Gilmork keeps quiet through most of their journey, the chill of death creeps over him as they come across the entrance of the tomb yet again.
"I could creep along with Lucanor, my eyesight isn't as good to see in pitch-dark but a dim source of light could be enough."
"Ready when you are Luc, lead the way." Stealth:1d20 + 12 ⇒ (18) + 12 = 30plus a bonus depending on how full the moon is. Perception:1d20 + 7 ⇒ (12) + 7 = 19
Lucanor nods, and slips in. He finds it damn odd to see without light. Everything's black and white, a situational irony that is not lost on him given what some folks think of the Iomedean world view.
Lucanor creeps forward without a light source, and he finds
The sound of bubbling water echoes here and
the air is dank and warm. In every corner of
the room a fountain bubbles and smokes, with
wisps of white-hot vapor rising from the carved
needle-filled maws of some strange fish-like
creatures. The stone effigies of this strange race
are rendered in elegant repose, spouting water
from their mouths into basins made by their
cradled arms. The fountain in the northwest
corner is smashed to bits. Rubble now mostly
dams the flow of whatever hot spring feeds it,
but warm water pools around its base, slowly
frothing into the center of the room.
There are two creatures hiding in the room they look like beings shaped entirely of water. KN:Planes for information
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
In case Lucanor comes back and describes what he saw:
Kn:Planes:1d20 + 3 ⇒ (10) + 3 = 13 Silas scratches his head and shrugs saying, 'Sounds like some kind of water monster. I doubt normal weapons will do anything to them...'
The creatures are almost certainly Water Elementals. Creatures made from the very water they live in. These seem to be tougher than the average elemental. Probably enhanced by the magic that suffuses this place.
Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)
Lucanor will indeed slip back and report what he's seen, adding "Water Elementals are not my area of expertise, if I have such a thing, but they seem to be stronger than what I've heard of such things, like they've been feeding off the magic around them."
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
Silas ponders what to do and says, "I suppose we're going to have to fight them. Leaving enemies at our back is likely a bad idea. Best assume they will be formidable opponents and throw everything we have at them."
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
Silas shrugs slightly and says, "Like you say I think we have to try it and find out, but I suspect your scythe may end up doing more damage than the twins. You can put so much more force behind it..."
So I checked the loot log and there is something there for Hecktor! It's an Oil of Magic Weapon. Turns your Scythe into a +1 weapon for one minute.
Suddenly Silas slaps himself and asks Lucanor to pass the bag of holding. He rummages around for a bit and triumphantly pulls out an odd looking bottle. With a grin Silas tells Hecktor, "It won't last long but this will temporarily enchant your scythe so it can hit things it otherwise wouldn't! I completely forgot about it over the long summer."
He rummages some more and says, "Oh I'd forgot about these. The vials of some hirrid liquid and a wand plus a bag of dust we found on Depnakkra and Merkamerk"
Spellcraft to ID foul smelling liquid in vial #1:1d20 + 9 ⇒ (3) + 9 = 12 Spellcraft to ID foul smelling liquid in vial #2:1d20 + 9 ⇒ (7) + 9 = 16 Spellcraft to ID foul smelling liquid in vial #3:1d20 + 9 ⇒ (12) + 9 = 21 Spellcraft to ID Wand:1d20 + 9 ⇒ (1) + 9 = 10 Spellcraft to ID Dust:1d20 + 9 ⇒ (19) + 9 = 28
"Still no clue what some of those are. Jaxom what do you think?"
Male Human Sorcerer (Bedrock) 8 l HP: 50/50 l AC 18 [T: 13; FF: 16] l F: +5, R: +5, W: +11 l Init: +2 l Per: +0
When Jaxom hears that it is only elementals he sighs with relief. He will cast Protection against Evil on Hecktor and Silas. Then he will use the wand to speed people up.
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
Once people look like they are about to go in, a disembodied voice tells the party, "Lets do this! I'll set up a flank for Hecktor, going around back. For the vale!"
Silas uses inspire courage: 7/16
Silas will try to move to flank for Hecktor, ducking and tumbling in case they have blind sense or something like that... Acrobatics if applicable:1d20 + 9 ⇒ (17) + 9 = 26
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
Suddenly from nowhere Silas appears, surrounded by a multitude of images, each holding twin blades evanescent with blue radiance. In eerie synchrony each image unleashes a blizzard of cuts into the water elemental, moving faster than anyone should be able to.
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
Ah yes, shame.
Elemental Subtype:
An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.
An elemental has the following features.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.
Gilmork will step into the south-west part of the room and fire a single Arrow at either the water elemental that Silas just attacked or the other if the first one went down before he could fire.
Round 1
Silas goes full Ginsu on an elemental, dealing 37 damage!
Lucanor strikes the same elemental as Silas, dealing 11.
Gilmork fires his bow at the heavily wounded elemental, hitting for 10. The creature dissolves in a splash of water.
Jaxom begins a summoning spell.
Elemental screeches in Aquan and attacks 1d2 ⇒ 1 Lucanor 1d20 + 7 ⇒ (11) + 7 = 18 barely hitting the Inquisitor for 1d8 + 10 ⇒ (2) + 10 = 12
Hecktor smacks the elemental for 14.
Current Buffs:
Protection from Evil 5 mins Hecktor/Silas
Haste everyone 4 rounds
Mirror Image Silas 5 images
Bless 5 mins everyone
Magic Fang 5 mins Gilmork
Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22
Not to my knowledge, since Lucanor was occupying the square in front of me when i opened the map and posted. I didnt see Lucanor specifically post if he did move, only if, so i couldn't be sure.
Free action: stop inspire. 8/16 rounds used. The bonuses will linger for this round and the next one.
Swift action: Arcane Strike
Full attack: Haste, Inspire, Bless, Arcane Strike
Round 2
Silas deals 25 points of damage in a whirling blur of motion.
Luc steps around the elemental but misses his strike. He strikes again aith his hasted speed 1d20 + 8 ⇒ (8) + 8 = 16 but misses.
Gilmork fires and misses.
Jaxom finishes his summoning spell! The elemental attacks the other elemental, hitting for 6.
Elemental attacks Silas 1d20 + 7 ⇒ (7) + 7 = 14 but the mirrored images confuse the creature.
Another creature appears, it appears to be a batlike creature formed entirely of smoke! it drifts forward and attacks Silas 1d20 + 12 ⇒ (17) + 12 = 29Hitona1:1d6 ⇒ 3 but only manages to destroy an image.
Hecktor
Round 3
Silas
Luc
Gilmork
Jaxom
Elemental
Air creature
KN:Planes DC 16:
The creature is a Belker. Belkers are hateful elemental air creatures resembling fiends made of smoke. Xenophobic in the extreme, they see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory. Among their elemental kin, they especially hate djinn and jann. They tolerate air mephits, dust mephits, steam mephits, air elementals, and fire elementals, but given the choice, prefer the company of their own kind.
Belkers create no permanent lairs, but do claim and defend large territories from other living things, particularly areas ravaged by frequent storms, volcanic eruptions, hot springs, or forest fires. Some sages believe the belkers worship these dangerous natural phenomena; others speculate the elementals somehow feed on the unusual air from these sites. Still other scholars theorize that the reclusive beasts require the energy from these phenomena to feed or reproduce.
DR 5/ and can become gaseous as the spell at will.
Current Buffs:
Protection from Evil 5 mins Hecktor/Silas
Haste everyone 3 rounds
Mirror Image Silas 4 images
Bless 5 mins everyone
Magic Fang 5 mins Gilmork
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
Acrobatics:1d20 + 9 ⇒ (20) + 9 = 29
Silas startled by the smoky claw, yelps and on pure reflex tumbles under another claw strike, landing behind the smoky apparition.
Silas feints leaving the thing over extended and lunges forward and plunging one glowing sword into the heart of the smoke cloud!
Attack with Shadow:1d20 + 6 + 2 + 1 + 1 ⇒ (15) + 6 + 2 + 1 + 1 = 25Damage:1d6 + 6 + 2 + 2 ⇒ (1) + 6 + 2 + 2 = 11
Move Action: Silas uses acrobatics to duck and tumble behind the Belker.
Swift Action: Silas uses arcane strike
Standard Action: Attack - Inspire, Haste (+1 to hit), Bless, Arcane Strike
Next round Silas probably has to inspire again. Hecktor don't forget flanking bonus! :)
Indeed, thanks for the invite. I've gone and made up my alias, which caused me to have to change my last name from Stanford to Stamford. Not a big deal, but I kind of wish aliases weren't limited when others took them.
I've thrown my background into the alias profile, as well as the stats for both PC and steed. I've also tried to get some of the more frequently referenced stuff into my posts on a regular basis by putting it in with the race and class stuff. It's something I saw people doing in other PbPs and I thought it was handy. In my case, having two sets of vitals kinda clutters it up though, so if you want me to remove the vitals for the mount and just leave mine, then that's no problem at all.
@ Michael Keep the mount vitals muahaaahaha
@ Percival 1/2 price because we will consider them crafted. Also Doctor is a term, see Carrion Crown AP no problem with calling him doctor, however to denotes higher learning also, so there might be a social stigma with some people
1/2 price, naturally. Hmm I'll probably stick with Chirurgeon. One last question. How would you feel about allowing me to have my 2nd-level Chirurgeon ability at level 1? 'Ability to prepare Cure Wounds extracts as if had Infusion'. Basically means I can spend some of my 'spells' per day healing others. Otherwise I'm not much of a healer.
@ Percival, thats fine, but to compensate you will lose the Throw Anything feat until 2nd level. Essentially we are swapping those abilities. This makes you a more effective healer and less effective ranged attacker. Are you ok with this tradeoff?
Throw Anything (Ex)
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
You essentially will lose nothing. Your swapping the Infusion ability for Throw Anything. You will still get the feat at 2nd level. This will impact your offensive ability in that your bombs will only do 1d6 dmg, like alchemist fire. Its a costly tradeoff, but I think its fair since it makes you an effective healer at lvl 1.
Man, I feel like a total idiot. I didn't realize that the gameplay thread had actually started up because it wasn't showing me that there were new posts there. Sorry about that. I'll get something posted in there shortly.
Hoo, I'm hoping I'm not digging myself a money pit with this one.
Oh, and in case anyone is wondering, I'm basing my description of the Lumber Consortium on the Appalachian Coal Barons. Those guys would pay their workers in scrip, which was essentially company credit, and then house them in towns that they owned. So the workers would have their rent taken directly from their paycheck, and then all their groceries would be bought at a company store, which typically charged at least double the price for something as a non-company store. But because the workers didn't get paid in real cash, they could only shop at the company store because it was the only place that would accept scrip as payment. Then, when the miners tried to unionize, the coal barons hired private police forces to wreck the tent cities that they set up after being kicked out of the company housing. In a lot of cases, they even killed people. In one particular case, they dropped actual bombs from airplanes.
Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22
You might have ^^. The town probably has more people with kids. And those 20 could spread the word, alerting the in charge barons of your charity.......i see a scene coming up right there :D
Well, if it isn't obvious, Michael's supposed to be someone who hated the town he grew up in primarily because, in his youthful ignorance, he thought that everyone just rolled over for the Lumber Consortium. But after he left, and he grew up a little bit, he's learned that it isn't the people that he needs to blame but rather the Lumber Consortium who are taking advantage of the people. So he hates the Consortium. In his mind, he's trying to make things right because he believes he abandoned his friends and family by running away instead of staying and trying to change things. Maybe there's a bit of guilt involved because of his family getting sick.
I think he'd relish the chance to get in a brawl with a bunch of their goons over his charity.
Sorry for starting late, I didn't realise the campaign had started.
Short back story, Silas arrived in town after a long river journey a few days ago. He was recommended a place to eat by the Skipper. It seems the chef didn't like him since the fish he ordered was off, resulting in a nasty bout of food poisoning. Silas is recovering on his own although he feels wretched.
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
I'm new to Golorion but from what I've read I assume there's there's a certain amount of prejudice towards Variasians. Just like there is towards the romany people in the real world.
"Popular opinion holds that most Varisians are singers, storytellers, and thieves – rogues and bards, in other words"
"A traveler can sit down in any tavern in Golarion and overhear a story about the Varisisans – how they never build towns or sow crops, how they live in the wagons that carry them over the land, how they sing and dance for money, how they dress in bright colors and cover their bodies with jewelry and intricate tattoos, and how a Varisian once robbed someone’s uncle’s wife’s brother’s best friend in an elaborate scam."
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
I used herolab to make Silas' stat block. It says +8 for diplomacy but I think it should be +7 (1 skill point +3 class skill bonus +3 from charisma). I fix the stat block when I get home, probably spent 2 points on diplomacy by mistake.
+8 diplomacy is correct for you. Court bards get the Heraldic Expertise ability, which is where you're getting that extra +1 from.
PRD wrote:
Heraldic Expertise (Ex): A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
Hey guys a little background info on Falcon's Hollow in case you haven't read anything about it or are unaware. The following are the main factions, their alignment and their rivals.
Lumber Consortium LE (Thuldrin Kreed, Payden Teedum and allied lumberjacks/thugs. They are kinda like a crime family. )
Free Lumberjack Guild CN (Relatively new, a loose association of free lumberjacks opposed to the consortium's grip on the darkwood lumber trade, sort of leaderless at the moment,)
Sheriff Baleson and his Deputies LN (A force for law and order in the area. Outnumbered woefully by the corrupt Magistrate and Kreed)
Magistrate Vamros Harg NE (a power hungry halfling who runs the town alongside Kreed, but chafes under the Gavel's control)
Citizens of Falcon's Hollow N (poor folk who just want food on the table and peace)
I'm using a mechanic called reputation to show what influence your party has with each of the major factions. The reputation will also trigger events along the way if we continue past the first module into the second/third/fourth in the series.
Currently the party has begun to impress the Citizens with their generosity, wit and backbone. I'll post the reputation modifiers in the campaign info tab.
Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)
GM Niles wrote:
Hey guys a little background info on Falcon's Hollow in case you haven't read anything about it or are unaware. The following are the main factions, their alignment and their rivals.
Mmmm a few thoughts here
Quote:
Lumber Consortium LE (Thuldrin Kreed, Payden Teedum and allied lumberjacks/thugs. They are kinda like a crime family. )
Booo hisss!
Clearly the bad guys, but I get the feeling a group of first levelers won't be able to do much about them.
Yet.
Quote:
Free Lumberjack Guild CN (Relatively new, a loose association of free lumberjacks opposed to the consortium's grip on the darkwood lumber trade, sort of leaderless at the moment,)
Worth helping if for no other reason than weakening the consortium in a legitimate manner that might help people in the long term.
Quote:
Sheriff Baleson and his Deputies LN (A force for law and order in the area. Outnumbered woefully by the corrupt Magistrate and Kreed)
I get the feeling some of our methods might make the sheriff's teeth ache. But he's probably in a bad enough situation not to be too picky.
Quote:
Magistrate Vamros Harg NE (a power hungry halfling who runs the town alongside Kreed, but chafes under the Gavel's control)
Evil halflings are creepy, like mini-me with hair! We haven't seen his power locally yet so hard to say
Quote:
Citizens of Falcon's Hollow N (poor folk who just want food on the table and peace)
They seem to have little power, and little drive, so naturally they should be a priority ;) We're on a good start with them, and I have to admit, it's just not in Lucanor to be too hard on them at this point. They've got the short end of the stick and then some. With our local boy come back in our group, I'm petty sure we'll be knocking ourselves out for their sakes.
Citizens of Falcon's Hollow N (poor folk who just want food on the table and peace)
They seem to have little power, and little drive, so naturally they should be a priority ;) We're on a good start with them, and I have to admit, it's just not in Lucanor to be too hard on them at this point. They've got the short end of the stick and then some. With our local boy come back in our group, I'm petty sure we'll be knocking ourselves out for their sakes.
Yep. Until they show up with pitchforks and flaming brands =)
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
GM Niles wrote:
Free Lumberjack Guild CN (Relatively new, a loose association of free lumberjacks opposed to the consortium's grip on the darkwood lumber trade, sort of leaderless at the moment,)
It might be interesting to help them find a leader or even take over ourselves and steer them towards the light. People power!
Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22
Wow Silas, you make it sound like a simple corporate takeover. Those usually aren't clean :). Installing a proper non-corrupt would work too no? Ofcourse we haven't met the guy yet, but maybe the sherrif knows a capable clean person.
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
@Hecktor, a proper non-corrupt would be better aye, but perhaps the free guild is a starting point? Lets see what happens, it's early days.
@GM Niles
Court bards trade away bardic knowledge for Heraldic Expertise, still that may suffice here. If Silas does know anything relevant it might be nice for him to remember a few lyrics from a song or a line from a play.
Heraldic Expertise (Ex):
A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks (minimum +1). Once per day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.
Edit: One other thing, I realize I've not spent any skill points on knowledge skills a bit of an oversight, would you mind if I shift one point from acrobatics to knowledge(history)?
Male Human (Chelaxian ethnicity) Inquisitor-8 (Current HP 53/61)
I agree, the Free Lumberjack Guild is going to be in for one hell of a fight, at least from what little I know of monopolies and the like in real world history.
Quote:
There are of course "hidden" factions that you will discover during the course of the campaign.
Well, the local priestess of Iomedae has certainly caught Lucanor's interest. She does seem a good woman to want to help stop the plague, but Lucanor is a bit amused at what she seemed to hint at. Normally it's the Inquisitors who do the dirty work, the clerics are supposed to be higher minded than that :)
That said, she seems alright, just a bit tense and desperate to get the faith rolling :) Lucanor will probably be in her corner more than she realizes. Though he's so tempted to go 'boo!' at least once.
Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22
Niles, flavourwise, i'd like to add Hecktor's deity. (he's no cleric, but can pray to) Erastil. [god of farmers and hunters]For some reason adding a bit to his background would be neat.
Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22
I think i'm going to laugh at the situation between myself and Gared.
I haven't named him anything, nor drawn a weapon, been polite and he's not cutting me slack. :)
Let's see how long this'll last till the misunderstanding is cleared up.
And here I was hoping to get a chance to grapple another PC. Put Gared in a surprise headlock when he walks in, pin him, and make him say "uncle." But nope, had to come in all "I recognize you..."
Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22
Michael, who knows, maybe you'll get to headlock some1 in this campaign regardless.
Since it's cleared concerning introductions,
I'm curious to see how this thing goes between Gared and Hecktor.
Hecktor didn't have anything against the guy to start with.
Yea, but he's also a 7-foot tall giant of a man, standing outside the local herbalist, while a massive crowd of sick people are standing outside because we just bought our way to the front of the line. You weren't exactly in an inconspicuous position.
To be fair, I suppose I set you up for that one a little bit.
Male retired & married fighter Fighter 8 HP 82/82 F+10/R+6/W+4 30ft AC24/14/22
6.7 ft, you'll make everybody dwarfed by making me 7ft. ^^
Doesn't matter, i've been to china so i know the feeling :D. irl i'm also 2.03mtr =6.7 ft, the average chinese didn't get above my shoulder.
But you chose well, i believe i'm the only other one with having ranks in animal handling. :) No sweat there.
But i'll have to come up with a few good lines to remove the tension Gared has towards me.
Honestly, I wasn't even thinking about handle animal checks. The way I thought it out was like this - I've got to pay the lady for these people outside and Percival and Lucanor can help treat people, so they should come inside. Hecktor is just here for whatever reason, but he's a lawman, so he can stay outside and make sure things don't get out of hand. And Silas, he's got an upset stomach so I'll tell him to wait outside too. Because really? A stomach ache in the middle of a plague, and you want medical treatment? Yea, no, you can stay outside too.
I'm trying to avoid looking at people's stats and to just think things out in-character. Which has been surprisingly easy so far. The hardest part has been trying to keep a consistent writing style for Michael's speech.
Male Varisian Bard 8 | HP 54 | AC 22(27/17/25) (15t 20ff)| +5(7) fort +10(13) ref +7(9) will | +8 init +10 perc | Resource Tracker
I've had a brief look at stats but I figure the fluff is more interesting than the crunch for a pbp, given the pace. Normally at a table there isn't time to explore a characters past and motivations.
I'm enjoying it more than pretty much any tabletop game I've had in the last two years. My current group just does not get into roleplaying at all, which is kinda why I stopped playing with them for the most part.
This feels a lot more like when I was playing a really roleplay-intensive MUD back in high school. And I'm loving it.