
GM Clockwork |

Happy New Year all! I've been away for a little while, but will have the next post up today (tomorrow at the latest)

Fenna Pender |

I'm down and out with flu right now so it may be a couple of days before I post again. Please bot me as needed.

GM Clockwork |

Are we going to have to wait for a ship each time or are we going to go with the abstraction of being able to 'draw the magic' out of items to make other ones. I.e we get a +2 shield (4k) and I pull out 2k of magic to make Hrolf an Am of Mighty Fists +1, destroying the shield in the process? It's going to be a nightmare otherwise!
I do think its fine to take magical items and 'extract' their magic into new items. I also plan to include a bit more treasure that is raw materials like the 'Precious stones worth 1,200 gp' that can be made from their raw form into magical items.

Urram |

I like precious stones! They can be made into Ioun Stones!
Advance Warning: Urram and I are a little obsessed about Ioun Stones. I'd have played the Ioun Kineticist if Kari wasn't one already! Anyways, making them, implanting them, making wayfinders etc to put them in - gonna be a big part of what Urram does with his time/money (alongside building clockworks!).

GM Clockwork |

It won't always be stones necessarily. I just mean objects that can be directly used for magic crafting at full value.

Kari Surfdancer |

Fenna's route is fine with me.
It's possible that the path at D may lead to N.

Kari Surfdancer |

Should we be on our way in the morning? I'm not sure that there's much more of practical value to be learned here.

Urram |

Equally no harm in letting them finish? We're not on a clock exactly since we skipped the tower earlier. You two could go and observe the swarm or something else not too dangerous while I keep taking notes? :)

Fenna Pender |

If we're actually learning Azlanti from them Fenna would certainly be willing to spend more time. Not sure what the mechanics of doing so are though. Unlikely we can just hang around until that's complete.
@ Clockwork: What would be involved in picking up Azlanti from them?
Regardless, if Urram wants to send another day that's fine. Fenna will too, even if it's tough going on the attention span.

Urram |

Urram is currently running on magic alone, better than coffee! He'd certainly like to stay IC although if the rest of you want to do something else in the meantime I imagine he'd be fairly safe here - specially if Lyra stays too! ;)

GM Clockwork |

The Azlanti that the celedons speak would be exactly as the language was spoken before the Age of Darkness. The version the Mordant Spire elves use would be pretty close, but that would be irrelevant to the constructs.
I believe everyone spent a point on Linguistics to learn Azlanti. I would say a spending a couple days in the immersive environment would do good for everyone's skills going forward. Technically, just spending the point gets you the language, but learning from these guys makes more sense.
From the AP: "Should the PCs devote some time, the constructs can instruct them on how to read, write, and speak Azlanti. PCs who allow themselves to be further instructed for at least 1 hour a day for 30 days gain a +2 competence bonus on Knowledge (history) checks related to Azlant and can use that skill untrained on that specific topic."
Urram could probably put that into game terms with everyone. Of course, while you COULD certainly leave and come back, the celedons have not been too agreeable with the idea of anyone leaving...

GM Clockwork |

No. If you wanted to do full days, I would say it would take 7 days as opposed to 30

Fenna Pender |

Fenna doesn't know Azlanti, although she'll pick it up eventually. This seems like a good way to fit it into the campaign.

Kari Surfdancer |

We might have to consider cutting our exploration route short, due to the amount of time we're spending with the celedons. Ramona might not appreciate it, if we're gone a couple of days longer then we said we'b be.

Fenna Pender |

Maybe it would be better to go directly back to the colony instead. We could pick up Carver, Perrell, and any other interested parties, return here with them, and continue on where we left off.

Kari Surfdancer |

So who do we want to take with us? I'm thinking that Carver would be a good one to stay with Perrell and talk to the celedons.
I don't have any strong feelings on who to take with us to the tower. We could take one of the clerics, although we probably are OK for healing as it is. I tend to think that we might want someone with some melee ability. Anya or Lyra would be possibilities.
In general, I think the three of us should be able to handle just about anything that we're likely to face. It's only really grapple monsters that concern me.

GM Clockwork |

Since you will be using the celedon's temple as a forward base, it could be a good a good idea to take 2 NPCs you can use. If you leave one with Perrell, you can swap them out between ventures into the building.

GM Clockwork |

If Urram has no preference, I think Five will put the skill points on Perception, if you want to add a +2 there. He can use his own standard action on command to change it to a skill of Urram's choosing.

GM Clockwork |

should have tagged this at the end of the last post
If you'd like, you're welcome to map the swarm's path on the western side of the rock formation, or even wait until you see it pass by.
If you wish to simply (stealthily) proceed to the building where Eliza disappeared, that's fine as well.

GM Clockwork |

Anya Sandstrider
Anya is truly a fish out of water among the colonists. She is a Shoanti hunter and a former member of the Lyrune-Quah (the Moon Clan), exiled from the Cinderlands after she broke tradition and interfered with an honor duel that would have taken the life of her younger brother. She has roamed the Inner Sea region since, seeking a new place to make her home. When a trader read her an advertisement for colonists, she applied. Anya was initially rejected due to her lack of citizenship, but she undertook a series of challenges designed to gauge her skill as a hunter and naturalist and impressed the investors.
Appearance: Anya has a deeper tan complexion than many of her fellow colonists. She keeps her head shaved bald and has dark chestnut eyes. She has several tattoos of runic and animal totems representing the moon and owls.
ANYA SANDSTRIDER CR 2
Female human ranger 3
CG Medium humanoid (human)
Init +3; Senses Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 27 (3d10+6)
Fort +4, Ref +6, Will +2
OFFENSE
Speed 30 ft.
Melee glaive +5 (1d10+3/x3)
or handaxe +5 (1d6+2/×3)
Ranged mwk composite longbow +7 (1d8+2/×3)
Special Attacks combat style (archery), favored enemy (animals +2)
STATISTICS
Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Deadly Aim, Endurance, Nimble Moves, Point-Blank Shot, Precise Shot
Skills Climb +7, Craft (traps) +4, Handle Animal +5, Intimidate +4, Knowledge (nature) +6, Perception +7, Stealth +6, Survival +7
Languages Common, Shoanti
SQ favored terrain (forest +2), track +1, wild empathy +2
Gear studded leather, glaive, handaxe, mwk composite longbow (+2 Str) with 40 arrows, backpack, bear trap, camouflage netting, fishhook, rope (50 ft.), twine (50 ft.)

Fenna Pender |

Maybe it would be best for Fenna to take the front rather than Anya. If Anya favors a bow, she could use a shield from AoO's, and it keeps the amount of moving Fenna needs to do to get into melee.
Fenna edges out Anya on the relevant skills except Survival, and she has Disable Device as well.

Urram |

Yeah, that makes more sense. I'd assumed Anya was more like Amri, but she seems to be an archer so she and Urram can be buddies!
Also, if/when someone wants Enlarge Person, let me know!
@Fenna - Urram has lots and lots of DD too :)

Kari Surfdancer |

Kari had +4 to initiative from Natural Divination this encounter (first initiative check of the day), but it didn't make any difference given the rolls.

GM Clockwork |

the worst part is that I knew this fight was coming, made a mental note about the +4, and still forgot!

Kari Surfdancer |

"What about that looking-glass, from the statue women?" Anya suggests, standing over Urram as he examines the circle.
Can someone refresh my memory on what she's referring to?

GM Clockwork |

"Before you set out," Ariel calls you all over to the eastern structure, "we would like to present you with gifts. We are most grateful that you would allow us to pass on our sacred knowledge.
Inside the darkwood chest, the celedons gift you:
Appraise: 1d20 + 1d8 + 10 + 2 ⇒ (12) + (2) + 10 + 2 = 26
A masterfully-scuplted stone tablet depicting a tower on an island (500gp, also Urram recognizes the Mordent Spire)
a telescope with broken lenses (worth 2,000 if repaired)
a cracked magenta prism, which radiates magic
230 gold pieces (Azlanti-minted)
the chest itself (200gp)

Kari Surfdancer |

I was confused, because the common definition of "looking glass" is a mirror. But I can see Anya using that term to refer to a telescope.

GM Clockwork |

I'm ready to move on to the second floor, but I don't want to deny Fenna any opportunities for input

GM Clockwork |

I want to let the post sit for a little longer. Important question: is Urram murmuring his question in Taldane or Azlanti? or something else?
Also, I'm working on a thing (link). Is something like this useful?

Kari Surfdancer |

Also, I'm working on a thing (link). Is something like this useful?
I think that's a great idea! It organizes all the info in one spot.

GM Clockwork |

Glad you like it. There's much more that can go in there, but I wanted to split off a basic one in case it could be useful for other RoA games.
Im trying to think of things that would fit nicely there, including things that just for our game. Maybe the Aquatic Combat rules? Some specific equipment selections. If you want edit access, pm me your emails

Fenna Pender |

It looks great! Thanks for the extra work!
I'd say yes to the aquatic combat stuff, and I'll think about it some more. PM sent with my email, although I don't know what I'd be editing or adding at his time.
Sorry the update took a while. I'm in the middle of moving to a new job designation and a new office, a weird "soft start" that has me working both my old and new job 50/50 as details of the move get sorted out. Time has been very short, and it could stay that way for another couple of weeks. I'll do my best to keep posts coming, but don't be surprised by some lag until I'm settled.

Urram |

That looks excellent! I'm GM-ing Ruins as well so I'll be sure to make notes of anything I'd find useful and let you know!
The comment will have been in Aquan btw, since he's trying to be a little subtle about it.