nothing more than freestanding stone walls and roofless, gutted houses of mud and brick.
Sargon points out a few landmarks that he has nicknamed: the Gatehouse, the Plaza, the Palace, the Temple Complex, and the Ruined Fort.
I've updated the encounter map. You are approaching from the Old Road in the southeast corner.
Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8
He frowned at the man's revelation. He definitely didnt like temples filled with skeletons entering folks thoughts and minds. From Olivert's tone Francoix didnt doubt the man wasnt telling the truth either.
"Great."
He let out a soft sigh shaking his head. He made sure to begin to keep a sharper eye out for sure.
M Bronze Dragon, HP 70/70, CMB +8, CMD 20, Init +2, AC 21/12/19, Fort +8, Ref +7, Will +7, Perception +8
"....then perhaps we should look around the temple complex first.
But some undead skeleton worshiper....sounds dedicated, but worth being careful around."
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
"If we're heading to the temple first, we might as well check the gatehouse on the way there. It's right in front of us, after all, and perhaps we shouldn't rush to the most likely place this spirit is first," Oliver reasons, pointing to the ruined gate and associated buildings just ahead.
He stops and snaps his fingers. "Oh! And before I forget... I have this trick, to channel my own life force into others to heal their wounds should they become injured. Unless anyone objects to this, I would like to put this blessing on everyone before we continue. It makes keeping everyone alive a bit easier. Well, everyone except for me, that is, but that's a sacrifice I am willing to make. Think of it as repaying the debt to you one bit at a time."
He would cast Lifelink on everyone who accepts it.
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
After handling the basic magical enhancements, Oliver starts heading towards the ruined guardhouse as the closest building en route to the temple and looks for anything suspicious.
Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8
He didnt like the newcomer taking such risks all upon himself...but he also didnt want to be well uncivil. He waited for any weird feeling to fall upon him when the spell was cast over them... He did however place his hand on Olivert's chest stopping him from heading straight for the ruined guardhouse.
"No offense master Olivert...let me go first."
He said slipping ahead of the others as quietly and carefully as he could.
It was clear from the way he was observing things he was paying far more attention to that than to being as quiet as possible.
This is a huge gatehouse, forty feet tall and built of massive, cyclopean stones. These stones are adorned with bas-reliefs akin to those among the ruins around Haven, depicting figures in side profile: spear-wielding warriors, archers in howdahs mounted upon elephants, and winged lions with the faces of bearded men.
The bronze portcullis at the center of the tower is closed, but the walls to either side of the gatehouse are shattered into ruins. The building itself is badly damaged, showing evidence of either ancient siege weaponry or large monsters that are hopefully long-since dead.
Francoix:
Sargon stated that the site was uninhabited when he last visited, but you find evidence that someone has moved in recently.
Based upon the crude nature of the traps you spot around the gatehouse, you would guess them to be a tribe of tree goblins.
The gateway is rigged with a falling brick trap, while the relatively open ground between the gatehouse and the nearby remnants of the old walls are guarded by concealed pit traps dug into the jungle soil.
While scouting the scene, you also spot a staircase along the far side of the gatehouse (the side that once sat inside the walled settlement) that leads up to the upper level of the small stronghold.
Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8
He held up his hand stopping the others from getting closer and tilted his head studying everything.
"There are some crude traps around the gate....Looks like some sort of falling brick trap there."
He began pointing towards some otherwise normal looking work in the gate.
"there are some pits traps along the wall there... I'll mark them in a moment. Looks like a staircase just over there on the far side of the gatehouse that leads up.... I guess we have some of those damned tree goblins from earlier... at least looking at the traps that is."
He said lowly to the others looking up for any of the goblins in case they were watching.
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
"I suppose that means we will head up the stairs to ambush the goblins there? So that they do not ambush us later," Olivert reasons, following the others.
Francoix and Varr's keen vigilance makes it easy for the party to bypass the goblin traps, walking around them to reach the far side of the gatehouse safely. This gives you time to take stock of an ominous discovery.
As you circle around the gatehouse, you see fresh, bloody remains scattered upon the ground. Their condition makes it hard to initially identify them, but you soon realize that these appear to be furry goblinoid remains. There are no complete bodies: only scattered limbs, digits, and gory chunks.
The tree goblins that recently moved into the site have clearly run afoul of something particularly nasty.
Varr perceives a very foul odor wafting down from the upper level of the gatehouse, smelling of blood and offal.
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
"Well, that doesn't smell inviting. Yet, shall we go and check the upper level, if only so that no beast seems fit to pounce us from behind? Surely an exciting thought to some, but I would rather pass in this instance," Olivert remarks dryly.
M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks
"One can wonder how keen a nose one needs to have to confirm a whiff of something so dreadful, my scaled friend. Though you and Miss Claudia have my sympathies," The bardic healer responds, smiling softly and glancing at Claudia's nose as if curious whether there was something outwardly abnormal about it.
F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50
"Maybe Sargon, it's just you not being used to the smell of excrement.
I've worked with animals, tending horses at the stables too. While it's hardly pleasant, i've somewhat grown accustomed to it. The smell just gets to me quicker now."
Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8
It was a strange thing...moments before he had been preparring for the need to end the very same creatures that were strewn about in peices very already lost lives...and now he felt bad for them. He was no ranger or tracker or even healer but he did know meat. He knelt beside some of the remains inspecting it.
What sort of check would you like rolled to make an educated death about uh time that the remains became uh.. remains?
Knowledge (Nature), Heal, or Survival checks could reveal the time of death for the tree goblins. Alternatively, you can just make an Intelligence check.
Anyone getting closer to the gatehouse or approaching the staircase to the upper level should also make a Perception check.
"Well. This surely got a lot more complicated than it needed to be." Olivert says, trying to inspect the bodies while hanging back behind the frontline.
Based upon the available evidence, Dargys and Olivert deduce that the goblins were killed within the past day. Examining the bite and claw marks upon the remains, they also identify the attackers as some species of monkey, comparable in size to the goblins themselves.
They recognize pack hunting tactics used against the goblins; while predation is not unheard of for such animals, it is quite out of the ordinary for them to set upon a large group of sentient creatures, slaughter, and eat them. While it is abundantly evident that these carnivorous simian attackers consumed the slain goblins, there is an especially strange absence of droppings in the area.
Olivert can hear several creatures moving about inside the upper level of the gatehouse, suggesting that these dangerous animals are still present inside.
Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6
"Died sometime in the past day... the attackers were primates the monkeys.. goblin sized i say. That's unusual. " A look about "And few droppings in the area."
The observations made so far lead you to suspect that these creatures in question may actually be some manner of undead. In fact, the condition of the goblin remains - rife with savage bite marks and clear signs of consumption - would further suggest that they are afflicted with ghoul-hood.
F Human Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6
Hello! :) Thank you to both DMs for selecting Lena for this game. I am looking forward to playing and getting to know the other players/characters and DMs. :)
F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:
sweet! Hi guys. I'm involved in a couple of other games with Cyrioul and Vayelan and having a blast, so I have great expectations.
I should be done with equipment and everything in the next couple of days (I'd love to say tomorrow, but I'd hate to be wrong about it).
female human rogue 2 | hp 18/18, AC 16, touch 13 FF 13 | CMD 14 | Fort +1, Ref +6, Will +0 | Perception +5, Init +3
I'm in! Thank you for the selection, GM.
Let's all share a little bit about our characters. I'd like to know the kind of crew that we're adventuring with.
Valentina is a phantom thief rogue, which means that she's pretty s#!+ at combat, but she'll be using Diplomacy and Intimidate to debuff enemies by insulting or flustering them.
She's a social activist with good education, a sister she cares very deeply for, and very strong moral fiber.
She was the popular kid in school because she basically participated in every extracurricular and is friendly and charming, but now she's more withdrawn and quiet.
Thanks for selecting me. I'll get an alt created shortly.
EDIT: And done.
As far as his party role goes, Fendir is both a frontliner and a ranged character. He also has a tribe of warriors which will be providing security for the settlement.
Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19
Hello all! I'm glad that Sir Dorick Granstead was chosen for this game. I joined one of Vayelan's games and have been thoroughly enjoying it.
Dorick used to be a person of note, serving his Exarch well, fighting in the Taldor Horse and being accepted into the Most Worthy Order of the Lion. And then he got tricked into shaming himself, and then effectively exiled to Galt. Which is almost as good as a death sentence for a blatant servant of a royal hierarchy from a foreign nation. So he's signed up to this expedition to assist a noble while not dying pointlessly. His allegiance and even order might change over the course of the campaign.
In mechanics, Dorick is a superb horseman but also capable off it, with a variety of melee weapons. He will be developing better social skills as he tries to not repeat old mistakes of getting fooled and outmanoeuvred with words. And will be gaining teamwork feats that he'll be able to share with the party, hopefully to great effect!
Edit: I just realised that I have yet to choose a teamwork feat for Dorick for level one. Which currently I can share with ye for three rounds, once a day. Lookout seems like a solid choice but I'm open to suggestions.
Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8
Hello everyone. Reformed street urchin rogue here. Francoix has left that behind him (he hopes) and is going to either try and set up an inn, tavern, or some form of shop. With his wife.
female human rogue 2 | hp 18/18, AC 16, touch 13 FF 13 | CMD 14 | Fort +1, Ref +6, Will +0 | Perception +5, Init +3
I might advise against Lookout, because it's only really useful before combat, which means you'd have to use it before we get surprised, and it only has a 3-round duration.
I'd advise choosing a teamwork feat that:
A.) You can talk another party member into taking on a permanent basis
or
B.) has an immediate effect that happens during combat, such as Precise Strike, Outflank, or Escape Route. I think Escape Route is a solid choice there, because it's situational but can really save a life.
F Human Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6
Lena is a true support character - a jack of all trades with her knowledges, healing, diplomacy, magic (arcane caster) etc - she can aid another and/or stand on her own feet. She is a teacher (she's graduated from one of the finest colleges in Taldor and has taught the children of the nobles after graduation). Lena has business acumen and is passionate about learning and music. She is compassionate and protective of those she takes under her wing (maybe even over-protective due to witnessing her younger brother's death). She can ride and has some skill surviving in the wild. She's also quite graceful on her feet/stealthy. She's a secondary combatant - melee fighter - can fight well enough to help, but she isn't a front-liner. She can provide entertainment via storytelling and singing.
Lena would be great at rallying the community/settlers and bringing them together for the common good.
She wants to open a school for the children of the settlement and any adult who wants to learn.
==========
Addendum: Since we have two rogues in the party, I swapped out Disable Device (and the trait which gave it as a class skill) for a Craft skill and the trait: Inner Beauty.
Mia is the true support here. I'm pretty much going to be handing out potions to the party and I'll be focusing on summoning (only 1 creature) and providing some other support with spells.
female human rogue 2 | hp 18/18, AC 16, touch 13 FF 13 | CMD 14 | Fort +1, Ref +6, Will +0 | Perception +5, Init +3
Mia Ravenlock wrote:
Mia is the true support here. I'm pretty much going to be handing out potions to the party and I'll be focusing on summoning (only 1 creature) and providing some other support with spells.
Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7
Hello folks, I'm DeathQuaker and this here is Kalig the Tireless.
Quote:
Let's all share a little bit about our characters. I'd like to know the kind of crew that we're adventuring with.
Kalig is a half-orc urban druid fascinated with seeking a balance between wilderness and civilization. Someone who has traveled most of her life, she's also just looking for a place that feels like home.
Role-wise she will be full caster (since we have a lot of buffers, probably focusing more on healing/blasting/battlefield control as needed) with melee support (including Trip combat maneuvers eventually). Urban Druids don't get wildshape until 8th level so she will be a less druidy druid in that regard. She also CAN'T do summon nature's ally spontaneously (obviously she has it as a class spell) so Mia's summons will be handy. Kalig as an urban druid has dipped into less typically druidy skills like Diplomacy and Knowledge Local, but is also happy to just chat with the animals and offer wilderness survival advice.
EDIT: Spells are prepped presuming "for the road." If anyone sees anything amiss on the character sheet by all means suggestions and corrections are welcome.
Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7
Also, GM, a question: I have a pet donkey (not an animal companion) that Kalig uses as a pack-carrier. I assume by default such a creature would know the "work" Handle Animal command.
I would also like to train it to "heel" and "stay." She may or may not have had time to train it -- what is reasonable to assume she had already trained it to do, and otherwise can I work I training it further during the adventure?
as an addition to me earlier statement. Depending on the situation Mia will have limited blast spells. (she has 1 casting of produce flame, and a potion of firebelly she can use).
she is also a Menhir Savant as I think that was missed in the recruitment description.
She will easily handle any of the forestry stuff with "know nature's paths" spell.
Mia will be more herbology and plant focused as a character, along with focusing on the ancient lay-line magic, but will still be able talk with animals decently well.
@Kalig - Yes, the donkey would know "Work" when you purchased it.
While hastily preparing for the expedition, I'm going to say that you have not had time yet to teach it other commands.
@Mia - Thank you for the reminder about the Menhir Savant archetype. I will keep that in mind as we progress.
Welcome, everyone! I'm juggling a toddler at the moment, but I'm writing quickly here to mark this for my campaigns page. I'll catch up to your posts soon!
F Human Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:
Soraya can fill in some arcane magic roles (along with the bards). Right now she's mostly into healing and buff/support, but as she levels, she should have a lot more options available between spells and hexes. I'm planning on the create wondrous item feat as well, possibly the create wands
Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19
Hopefully these PCs will gel!
On teamwork feats, many such as precise strike Dorick doesn't meet the prerequisites, and others don't suit his character. I'll go with escape route so he can cover others if they need an exit.
Edit: Future teamwork fests may be quite different, depending on how Dorick develops!
Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7
Escape Route's good. (I also wouldn't have objected to Lookout, even if it's also circumstantial.) As you meet more prerequisites there will also be more options.
Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19
Coordinated Charge could be great, but that's one for level ten at the earliest!
All suggestions welcome. And so far so good on the introductions. :)
F Human Bard (Archivist) 2 | AC 15, T12, FF 13 | HP 18/18 | F+1, R+5/+9, W+3 | CMB +1, CMD 13 | Init +3, Perc. +5; Speed 30ft | Image of Lena | Bardic Perform 0/6
Just a courtesy heads up. I'm leaving for an out of town business trip tomorrow morning (my Friday/your Thursday) and it'll be a 3 to 4 hour car trip each way. I will not have time to post tomorrow. I will be returning in the afternoon of the next day (my Saturday/your Friday) and I will catch up then and make any necessary posts. (Yes, I live in the southern hemisphere.) Sorry for the inconvenience.
Hmm, rather than an aristocrat, I had thought you would be the tribe's leader.
Would the aristocrat be a relative of Fendir? What is their relationship like?
For the Aristocrat, I think it would basically be an officer, given how rigid and militaristic Hobgoblin society is. So there are troops, this officer, and myself.
Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19
Just to note, my rate of posting will likely be down this weekend.
Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19
Under the terms of our arrangement with Aristide, will food and fodder be covered, or are we responsible for our own?
If the latter, how much would we realistically need for that length of caravan journey?
Food and fodder will be provided, but anyone capable of hunting and foraging during the journey is encouraged to do so to ensure that the caravan's supplies do not run low.
Any such supplies you have already purchased can be saved for emergencies or for when the settlement site is chosen - or you can use them during the journey to help preserve the communal stock.
FYI, it will take approximately 20 days of travel to reach your destination.
Valentina will be storing most of her stuff on her horse, naturally. It's too much for her measly 10 Strength. Any other suggestions for things to buy? I have no use for scrolls, and potions are a little to expensive for the gains.
I plan to fill in details (including the names of his tribesmen and women) when it becomes pertinent. If you would like a broad overview (I don't have all the details 100% nailed down yet), I can send you a PM with my ideas and thoughts. It should be worth a chuckle, if nothing else.
Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19
I'll try and post today or tomorrow. I'm not sure when I'll get to look over equipment.
Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7
I forgot to buy a dagger (always handy as a backup) so I've purchased that and added it to my character sheet. Also picking up some wandermeal.
She'll do that at some point during preparations or retcon that she had it--not sure it makes much difference--but I don't feel it necessary to rp it out.
Just a head's up: GM Cyrioul and I have given permission to one of the players not selected for the party to play an NPC in a sort of occasional "guest star" role.
Male Human Cavalier (Order of the Lion) 4, HP 40/40, F: +6, R: +2, W: -1, Init: +1, Per: -2, Sense Motive: 0 (-2 if challenged), AC: Dorick 18, Caragus 19
I've no issue with that, so long as it makes sense within the game world.
Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7
My only (minor) concern is it's already difficult to keep track of 8 PCs and already a number of NPCs. Mind, I recognize for a caravan story, it makes sense to have a whole bunch of people around. I also presume that 8 people were recruited because sometimes unfortunately players disappear or find themselves unable to stay with the group and have to depart. Still, I'd like to be sure when this person shows up there are contexts that make it easier to react and interact as appropriate (and understanding where there isn't reaction/interaction, it's only because there may be so much else to respond to).
I agree with your concerns, Kalig. GM Cyrioul and I have already discussed the importance of keeping posting tight during tricky periods, such as combat and the use of Downtime rules.