"You could very well be right, lady."
Balamew the gathlain addresses the group.. "Thank you for getting rid of the bear monster... This neck of the Narlmarches is getting healthier. This time last year, couldn't drop a dropping without a brush dog or bandit peeping at ya. Not a place to raise a family like my deer friends here."
"But now.. they are.. quite.. fawn of it." He winks at Furiel.
The four deer finish lapping from the pool, and turn to head north.
"Oh wait!" The deer continue. "Apples can wait!" They stop, and mill around the edge of the grounds.
"So what manner of group are you? Explorers? Adventurers? Travelers? Just people? Where did you meet? Do you ride horses? Why a dwarf?"
1d20 + 8 ⇒ (10) + 8 = 18
sonechka:
They feel a kinship toward gnomes. They see gnomes as their social bridge to other races of the Material Plane.
Sonechka's chill smile turns impish. "I prefer not to ride dwarves; their gait is so uncomfortable."
She gestures at Green. "My lord is the reason this neck of the Narlmarches is getting healthier. He and his companions have purged the bandits from the region and rid the area of many of the more dangerous monsters. Such as the bear who used to reside here."
Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |
Deciding that out here, he can allow his "lordly dignity" to take a hit or two by acting silly, The Green Man does an elaborate show of searching for something.
"A dwarf? Here? Strange...have you seen any dwarves around here master Sharpaxe?"
Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
Dolgrym doesn't respond for the time being, other than to nod. He wasn't sure he could add anything to the discussion other than insult the fey.
Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |
"Spotting" Dolgrym, The Green Man prepares to continue his joke.
However, upon realizing that he had received not even a smile, decided that perhaps he best not.
He had no intention of insulting his comrade by accident.
Balamew lets out a snort and a string of giggles.
"Important people abound! Happy to've met you, though you might be no fun to rile, should you find yourselves at Thorn Spring, be sure to bring your good humor and visit."
He takes a few steps, then flies up toward the deer.
"I'm off.. off to taunt bullies from their orchard while my friends eat their apples. Those mean ugly goofs get so mad! Hahaha!"
Jhod appears to have finished his consecrations, and steps up near Dolgrym - whose expression he nearly matches.
He murmurs to the dwarf.. "Think I'll wait til he's long gone before starting breakfast... in case he's hungry.", and smirks.
Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
"Good thinking. Let's get him on his way now. I'm not sure if I can stand sitting with him long enough to eat a meal!"
"Source of the river! Off limits.. save to visit.. as my offer extends." He points north. "No building, no digging, no felling trees... no leaving nasty traps all about. To enter's to agree." Balamew focuses his officious digression toward Dolgrym.
"The bullies of the orchard would be no fight for you at all. Even less so if I were to spoil the surprise. I would miss the fun, but not shed tears if they were.. evicted.. as well." He flashes a devilish grin before he turns away with the family of deer heading west.
"Already I am anxious to hear how you fared!"
Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
Had the group just accepted a mission from this strange creature?. "So, are we all in on this? I doubt he can or will give us more details , so we are wandering in blind."
Sonechka turns to Dolgrym and shakes her head. "I'm not sure he told us anything useful. We're exploring, and I would like to think we would have found this orchard on our own. Regardless, if there is something going on in these lands, we should deal with it."
Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |
"Indeed, the question is, do we alter our plans and go there right away to investigate, or do we continue as before and reach it in our good time?"
The Green Man considers for a moment before giving a sharp nod.
"No, this orchard is of no immediate concern, and according to our made plans we will reach it during this trip, just not right away.
I say we continue as planned and take our time."
Jhod begins preparing a fruit and nut oatmeal for breakfast...
"Well... feel free to go off and explore after breakfast. I plan to remain here for some time. I still feel.. an indescribable connection to this temple. I've not felt inner peace as I do now.. for years."
Sonechka nods in agreement with Green's pronouncement. "We will find it, in time. One thing to note was his admonishment not to despoil his area of the forest. We should warn any trappers, hunters, or loggers looking in this direction."
You explore the immediate area, and then your normal procedure for the entire hex.
Just after noon, you come to a wild overgrown apple orchard, a ruined farmhouse, and dilapidated (but still standing) barn. In the center of the ordered rows of old apple trees and tangle of weeds, is a grey-brown clearing and rocky mound surrounded by a ring of dead or infected trees.
check out barn or clearing.. or general area... plz include what you are looking at and/or where with your perception rolls
Norton approaches the orchard and inspects the clearings from a distance, more specifically the dead trees, hoping to understand the cause of the disease.
Casting Sift:
You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
The clearing is afflicted with a nutrient-leeching fungus. You see pale strands of Witch Hair Armillaria on the trees and barren ground below. Inedible, but otherwise harmless to animals and humanoids... devastating to plantlife.
30' range on that, so you've moved closer... no sign of being spotted at this moment.
Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
Dolgrym follow his group, remaining a bit behind them, knowing stealth wasn't his specialty.
Sonechka accompanies Green and approaches the barn. She nods at Norton. "Sage wisdom. If this farm is as abandoned as it seems, I would say we should leave nature to its work. No reason to intervene where no one needs our help."
Is this fungus typically associated with any particular spell or hostile creature?
Kn:Nature:1d20 + 13 ⇒ (16) + 13 = 29 Kn:Dungeoneering (since it's fungus):1d20 + 6 ⇒ (18) + 6 = 24 And Perception, too:1d20 + 6 ⇒ (3) + 6 = 9Ha. Might as well not have bothered.
One of the double doors on the barn is a few inches ajar. The smell of rotting meat increases as you approach it.
Green:
You find the tracks of large humanoids everywhere.
Sonechka:
1d20 + 12 ⇒ (16) + 12 = 28
It is used in alchemy... many defoliant or other anti-plantlife potions. Apart from that it has no real benefit - unlike most fungus.
Male Human (Ulfen) Skald Lvl 1 HP 10/10 | AC:16 | T:14 | FF:13 | CMB: +5 | CMD:15 | Fort:+2| Ref:+4 | Will:+1| Init:+2 | Perc: +3 | Speed 30 | Raging song 6/6 |
The Green Man sniffs the air and then frowns.
"Can you smell that? It smells like rotting meat...rotting meat and trouble..."
Motioning for Sonechka, he points to the ground.
"I can't tell exactly what made these tracks, but they were humanoid, they were large, and they have been all over the place.
Combined with the scent...I don't think whatever we find in the barn will be...pleasant."
Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
Dolgrym casts Bull's Strength and Shield on himself as the group heads for obvious trouble.
Sonechka looks down at the tracks Green points out. "There are creatures the locals call mud giants, my lord. Hideously malformed monsters with an unsavory reputation."
The interior is lit by two weak lanterns.. one hanging from each support.
You hear the low rumble a few unintelligible words as three large hunched and cloaked figures look toward Green from their work stations. One carves meat from a hanging carcass, the two in the back had each been crafting something from bone. There are many open-top crates - eight feet wide.. four are near you with stained tarps underneath them.. abutting the nearest support.
"It is dark in there, friends. Come out and say hello!" Sonechka kneels and picks up a little rock off the ground, murmurs a few words over it then throws it into the barn. As it goes, darkness billows out from the stone like smoke, concealing everything within.
She'll cast Darkness on a rock and toss it inside. If she can center it at G6 she should be able to cover all the visible thawns, hopefully forcing them to move up to the closer half of the barn if they want to see.
stone throw with range penalty:1d20 + 4 - 8 ⇒ (8) + 4 - 8 = 41d8 ⇒ 4
"Darbla blar grubba!"
A moment later, the malformed and hunched cloaked giants lope around the edge of the darkness.. alongside the walls. One hurls a crude hammer with poor aim, another throws some odd sculpture(?) of bone which breaks apart as it slams into Green. All three snarl and brandish their wicked long claws from their dimly-lit positions.
The bone thing is a crafted leg-hold trap. Not real important because it breaks upon impact, but now you've learned they make traps, and learning is fun.
Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
"Let's keep them pinned in! If it goes poorly, we can withdraw!"
Furiel's earthen minions move toward the thawns on either side of the barn. One is slashed as it reaches its target, the second falls into a pit hidden by tarps.
The thawn nearest Green lopes forward and savagely slashes.
The elemental not in the pit is cut to pieces with two quick claw strikes.
The third brings a horn to its malformed drooling mouth and blows out a blaring and warbling sound.
12 damage to Green, 18 to earth ele, 9 to earth ele in pit
Well when you've reached my age you've learned a few tricks, and forgot a good many too boot! Don't feel bad son if they want some one with a bit more experience and talent under their belt. You've got plenty of good years left in you.
"It's true," The elf sighs, taking the head pat with odd amusement, "As only 133 years old, I am but a babe in the woods as it were. And frankly, the facial hair just isn't forthcoming, which as any dwarf will tell you, is a great weakness of my people. Second best of luck to you,"he smiles.
We have a
Dragon Disciple Sorcerer
Cavalier/Bard
Oracle/Barbarian
20 point buy
Anything Paizo is usable except... Advanced race guide content will have to be OK'd, and no new playtest classes please.
Max hit points first level
2nd level and up... roll half max + half max
(ie... fighter 1d5+5)
One trait for now... if a kingmaker campaign trait fits, go ahead and take it as your second trait. Otherwise, please wait on your second trait.
Though it shouldn't affect character creation too much... what I would like for this recruitment, is to have the three chosen already know each other - preferably already a party with members recently slain.
How do you feel about a goblin wizard who was exiled from his clan for liking to read? He has gone exploring in search of a place where people will accept him, instead of assuming that he's like most goblins. Obviously, he would have to be leveled up and re-crunched. I'm thinking either wizard 2/rogue 2 or wizard 3/rogue 1.
We are a little light on ranged, have no dex/mobility melee, might be a little light on healing with a bigger group...
Oh... and actually (I'm sorry pipsoo. I hadn't thought about this affecting your submission... which is really cool btw, I'd hate to see him leveled for nothing)
I am pretty certain I am taking Dolgrym. I really wanted him and Ridge's submission Nedyr last time.
So, assuming Int casting dwarf is spoken for, I think a rogue-ish and any kind of hybrid class.
Character (gender/race/personality type) we have some room for diversity.
Overall, adapting foes for the group combat is easier than trying to force fluidity to a group with no chemistry.
Would you consider Pipsoo for the rogue-ish slot? I'm planning on taking ranged touch spells mainly, so I could fill a ranged role (with sneak attack if I'm within 30 ft.)
Well I had some interest interest as an inquisitor of Erastil. Ranged death dealer and Rogue-ish stand in (with 6+int skills) Also have some healing as a divine caster. Not a great deal though, what with the inquisitors focus on murdering things.
Give me a little bit and I shall have a skeleton concept with backstory.
If you're still looking for new blood I'd love to adapt a druid I came up with for another campaign. She'd be from an Iobarian tribe to the east, past the Nomen Highlands- since we don't know much about Iobaria I've kind of mentally mapped the culture of Rashemen from Forgotten Realms onto it, so the female spellcasters, while highly regarded, are expected to travel outside the region before coming back and committing themselves to the good of the tribe.
Tactics wise she'd focus on summons and would be a domain druid instead of an AC druid and she can play backup healer. I'm thinking Plains or Weather domain.
Still have some things to work out but rolling HP for my rogue
Con modifier of 1. Hit dice of 8. So max at 1st=9. Levels 2-4=1d4+5 per level. 3d4+15+9=HP
HP:3d4 + 15 + 9 ⇒ (4, 3, 4) + 15 + 9 = 35
I'm fine with that. I see you have conjuration school... I know that doesn't necessarily mean summoning, but I should point out the sorcerer has feats for summoning.
DoubleGold/Kane Hue:
Looks good.
movin:
Sounds good.
karlprosek:
Sounds interesting. Just so you know, the current sorcerer is pretty summon-based.
Also... I assume despite what you have in your post as background, she would be ok with building a kingdom here rather than returning?
One thing that might be worth considering if you have not already, the role you want among the kingdoms rulers.
We do not have a designated ruler yet, but that is the role I myself plan on assuming.
Hmm. I don't mind being a second summoner spellcaster if you don't mind another bunch of beasties to keep track of. In addition to SNA summons she would be big on using trained animals acquired via Call Animal. If you'd prefer a non-summoner or dont like the idea of adding a small menagerie to keep track of I'd switch to a different spellcasting class; your team looks like it has melee covered so a combat druid and AC would be redundant. Maybe a debuffing cleric or witch?
I could see the Winter Witch archetype being popular in cold, windswept Iobaria. That sounds interesting. The background would be the same but she'd focus on debuff spells and hexes. She would have been accompanied by a barbarian bodyguard, but going along with the idea of the newcomers being an established party with some dead members, he would be deceased.
Poor Minsc; maybe I'll buy her a (miniature giant space-) hamster pet to go along with her familiar/spellbook. And if nobody but me is amused by my Baldur's Gate references I promise I'll stop.
Oh, and I was thinking this but forgot to say it. Her interest in sticking around and building a kingdom would be to create a friendly 'civlilized' country not too far away from her tribe's home region. So she'd be thinking eventually she might go home but not for a good long time.
I'm away from a keyboard today and most of tomorrow but I've got the beginnings of the Iobarian Winter Witch submission up here. I'll finish it up tomorrow night.
Oops... thanks Green, meant to put that message here instead of just in discussion. Just got back... I will post some thoughts on the submissions later today.
OK. Your submissions were all more than acceptable.
I could not make a determination based on your characters based on the existing party and my subjective view of the quality of the character.
Therefore, my choice had to come down to how well I thought your characters would work in the future narrative, and in leadership roles.
thanks, also fixed him, realized bracers of armor does not stack with armor, so I switched it out for quick runner's shirt of the same price and adjusted my ac to its right position of 19 instead of 20.