A week and a half? Ouch. I won't let that happen. I just know that healing is one of Raziel's specialties, and I'd like to give him a chance to do this thing. In the meantime...
Almar:
The creature moved faster than you could bring your pistol free of its holster. One moment the halfling was standing in place, accosting the party. The next, some abomination was upon you, striking your chest just so, stilling your heart. You do not remember the feeling, but that hardly matters. You are somewhere else now.
You stand in a filthy cell, rusted iron bars all around you, forming a tight cage. A single lanterns hangs above, squeaking as it rocks back and forth slowly. From the edge of the darkness, a shape comes. It is the creature from the swamp; though you saw it for only a split second, every detail is familiar to you. The hairless, leathery biped has a face dominated by grotesque and unsettling whorls and slits instead of actual features. It walks into your prison, its form splitting and then merging once again as it passes directly through the bars. The creature's skin ripples, and it suddenly becomes the man in black. He laughs in your face, his open mouth a black void, sinister and alien.
You reach for your weapon, but it does not rest at your hip. You look down and realize that you wear only tattered rags. Your eyes dart back up to the man and find him gone. You are hardly alone, though. A score of candles shine from beyond your cell in all directions, illuminating faces in the dark. You turn in a circle as you scan them, and you begin to recognize some of the men as members of the Carrion Crows. The glassy stare of their dead eyes seems to penetrate you, but it is the gaze of Koras that sickens you to your core. He is among them.
Inspecting the room more thoroughly, Sorin finds a recessed staircase that he originally overlooked. It is particularly narrow, and cluttered with debris. Whatever struggle happened here seems to have found its way upstairs. At the base of the stairs is a broken flower pot. The plant that it held lies beside it, still living. A Knowledge (Nature) check might tell you how long it has been out of the soil.
Also in the front room are three doors. The rightmost is ajar and a dripping sound comes from within. The middle door has a few loose feathers directly in front of it. On the other side of the bench stands the third door, which doesn't seem particularly noteworthy beyond the fact that it appears sturdier than the others at a glance.
Raziel hurries over to Almar. He invokes Sarenrae's power, and a glow fills his hand, which he places over Almar's wound.
Then he prays, and again Alomar receives Sarenrae's healing. But Almar's wound still looks serious, so Raziel prays over him again.
Spoiler:
First, Raziel will use his Rebuke Death power, then he will cast his Cure Light Wounds.
Rebuke Death: 1d4 ⇒ 1
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Boy, the dice don't like Almar. Let's try another CLW. I'll use the Shield of Faith to power the spell.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
That's better.
I'll assume Raziel got to Almar on what would have been the first round. That means he's at -2 hit points (after losing 1 additional HP on his turn), so 11 points of healing puts him at 9 hit points.
Almar's heart had stopped, but Raziel's touch starts it beating again.
Almar:
Every candle is extinguished at once along with the lantern above. Total darkness surrounds you.
Your eyes snap open. You're back in the swamp. Raziel Holhiem kneels over you.
This appears to be a dining room. A large, low wooden table sits in the middle of the room. An overturned basin lies on the table's edge, droplets of water still trickle from it and travel down onto the floor. A single chair lies underneath, knocked aside. In the corner is a wood-burning stove. The stack of wood next to it has been upset, and short logs litter the floor.
There is another door to your right. It hangs open, and food debris seems to spill out from it.
Lisabett stiffens, her filthy hands gripping at nothing. She wishes to move up and provide for Sorin aide, but as Brother Holheim's efforts with Alamar continue I imagine it takes several rounds for the priest to get the gunslinger on his feet she is unable to look away fully.
"Sorin, what do you see?" Lisabett inquires again, her musical Skald accent heavy under duress. "Have you discovered Master Proudstump?"
Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3
"No," Sorin shouts so she can hear, "but the house is a goodly size, it may take a little while to explore it all. There's an upstairs as well. Whatever struggle initially took place here either began or ended there."
Sorin walks over to the door on the right, expecting it to be a small pantry of some kind, and examines it more closely. "Is Almar okay? I could use a hand in here."
"Holy hell! What..." as the gunslinger is cured he almost jumps on Raziel at the shock of his near death experience.
Almar needs a few seconds to understand what happened, then he stands:"Thanks Raziel, I tought this was it for me but you saved me. I was expecting something but that creature was way too quick... I take from the fact we are still breathing you dealt with it though?"
Almar will move cautiously towards the door with the others as soon as possible
Lisabett's eyes widen and she cringes when Sorin so casually mentions that Alamar is indisposed, as she was being so careful to skirt around the issue to any who might have been listening to their conversation, but deflates with a sigh when she sees Alamar spring to life.
"Aye, Sorin, they will be joining us momentarily," Lisabett replies.
When Alamar and Brother Holheim approach, she gives the guardsman a smile. "I am... relieved that you are well, Almar. Please, if you may assist Sorin with his search, I will remain without as a sentry," she says. "My eyes are not particularly suited for searching, but I should be able to forestall an attack from without should one be forthcoming."
"And what if some creature just as speedy overcomes you, Lisabett?" Raziel inquires. "Best that we should stay together, lest one of us fall to another of those creatures, and it assumes our likeness."
Raziel replays the short action in his head. It had happened so fast, even with the group of them expecting attack. If not for Sorin...
And now Sorin is out of sight, although he sounds alright.
He peers out into the swamp again, before turning back to enter the house... after Lisabett.
Raziel doesn't want people splitting up. He's a bit worried that Sorin is out of sight, and doesn't want Lisabett alone either. If Lisabett stays outside, so will he.
The other door in the dining room does indeed open into a pantry. Foodstuffs are strewn about and crushed. Something tore through here ferociously, and not more than a few days ago; the greens stored here are still fresh.
Almar walks through the door into the front room. He sees Sorin to his right, examining another room. Two other doors face him, as well as a compact staircase in the corner.
Lisabett regards Brother Holheim for a moment, puzzling, then nods. "I had not considered that possibility," she admits softly. "Perhaps if we both enter and close the door after ourselves?" she suggests. "We may hope that this door will stave off an assault while we prepare ourselves to meet any that intend to harm us."
Lisabett moves into the house finally, and after Brother Holheim enters, closes the door after them. If it is possible, she will bar it with a javelin to maintain their security.
The door has a place for heavy board to be lain across it, but whatever may have been used to bar it is nowhere to be found. Lisabett slides the javelin into place. It will suffice for the time being.
What are Lisabett and Raziel able to see at this time, without perception checks? I don't wish to meta or make you go through the description again, if it is not necessary.
You can see the three doors in the main room (the one Sorin went through is open, the other two are closed), and the staircase. Though the latter is almost concealed, Sorin mentioned that it was there, so it's easy enough to find.
Alazandaru:
Assuming you're back today (or near today), I thought I'd provide a link to the last spoilered post I had for you. We can continue from that point in spoilers until you're caught up.
Lisabett does not drop her stiff air of protection as she strides coolly into the main room and approaches the staircase. She looks about her, placing her feet carefully as she walks.
Sign of struggle, she muses as she advances. Aye, likely the demon came upon the resident within, and the Warden fought to protect his shelter. If the Warden yet lives...
Lisabett survival (to track the any signs of struggle through the house)1d20 + 4 ⇒ (13) + 4 = 17
Lisabett notices a plant lying at the foot of the stairs, loose from its broken pot. She scans the staircase, one step at a time, trying to make sense of what happened. Up near the bend in the stairs, there is a single, upright pot. Perhaps somebody had knocked the other ones onto the stairs to complicate chase.
Lisabett pauses and looks to and calls down to her companions. "I believe that Master Proudstump lives.
"Master Proudstump?" Lisabett inquires. "Master Proudstump, myself and my companions mean you no harm. You would not recognize my voice, I am certain, but Brother Holheim of the cathedral at Sandpoint and Sorin Nicusor have accompanied me here. If you've need of their assistance, please make yourself known to us."
There is no response. You wait for several moments, trying to focus on the tiniest noise, but there is nothing except the wind outside. You concentrate again, thinking you might hear something, but you are reminded that an old house is full of creaks and groans. It is impossible for you to discern anything.
And then there is the sound of a sob, and you notice a frightened pair of eyes at the top of the stairs, peering down at you. The halfling's face is red, and his cheeks are wet with tears.
"Either there's more of 'em and I be doomed either way, or you're near the sweetest sight I ever seen."
Almar entered the house armed and determined to avoid another attack and the one that almost felled him, seeing the halfling the gunslinger keeps his distance and keeps his guard very high:"So you would be mr Proudstomp, the owner of this place, right? I'm asking because something wearing your face almost gutted me downstairs before my companions here dealt with him... so there's any way you can prove you are who you are? You'll escuse me but I'm not in a trusting mood at the moment"
Lisabett bites her lip when Alamar responds to the Warden's words with aggression. A cool chill runs through her that causes her to clench her filth slick hands on reflex, but she cannot ignore and will not rebuke the guardsman's caution.
"I am called Lisabett. I've no intention of harming you, Master," Lisabett assures the halfling. "Your home shows every indication that you fought valiantly against the demon, and I applaud your efforts to protect your shelter from an assault from without.
"We are no thieves to assault you when you are at your weakest. Would you join us below so that we might resolve the issue of your identity peacefully?" Lisabett suggests pointedly.
"Sorry for this here show." The halfling indicates his face as he wipes tears from his puffy eyes. "Amazin' what bein' trapped in one's own home does to one's mind." His expression sobers. "And it's amazin' what being holed up prayin' will do for one's trust too, for yesterday morn, before all this, I was like to trust as little as possible, so I understand ya. If you're after a paper that'll say who I be, I got nothin' but a faded deed to this place. What I do got is Brinestump Marsh, and I'll tell ya, nobody knows it better'n Walthus Proudstump, ai."
He begins to cautiously walk down the stairs, hands raised, all the while eyeing Almar's drawn pistol. He steps with a heavy limp; he is clearly wounded. "I want to believe your kindness, miss, which I suppose is good 'cause it seems I ain't got much choice. You want to figure out who I be? I yield to whatever ya got in mind. Only tell me...ya say the creature's dealt with. What do ya mean? Is the damn thing dead?"
Almar:
You notice nothing suspicious about the halfling. He seems to be sincere.
Lisabett descends the stair behind the creature identifying himself as Walthus Proudstump, gesturing to Alamar with a nod she hopes communicates that she is ready to attack this creature should he attempt any hostilities.
"Aye, Master Proudstump. Your own Sorin felled the creature in an impressive display of heroism, and after it melted into so much filth," Lisabett glances mournfully on her stained hands.
Coming down from the adrenaline of battle, and seeing her companion laid low, Lisabett trains her mind to recall details of the encounter. The creature that had posed as Walthus Proudstump had reacted when Lisabett had cast spells! Lisabett gives a firm nod to Alamar, and begins flowing through the somatic forms of her magic, her frost laden breath misting on the air before her. From her position behind the halfling, she begins casting Detect Magic in Skald, lest he recognize the language and concentrates on his person.
Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3
When Sorin first hears the halfling's reply he is surprised. He lives? A blessing surely but I thought the creature would have certainly killed him. Perhaps it needed him alive...
Sorin walks to the base of the staircase nad looks up at the halfling. "Greetings sir, I am Sorin Nicusor, servent of Shelyn. As to your initial guess, the second one was correct." He smiles broadly.
"Please tell me sir, how long had that creature kept you imprisoned for? What did it want?" Still smiling, Sorin brings up Detect Evil. He's not expecting to detect anything but he wasn't expecting that the creature to leave anyone alive either.
Almar silently follows the Halfling and his companions with his gun still out of its holster but a little reassured by "proustump" apparent meekness. "He seems to be an honest to the gods halfling... bbt the other one seemed one too, untill his skin rippled and he gutted me..."
You detect no evil originating from the halfling, or anywhere else in the house.
Lisabett:
The cloak draped across the halfling's shoulders is magical. Nothing else in the area appears to be.
"So it's dead then. Thank Desna...and...ummm...Shelyn too. And thanks to ya too, kind Sorin. And the rest of ya." The halfling reaches the bottom of the stairs, but he winces in pain and sits on the lowest step. "It came upon me late yesterday afternoon, as I was tendin' my garden. Now I be decent in a scrap, but I didn't see it comin', so it had me in a bad place right off. I hurt it though. Me and the snakes. They're dead, for sure. The creature didn't care for them one bit, squealin' some horrid noise as they were sinkin' their fangs in. While it was distracted, I made for my upstairs room. It's hidden."
"Been up there since, listening to the beast thrash and rage below, maybe lookin' for me. Been lickin' my wounds so to speak. Been sure of my death until just now." He gets emotional again. "Sorry. I don't do this. I just..." His voice trails off.
Lisabett ceases concentrating on her detect magic spell and sinks down on the stairs behind Warden Proudstump.
"If he were one of those creatures from without, it is likely he would have attacked had he recognized that I was casting a spell," Lisabett says over his shoulder, addressing Alamar. She softens her tone and smiles at the weakened Warden. "Master, might you have a basin so I can wash the creatures filth from me? If you would like, I will assist you with attending your pets."
"Of course. In the dining room. Behind ya. While you're in there, maybe bring me the bottle of brown liquid that lies just inside the pantry? Potion of sorts." Walthus Proudstump spits to his right and makes no effort to clean the spittle off the floorboards.
"Now I been still for your investigatin', so maybe it be my turn to ask. What business do ya got in Brinestump, ai?"
Got internet sorted today; I don't really mind you just narrating what happens after Shalelu finds Alazandaru I suspect it will be easier and allow a faster catch up with the group. That and even though I have internet now i've just moved to a new country so catching up with many spoilered posts might be difficult.
Right on. Congrats on your move. That's always an exciting time, but I imagine that relocating internationally is especially so.
"We will make camp within a small grove near the bluff." Shalelu does not turn to meet your eyes as the two of you climb the rocky trail you descended not an hour ago. When you reach the top, you see that Berev has gone, but the other two horses remain. Shalelu says nothing as she approaches and takes the both of them by the bridle.
You walk with her to a nearby clearing and watch as she builds a fire. She does not ask for help. She does not say anything. Only when the burning logs have begun to spit embers into the night air does she acknowledge your presence.
"I do not guess at your purpose in the swamp, but whatever your plans, you will agree they went awry. You have learned, at the cost of a life, that Brinestump Marsh is no place for cowards. And yet, you are not one. Your eyes are fierce, and I can hear your heartbeat from here; it is not a fearful one."
She tilts her head, as if listening. Her gaze stays on you, and her eyes are bright through the firelight. She stands suddenly. "There are matters that must be attended to in the shadows cast by the moon. You may not follow me, but you are free to enjoy my fire. This camp is safe. Come the morrow, your path is your own." Without another word, she slips silently off into the darkness.
You awake the next morning to find the fire doused. The horses are gone as well, and there is no sign of Shalelu.
You lift yourself to your feet and silently step through the trees, eventually finding your way back to the road within sight of the bluff. There, at the northern end, are four people beginning their descent into the swamp. The golden hair of of one of the men is striking even from this distance, as is the glint of the sunlight on his armor. Sorin. And the priest, Raziel, behind him. The two strangers accompany them.
Lisabett gives a cheery smile, displaying her dimples and nods, rising and brushing passed the halfling. She is somewhat dismayed by the devastation in the dinning room, but grateful to be able to wash the demon's filth from her hands. They are fairly trembling with her efforts to get the stain off, and she recognizes that she is trembling as well. Watching Alamar fall was a blow she had not prepared herself for. Always in the back of a warrior's mind there is the possibility that one's companions will join their ancestors on the field of battle, but... to be laid low by a demon that assumed faces and deceived?
Lisabett remains at the basin for a few moments more, attempting to compose herself, then goes to collect the bottle that Master Proudstump indicated. Potion of sorts, he had said... Lisabett opens the bottle and smells the contents
Lisabett Perception1d20 ⇒ 20
and will confirm with Brother Holheim whether or not Master Proudstump should be consuming them before she hands the bottle over.
"I had considered you may wish to monitor his diet, since he is clearly unwell," she says. "He called this a potion."
Lisabett easily finds the basin, but it is overturned. Checking the pantry, however, she finds a store of fresh water and washes the filth from her hands. Strangely, it seems to dissolve as soon as it leaves her skin. She finds the brown "potion" easily. It has no label, but it seems to Lisabett and Raziel both that it is alcoholic rather than magical.
The halfling whimpers. "But that is what's best connected to my wellness, ai."
Alazandaru:
You follow after them, quietly but quickly. By the time you descend the path they took, however, there is little sign of them. You come to a bridge and cross it warily, watching the rushing water beneath the creaking boards.
Suddenly, you hear a horrific scream, and you feel as if needles pierce your ear drums. The cry fades as quickly as it sounds, but the disturbing memory of it is etched into you mind. Your head begins to throb. It came from ahead on the path.
You proceed carefully, but not without haste, and after a few minutes, you come to a weather-beaten, sagging house. The door is closed, but voices come from within.
Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3
Sorin grabs the bottle from whoever's holding it and opens it. "You know, brewing and fermenting can be seen as kind of art; at least, that what many of the dwarves I've talked to have said."
Sorin talks a hefty gulp. There's a brief pause before Sorin's face seems to go slightly white and his right eyelid to twitches a few times. "Ah...that's an...*cough*...interesting...technique. *cough*" He hands the bottle to the halfling. "I'll leave your "medicine" to you but remember, some cures can be worse than the disease."
"Warden Proudstump, I hate to pester you after you've been through an ordeal but we were sent to gain information regarding the current goblin menace. The townsfolk and sheriff grow more concerned by the day. We were led to believe that you might posses important information in this regard. Can you help?"
Almar stays silent considering the interior of the hose. After a while, when convinced about Proudstump, he adresses the halfling directly: "So tell me, mr Proudstump, was this the first time you met the particular horror that attacked you? Any chance we need to face others of its kind? And I'm sorry to have to ask this after the traumatic experience you underwent, but we are actually here to collect information about the goblin tribes of the Brinestump. Apparently they are armed with dangerous weapons and are attacking caravans in a particularly bold fashion. As you may immagine the town of Sandpoint isn't thrilled about this and sent us to deal with the pests. Once and for all. So if you can give us any help, it would really be appreciated".
Started writing before I saw sorin's post. I think we may reinforce each other questions. As a side note, is the exp being recorded only by the DM at the moment?
Lisabett retreats to a position from which she can see the outside, and the party, assuming the air of a sentry. If there is a window she can look out of and out into the swamp and see whomever might approach the door, she will attempt to conceal herself beside it so that she will not be seen from the outside.
Lisabett Stealth1d20 + 1 ⇒ (4) + 1 = 5
"I have two questions, Master Proudstump," she says from this position. "Have you seen the party of mercenaries that proceeded us, and what immediate dangers lie to the south?"
"Asking questions to an injured halfling while trying to spy out of a window AND concealing herself... very... cute I guess" thinks Almar while considering Lisbet's strange actions.
I am tracking experience separately. I plan on telling you when you level, if that's all right with everybody.
Alazandaru:
Lisabett is looking out the window. Are you attempting to hide? If so, I'll need a Stealth check to oppose her Perception. In any case, you can use Perception to try to spot her (5 total on her Stealth).
"There's a little swampwater in that brandy. Brandy kills the algae in the swampwater, and the swampwater takes the edge off the brandy." Walthus takes a deep swig from the bottle. "Aaaaaahhh. Thinkin' there was a minnow in that gulp."
"As for the creature, I never seen anythin' like it, but I got a good idea of where it came from. There's a witch makes her home in the south of Brinestump Marsh. We leave each other be, but she has all kinds of strange under that roof of hers. Thinkin' on it, I ain't seen her for a time."
"But you're here for goblins, and I ain't surprised. Been makin' quite a ruckus of late. They ain't fond of me, but neither are they fond of snakes, and they stay away from here, knowin' I have a'plenty. Or I did. I should check and see if any survived. Anyhow, you'll find the goblin village to the south of here, at the end of what ya Sandpoint folk call the Old Fish Trail. I be on the New Fish Trail, they say. Ain't many fish around of late, though."
"Mercenaries? Can't say as I've seen any. Don't usually get sought out myself, though, so that might not mean a thing. Dangers, though, seen a'plenty of them, ai. Folk say there is a monster in the waters here, and I be thinkin' they're right, though I never seen it yet. Probably Old Megus is behind that. You'd have to ask her, though. She ain't real nice though."
"Oh, and there are some shipwrecks in the mire. Been there for years, but don't ya be goin' near them. Somethin' evil about them, likewise the cave to the south. Ya stand near and listen close, ya hear the whispers of the dead. I stay away and always have. Some parts of Brinestump it ain't worth bein' warden of, ai."
And now I'm back in the States. This traveling long distances isn't easy.
Raziel listens to the talk about the swamp and where the creatures in it may reside. 'Goblins may be our main concern,' he thinks, 'But there are many other things here we have to watch out for.'
Thank you for the information, Master Proudstump," he says after the halfling has informed them of what may lie ahead. "Would the best path to the goblins be to retrace our steps and try the Old Fish Trail, or is there a path from here we could take?"
Lisabett retains her place beside the window. At the mention of the witch in the swamps, she inhales sharply, and her exhale frosts the surface of the window.
Not far enough south for my tastes, she muses, her eyes narrowing. Her fingers curl as they are want to about her spear, inured to holding it in the most inclement of weather, as an icy spike of fear trails down her spine. That creature recognized me, if he were a servant of this witch, very like she could as well...
"Megus is the name of this witch, this mother of monsters?" Lisabett asks, her musical tone hard. And her home lies to the south...
Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3
"So the fishermen were right about a monster," Sorin muses.
"I've sometimes heard that creature such as goblins can be attracted to areas or people of fell power. Perhaps the close proximity of the goblins, the witch, the cave and shipwrecks are not a coincidence."
There's certainly more going on in this swamp than I ever knew...
"Warden Proudstump, we should probably be departing soon and I realise that you might be loathe to leave your home but, for your own safety, might it not be best if you returned to town for the time being? At the very least, I'm sure the Sheriff would like to hear the tale of what has happened here."
"Know you Irrisen, Brother?" Lisabett responds, stiffening. "Once her lands were ours, until Lamashtu, mother of monsters bestowed on Baba Yaga the power to enslave our people, and corrupt their hearts.
"Every child in my lands is taught to fear witches. They and their monsters don the skins of men, and lure children from their homes and devour them."
Lisabett looks up from her sentry at the window and into Brother Holheim's eyes. "If this witch can commune with her brood, she likely is aware of my presence, now. If she be our enemy, my presence could compromise our mission."
She looks to the others in turn, and her breath escapes in a misting cloud. "When I dragged that demon to the swamps, it became one with the water, as though it were born from it and were returning," she observes. "If this witch has the ability to carve monsters from the very swamps, we can expect more of these creatures."
Edit: Forgot my manners. Welcome back, Raziel. And Alamar, I know my sorc is cute :P
"I have heard of Irrisen, Lisabett. I also know that it lies a distance to the north, and that not all who are named witches are in league with Baba Yaga," Raziel comments. "But you plainly fear that the witch is after you, and not us. Is there some reason for this, or do all witches hate the Ulfen so much that their very presence make even more a danger to us?"
Lisabett pales under Brother Holheim's interrogation and jerks her head to continue looking out the window, seeking to avoid being confronted by the priest directly. "The demon recognized my spell casting, first from within the house when I protected myself, and again when I cast to identify his illusion," she states. "It would have attacked me if Alamar had not stood between us, and Sorin cut it down with his second blow. Its actions are evidence of sentience and purpose. Ignorance of its origins and its motives is..." Lisabett trails and exhales, frightening! "unnerving."
"I'm sure half the people in Sandpoint could recognize spell casting, and Sorin stood before you with Almar off to the side," Raziel replies. "And Almar had called it out as not being Master Proudstump. In fact, it ignored Sorin and you to attack Almar directly."
"There is more to this than you are saying, that is plain. But we came here to deal with goblins, and not to question you. We will just have to keep extra alert for other dangers, that is all."
"So, what should be our course now? Directly to the goblins, or rest to renew our magics?"
Lisabett continues staring out the window. "I have a great many magics still in my possession, but will yield to your wisdom, Brother Holheim," she announces. "I would not like to see another fall for my folly."
"Appreciate your concern, friend, but my home is here, and here I'll stay. And I never be readin' into coincidence. Some forgotten things get stuck in a swamp is all. Goblins been doin' a bit of remindin' of late, though, and you want to beat them back down. Well, you won't be hearin' objections from me. Do as ya like in Brinestump. Ya got the warden's blessin'!"
Walthus Proudstump stands. "But beyond any of that, there is the small matter of a debt. Ya see, I owe ya my life. For that, my roof is always yours. Ya can stay here long as ya like, whether you're investigatin' the marsh or not." The halfling unfastens the cloak from his shoulders. "What's more, I want ya to have this. It ain't much, but it ain't nothin' neither. It'll protect ya." He folds it and hands it to Sorin. "Don't much care who of ya wears it, but I be insistin' that ya take it. Won't hear a 'no' on that, ai."
Hello everybody, and welcome to Jade Regent! This was a tough selection process, but I feel that we've got an interesting spread of characters and backgrounds. You may have noticed that two of your characters seek the affection of Ameiko. I am very curious to see how that will play out, particularly because of the contrast between our paladin and rogue.
But there's time for all that later. For the time being, please check in so I know you're aware that you've been selected.
Also, if you have not already created an alias for your character, please do so.
Question for the GM. How early would you like us to submit our proposal for which spot in the caravan we are going to occupy? As spellcasters, Lisabett and Raziel are about equal on the slots that we can choose, or are we not going to worry about those roles until it is relevant?
That's a great question. It won't be immediately relevant, but you are welcome to start discussing it now. It would be good to get a sense of what role people might want to play in the caravan.
I can see Lisabett taking on either the role as spellcaster or trader. I imagine that she will see some manner of... blossoming in her social role before the caravan leaves, and might be eager to meet more and varied people along the path.
I find the lack of fetish-tastic art available for tattooed blond fantasy females disturbing, as visual cues help me to identify with a character. I based Lisabett on a "Aztec" warrior lady with a spear, but the bust department is censor worthy...
Reading over the rules again - should we create a section on our character sheets for keeping track of what our current relationship score with each NPC is? Are we expected to engage each of the NPCs in a relationship, or just that which falls under our campaign trait? Would you like to know what manner of relationship we see ourselves having with the other three NPCs?
Hmm, I am pretty sure I had another relevant question, but I just drew a blank.
Ah yes, the Caravan. When we get to it, I assume that it is going to be a good deal of work to assign and manage all the number of intricate things like what manner of wagons we are buying, inventory and what not together. Is this something we should elect one player or volunteer to manage?
Edit: Is there any way I can improve upon my character sheet, or any manner of change that you would like me to make so that it would be more accessible to you?
If you'd like to keep track of your relationship score on your sheet, you are welcome to do so, but I was intending to track those myself. The NPCs you are respectively connected to via your campaign traits are meant to give you a firm hook in the trajectory of the campaign. Your evolving relationships are, by no means, permanently tied to them. It's entirely possible, for example, that over the course of the game, Ameiko might fall for Raziel or Almar, even though they did not select her with the Childhood Crush trait (as did Alezandru and Sorin). That said, I plan to cater to what my players want out of the game, and characters who have feelings for an NPC will likely receive more opportunities to act upon said feelings than will other party members. It's simply that I have learned to never say never.
As for caravan management, I will do some of it (I feel that as GM, I should be aware of just about everything the players are doing, on some level), but I leave it up to you all whether you want to assign a single person to manage it or if you want to do it by committee. It makes no difference to me (I think either method can be viable).
Your character sheet looks good for now, Lisabett. I will look over all sheets over the next few days (as we're preparing to begin the campaign) and will let you know of any improvements I might suggest.
Sorry if I'm asking too many questions too quickly. I'm in the process of setting up a Kingmaker game for some fine fellows I met on these boards, and I know that as a GM they ask me stuff I haven't even thought of yet, so I am trying to preempt at this stage to save myself grief later. I find I get more organized the older I get, even if my attention is still somewhat scattered.
I always appreciate questions. I have GM'd for years, and throughout that time, I am constantly surprised by things I've never thought of. Additionally, I am still fairly new to play-by-post GMing and am always open to criticism, suggestions and (most of all) questions. Ask away. I will address all inquiries as best I can.
Ah, another important question: What is your view on what has been termed the "magic mart" effect of adventurers getting too much magical loot? We're going to be trading along the way to our destination, I gather, since we are traveling by caravan, does the AP take heroes needing gear into account?
What about crafting magical items? Will it be possible during overland travel? Or are you inclined to discourage it for the sake of maintaining balance?
I have been among groups where the arcanist is strictly a crafter for the sake of keeping the party in the greatest amount of magical gear. As a sorceress, I will have less feats and spells to work with on the whole, but Raziel is a prepared spellcaster and may wish to know as well.
Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3
Stopping in to say hi to everyone.
Mechanically, this is how I built Sorin and where I see him going:
Combat-wise he was designed around the idea of using the glaive at reach and gaining AoO against foes who try to close and then backing off and forcing them to do it again. Where this isn't practical (enclosed areas) or a more defensive situation arises, he'll use hammer and shield instead.
Feat wise he'll probably take at least one to boost the number of AoO's he can take or make them more effective. Aside from that, there are a number of options; have to see how things play out.
Skill wise, one point every level will go into Diplomacy as he'd rather negotiate before fighting. Points will go into his Perform skills as well.
As a side note, his archetype replaces the spellcasting he would normally get so he'll never be casting spells.
Right now, the only caravan duties he can take (apart from the ones everyone can do) is guard and trader. By level 2, he'll be able to do at least entertainer as well
DM Hamied:
I've got a couple ideas where to go with the Childhood Crush thing but I wanted to think about it a little more and then run it by you for ideas.
Secondly, I went to GenCon this year and a friend picked up a Harrow Deck at the Paizo booth for me. I actually think its kind of interesting and, as a Varisian, it would make sense for me culturally to seek out a reading before we left (though you'd have to interpret the results; it would be very vague if I had to do it); is that a possibility?. I even thought about starting out with a Harrow deck since it requires no skill or feat to do a reading but I was afraid it might bog things down if people asked for readings too often plus they cost 100gp to buy anyways.
It's hard to say how later chapters of the AP will deal with loot, but I always modify treasure parcels to accommodate my players. Item creation amidst rigorous travel would be difficult, but (without saying too much) the caravan does make periodic stops. I wouldn't think focusing on crafting would get much more in the way of things than in your average game. I won't discourage it, though I reserve the right to bump up the CR of encounters...
:)
Sir Jolt:
I like the idea. Will the Harrow Deck rules in the Inner Sea World Guide be sufficient for me giving an interpretation?
Okie. Well, I wasn't planning on crafting with Lisabett, but I figured I should ask anyway, just in case.
Welcome, Sorin. My husband played a Samuraladunk (Samurai flavored paladin/monk) in Serpent Skull who was a Warrior of the Holy Light. Was pretty neat, I thought. I am looking forward to seeing a paladin of Shelyn in play, since they're incredibly rare.
I'm sorry to hear that, AK. Take as much time as you need.
I've got to head to bed, but I'll post some more information tomorrow, mostly detailing how I'd like to handle a few things in game. Since I am sure you are curious about the start date, however, I will say that I'm shooting for Wednesday.
Ok about the caravan role. I think I could take the role of a scout too if needed (survival check +4), I'll do whatever we think is needed the most. Btw can you see my character sheet? I've had problems in other games so I'd like to confirm people can see it.
For DM Hamied:
As for equipment, I find gunslinger a class who really depends on equipment, so any help in that department would really be appreciated. Personally I'll be saving for an alkenstar revolver (IF it can be found), because the cost and the problems of recharging a pistol are quite annoying at low levels (for example I'had to invest 70% of my starting 175gp in powder and bullets, and I have 10 of them)
DM Hamied:
How do you feel about players including background NPCs as flavor in their posts? My RotRL character basically kicked off our social RP at the Swallowtail festival by assisting some children in their play by using prestidigitation to create a really minor illusion of a dragon to slay. Lisabett might pick up and carry a tired child on her back, or teach a group of them how to navigate by the stars some evening. I shouldn't think any of these will be named NPCs but since they are your domain, I thought that I would ask.
I will get my sheet updated later today to include encumbrance with my equipment and what measure of starting gold I did not spend.
I'm not going to worry about caravan roles quite yet, unless I have to.
I see that more than one PC can fill a role, and can fill different roles on diferent days.
And while I didn't build Raziel with caravan duties in mind, I do always figure that the first 3 levels are for fill-in of skills that you should have, but don't because you don't start out with enough points. For Raziel, that would include Alchemy (for potions), Heal (somehow it awlays ends up being a fill-in for me when playing someone who heals), and Knowledge and Linguist skills.
I can see your character sheet just fine. And don't worry about equipment. I will make sure you have the opportunity to improve your gear, both through what is available for purchase and what you might find on your travels. Firearms are very new to Golarion (and you should be prepared for strong reactions from NPCs about the fact that you have one, particularly when you fire it), but they are also being traded to all corners of the world, albeit in small amounts.
As for ammunition cost, you can purchase ammunition as if you had crafted it with your Gunsmithing feat (10% cost).
I welcome you including background NPCs in your posts. Keep in mind that I may take up roleplaying them as well, given the situation. While I would prefer if you steered clear of dictating what major NPCs do, I very much want you to interact with them, verbally and physically (that perhaps goes without saying).
This list is trained skills only. A few of you have untrained skills that still have a decent modifier. Some of you overlap on skills (Diplomacy, Survival and Spellcraft), but as those are skills that are definitely worth overlapping.
I mostly want to give you a sense of what the party specializes in, skill wise. I'm not trying to say "Hey, you guys, swap around your skills!". I leave it entirely up to you if you want to adjust your current trained skills, and once play begins, how to utilize your strengths and overcome any gaps the party might have.
* Almar, I think your character sheet isn't accounting for the +3 bonus for being trained in a class skill. I've added them here, factoring in your armor check penalty.
This will all sound redundant to AK, as it is literally cut and paste from my Carrion Crown Discussion Thread.
I'd like to clarify the difference between the discussion thread and the campaign thread. I'm not introducing anything revolutionary; the two threads will function as they do in just about any other play-by-post. I'm mostly bringing it up as a point of reference.
Campaign Thread
This is our main story thread. This is where I will post the campaign narrative, and where your characters will come to life. There are a few conventions I would like to see observed in the campaign thread, many of which are probably familiar to you already:
Please indicate what your character says aloud by using bold text."Quotation marks are optional."
Use italics to denote what your character is thinking to themselves.*
When you are speaking out of character, please use light blue text.
Use the normal text when describing what your character is doing, how he/she looks, etc.
*I know some players prefer not to use interior monologue at all, as they would rather indicate their character's thoughts in words and actions. I leave this choice up to you on an individual basis. Every roleplayer has their own approach.
I should say that I'm not going to police the thread and correct you in accordance with the posting guidelines above. I know some of you have an alternate method, and that's generally okay as long as its clear what your character is doing/saying.
When you are posting on the campaign thread, please post on the alias that represents your character, even if it's an out of character post. Additionally, please keep your character sheet updated to the best of your ability. I will be keeping my own tally of hit points and status effects, but I will refer to your character sheets frequently.
I don't plan on using an alternative dice rolling system, as I like the one built in to these boards. Is everybody clear on how to use the BBCode dice expression? If not, I'm happy to go over it. If you post a dice expression and then see that you've gotten a result that requires another roll (suck as to confirm a critical hit), you can do the secondary roll in your original post (via edit) or in a separate post. I have no preference, as long as it's clear why you're rolling.
All rolls will take place in the campaign thread: initiative, skills, attacks, hit points (upon leveling), etc. On the occasion that I roll secretly (i.e. for some Perception checks), I will include a spoiler entitled GM Screen. This is mostly for my personal reference, but it's also to demonstrate that there are rolls happening to support my side of the narrative. That said, I would prefer players didn't "look behind the screen".
When you post, don't hesitate to make a roll that you might use. Don't feel the need to wait for me to call for it. If you want to use Sense Motive on the smiling horse trader, go ahead and roll. It's possible that whatever skill you use won't be relevant, but when in doubt, be proactive and roll anyway.
This goes beyond dice. While part of my job is to set the pace of the story and to narrate events, you are the principle characters. Don't be afraid to take minor liberties with what's happening around your character. What I don't want to happen is to have everybody sitting around waiting for somebody else to do something.
On that note, I would like to keep things moving briskly, so I will forward things when I feel the pace has dipped. I never want to step on somebody's roleplaying, so if it's really important for your character to undertake something complicated, it might be best to indicate that you're putting a great deal of focus on a particular task. That way, I can give you the room you need to fulfill it to your satisfaction.
I am looking for character posts in the campaign thread at least once a day. Sometimes this can be more difficult, so if you're expecting that you won't be able to, let us know and we can adjust accordingly. It's always okay to take some time away from the game. Just keep the group informed.
Discussion Thread
This thread is for everything else. I call it a discussion thread instead of an out-of-character thread for two reasons:
1) I have no problem with game relevant out of character chat in the campaign thread.
2) The discussion thread isn't necessarily restricted to game/character related stuff.
Rules questions and talk of character builds, party synergy, bookkeeping, etc. should take place here. I have no preference for which alias you use in this thread.
I don't require people to post in the discussion thread with the same frequency that they post in the campaign thread. It is a good idea for players to check it out periodically, however, as game relevant conversation will happen.
I am perfectly fine with off-topic discussion, but it must be respectful. Obviously, anything prohibited by Paizo's messageboard policies is off-limits here. Beyond that, I generally like to keep politics out of things as that can prove a hot button for many people (myself included). Additionally, if any player indicates they are uncomfortable with a given topic, I will ask that we drop it immediately out of courtesy.
Please do not post personal information here. I don't mean that you can't talk about what's going on in your life, but please don't post your home address, or links to photos...anything like that.
To summarize appropriate uses of the two threads:
Campaign Thread
Campaign Narrative
Character Posts
Game Relevant Out-of-Character Posts
Dice Rolls
Minor Rules Questions (i.e. Did you add a +1 morale bonus to that roll?)
Discussion Thread
Bookkeeping/Inventory
Caravan Information
Coordinating Character Building/Advancement
Major Rules Questions (i.e. How do we handle item creation while the caravan is travelling?)
Off-Topic
Initiative
I plan to roll initiative myself, as a time saving measure. Once I've rolled it, I will list the initiative order and we will proceed to take our turns, in order. I really prefer to go by initiative order, even if it can be slower, because I really hope to avoid: "if this happens, I do this...if this happens, I actually do this instead". Some of that is always okay, but actions in combat can be very conditional, so I'd like to move through it one step at a time. If this hurts the pace of the game, I may reconsider it. I'm always open to feedback.
When your turn comes up, you will have 24 hours (from the timestamp of the last post) to indicate your action and roll any necessary dice. Please include both attack and damage rolls. Also, always check to see if you need to confirm a critical hit once you've posted and the results of your rolls are known.
Battlefield Placement
I not currently planning to post combat maps in this game. I really do enjoy the tactical element of Pathfinder, but while moving miniatures around on a battle mat at a table rarely spoils immersion, I'm less keen on "I move through D7, D8 and D9 and then diagonally down into E10 so I don't provoke an attack of opportunity". With that said, I think more and more about what combat would be like with maps, and I am looking into the possibility. I will keep you posted on this.
Because there are maps included in the Jade Regent AP, I will have a specific layout (measured in 5 foot squares) in mind for most encounters. Rather than have you dictate your specific position on a grid, I'd rather have players tell me what their character does in combat and I will move them accordingly. I will keep tactical movement in mind, and will never have you walk into a position where you are flanked, or have you provoke attacks of opportunity, unless you specify otherwise (i.e. I really need to get behind the oni. I'll move past him and risk the attack of opportunity).
These rules may be different from other play-by-post games you've been a part of, but I would like to follow them as discussed above, at least to start. I am always prepared to receive criticism and adjust things accordingly.
If you wish to give feedback, this thread is the best place to do so.
Would you like us to detail untrained skills in a separate section of the character sheet, so you can be sure we're not taking liberties? For example, Lisabett's untrained bluff roll is only at +3, I know this because she has a 3 in her charisma modifier and hasn't trained the skill, or is that just more stuff you don't want to have to read?
Would you like us to detail untrained skills in a separate section of the character sheet, so you can be sure we're not taking liberties? For example, Lisabett's untrained bluff roll is only at +3, I know this because she has a 3 in her charisma modifier and hasn't trained the skill, or is that just more stuff you don't want to have to read?
No, I trust you. The list above is intended mostly a reference as you all figure out party synergy.
I have spewed forth a great deal of text, which I hope isn't too headache inducing. I intend to hop back into this thread this afternoon with some story related questions for each character.
One quick note: I am still planning to start up the campaign thread tomorrow, but you will have through the weekend to tweak your characters.
How do you do HP?
Do we roll and take what we get? (common way)
Do we have a choice of rolling or taking 1/2+1 die HP? (not as common, but I've seen it used)
Do we roll and take either the roll or take a minimum of 1/2+1 die of HP? (another uncommon set-up, but one that I've seen used also)
Or do you have some other variant that I've not seen yet? (not that that's a bad thing, I just haven't seen it yet)
Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3
Just as a point of interest, I will always post in my alias; it's just too confusing otherwise. It also provides easy access to my character sheet.
DM Hamied:
The Inner Sea World Guide is, unfortunately, useless for actually performing a Harrow. It mainly deals with the magical aspects; like the Prestige Class. The Wiki is much better.
Here's the link to the list of all the card with suit, alignment and general meaning: Harrow Cards
Here's the link to the Harrow in general but by the time it gets down to performing a harrowing it seems as if the writer lost interest as it becomes vague and confusing: Harrowing
I would recommend reading the second link first (it isn't long) and then going to the first link and just reading the descriptions of the suits and what they apply to. The card descriptions can be read if they come up. Then, I would read the rest of my post below.
Here's how it's really done:
» A single question is asked (up to 9 people can get a reading from that one single question)
» The DM determines which suit (attribute) best represents the question - the Harrow card list gives guidleines on this
» The 9 cards from that suit are pulled from the deck and each questioner randomly picks one. This is done simply to determine each character's "role" in the Harrowing; making a note of who drew what card.
» All the cards are gathered and the entire deck reshuffled.
» 9 cards are dealt face-up in a 3x3 grid
» The first column/file of the grid represents lawful and the past, the second represents neutrality and the present and the third chaotic and the future.
» The top row/rank represents good and positive outcomes, the middle neutrality and unsure outcomes and the bottom evil and negative outcomes.
» So the grid kind of looks like this:
» Only certain cards are important to the reading with the past being read first, then the present and then the future. At least one card from each colum must be interpreted but more can be.
» If a character's "role" card appears, it must be interpreted. If the alignment of the card matches the alignment of the grid square it's in, that's a true match and must be interpreted. If the alignment of the card is in the diametrically opposite alignment spot on the grid, that's an opposite match and must be interpreted (the last can only happen with the 4 corner cards, where both alignment sets are opposite). The DM can interpret other cards if he wishes. In the case of the "role" card, the interpretation applies most strongly to the person who had that role.
»If the DM wishes to interpret more cards, or if none of the above occured (no role, true or opposite matches) then partial matches are looked for in each colum; where one alignment matches but the other does not.
»If none of the above occured, or he wishes to continue interpreting, the DM can interpret whichever cards he wishes but must still pick at least one per column
» If an evil card appears in the good row ("misaligned" is the term they use), it should be given a positive interpretation. Likewise, if a good card appears in the evil row, it should be given a negative one. Law appearing in chaos (or the other way around) doesn't mean anything.
It's up to the DM what mechanical or story effects (if any) the reading has.
All the tenses (past, present and future) that are interpreted apply, in some way, to the question asked but may reference things and events the character knows nothing about. For example, an indication of a past tragedy could refer to the character's father being murdered even though the character thought (and still thinks) he died in his sleep.
In the example harrowing they give with the deck, the fortune-teller doesn't bother to interpret any cards that aren't at least partial matches. Of course, in the example, all 3 columns had at least one partial match or better. Also, no matter how many people ask the question, they all get the same reading. The only exception to that is if a character's "role" card appears and that only applies to the one card. The fortune-teller isn't required to immediately interpet the cards, they can "think about it" for awhile but an answer is supposed to be given in a few days at most.
If you allow the harrowing, I'd like to draw the cards if that's okay. Also, how many in the group are going to ask the question has to be determined. But if you don't want to bother with it, that's fine too.
Okay, I'd like to get everybody's backgrounds aligned with the beginning of the campaign. Alezandru, Raziel and Sorin have all been in Sandpoint for a long while now. Almar and Lisabett have just arrived with Sandru's caravan (Koya has been traveling with the caravan as well), which has come from Korvosa via the smaller settlements lying along the lowland waters that run down from the Storval Plateau. Here are some ideas I have for your respective entries into the campaign, presented as a brief narrative. Please let me know if they work for you, and if not, what you would change:
Alezandru:
When the caravan arrives, you are having a drink in the Rusty Dragon, gazing at Ameiko from behind your mug of beer. She is going over Tien letters with Sorin Nicusor. You don't know the man that well, but you are familiar with his propensity for singing and his worship of the goddess Shelyn. He's not very good at pronouncing Tien. Not as good as you are, anyway.
The tavern door opens, and a parade of tired travelers enters. Ameiko turns and her face lights up with a radiant smile. "Sandru!"
Almar:
The Tian man, clad in black, has evaded you yet again. You have chased him for well over a year now. Exhausting as your constant travel has proven, his trail has been easy to follow from the beginning, for he is well remembered in every town he visits. You witnessed him to be a murderer, but he is a lecher and a glutton as well. Always, citizens of the communities he has passed through speak of a man of insatiable appetites. A man who has ravaged brothel and tavern alike.
You would have thought that the hardened people of Trunau, surrounded by the bloodthirsty orcs of Belkzen, would not be easy victims, but he is said to have raped its women and stopped its men's hearts with a mysterious and hideous artifact. You followed him to Korvosa, eager to chance upon the Varisian caravan he was said to be seeking. The one that took you on as a hireling was not the same, however. Even still, his carnal wake was as obvious as ever.
Until now. The Pixie's Kitten is Sandpoint's only brothel, and the women within are entirely unaware of the man you have been tracking. You have erred in your chase. He has not been here. You head to the Rusty Dragon, the inn where Sandru went the moment the caravan pulled in to town. You must be on the road again soon. You were so close; the Tian man in black cannot evade you. Not after all this time. Not after what he has done.
Lisabett:
The mercenaries had taken you deeper into Varisia than you had originally thought. Long had you been waiting to cross the Varisian border, but the men made no mention of it when you did. Perhaps they wished to have your talents in their service for a while longer. Perhaps they were simply terrible navigators.
You had just emerged from the Ashwood when you heard word of the undermanned caravan ahead. It was then that you traded the shackles of the unscrupulous mercenaries for those of Sandru and his caravan. Though you have known in your heart that you made the right decision, The dream that Desna sent you was much more than welcome reassurance.
You had just finished giving thanks to Desna at the Sandpoint Cathedral when you witnessed a priest bolt from Sarenrae's shrine out the heavy, oaken doors, leaving a stunned clergyman of Desna behind him. The man who smiled at you a minute ago when you entered turned, his face contorted in confusion. "I hope Koya is as glad to see you, Brother Holheim..."
Raziel:
You are finishing a devotional to the Dawnflower at the Sandpoint Cathedral when you hear word of the caravan's arrival, and you rush out seeking Koya. She had left Sandpoint months ago without so much as a word to you, accompanying the caravan east to Korvosa on the very same day that her mother died. Though she has regularly traveled the well-known route with Sandru for years, you had certainly not expected her to leave before the funeral had happened. The incident had become another lesson in the strange ways of Desnans.
By the time you had found out, it was too late to follow. Were you breaking your promise to Niska Mvashti? Since Koya has been gone, you have been heartsick and fearful, sure that some ill fate would befall the elderly daughter of your dear friend. But Father Zantus says that she has returned safely, and that she has gone with Sandru and his comrades to the Rusty Dragon for some hard earned refreshment. You head to the inn with due haste.
Sorin:
It's a quiet afternoon in Sandpoint, despite the fearful talk of goblins and fireworks that has pervaded the town for the last two weeks. Ameiko sits behind the counter at the Rusty Dragon, across from you. A moment ago, she indicated that there is a bounty on goblins for the first time in years and quietly dared you to look into it. Before you could form any kind of answer, she pulled out a scroll with Tien characters and began your day's lesson.
A lesson that is interrupted as the door of the tavern swings open. Ameiko's face goes from surprise to joy. "Sandru!"
Looks good to me. Just want to clarify one point, though, is Koya joining me in worship at the cathedral?
Essentially, Holheim is excited to see the old Desnan priestess beside Lisabett, correct?
Thanks for the clarifications DM Hamied. I updated my character sheet (and as I can't change the negs for armor where it's wrong I reduced the misc. mod so to provide correct results).
DM Hamied:
Perfect. Almar will be in a hurry to get the caravan moving asap... :D
I don't think I made it very clear. No, Koya has presumably gone to the Rusty Dragon with Sandru. The priest you saw leaving quickly likely went there to seek her.
Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3
DM Hamied:
As I've been/lived in Sandpoint for awhile, can I assume I know the other major NPC's by name and face if nothing else. Would I have already had the chance to start a relationship with any of the others? Any relationship with Shandru would be, at least at the beginning, a rivalry; Sorin's heard the same stories everyone else has. He might know Zoya through religious connections and Sorin would like her. I doubt he would have met met Shalelu in more than passing. As my score with them would only be 3 it makes little mechanical difference at this point.
Are you going to keep track of our XP seperately? The relationship scores grant XP bonuses and I'm already at the friendship level with Ameiko (my score is 7). I admit, I'm not fond of the 'XP for relationship' mechanic as it encourages metagame relationship building for something that should be pure story, IMO, (not to mention the possibility of a character advancing earlier than others simply because they've developed more relationships) so I won't be sad if you're not using that. But if you are that's fine, I was just curious.
Okay, I think I understand how a Harrowing works. Just to make sure...you'll draw the cards and phrase the question and I'll interpret the results through the descriptions of the various cards?
You can assume that Sorin knows the four major NPCs and just about everybody else in town (including Alezandru and Raziel), though maybe he isn't as fast with the names of the girls in the Pixie's Kitten...
I hate that the relationships are tied to XP, so I'm striking that. To be honest, I don't usually hand out XP in my games; I instead track the characters' progress myself and tell them when they level. That way, its not only easier for me to keep XP entirely even between PCs, but I can ensure that they are advancing appropriately even if they don't happen to open door x or research fact y. I've yet to bring that up in this thread because I think that model might prove a little problematic with this AP. There might be appeal for the players in just keeping the caravan moving, and I would like there to be some incentive to explore (that isn't piles and piles of treasure).
Anyway, I'm rambling. I'm thinking on it, and will ask opinions in this thread before making a final ruling. The most important thing to me is that I'm running the kind of game that my players want to play. If anybody is particularly against a house rule, I'm inclined to go with the default. After all, Paizo knows more about designing game mechanics than I do! :)
Personally I'm in favor of DM freedom. The DM role is to provide a challangening and interesting experience that's fun for everyone (he included), I tend to think to many rules detailing everything reduce fun and promote endless discussions.
A few other things about Raziel's motivations. Being sent here at a young age, Raziel ended up going from a busy city to the quiet town.
He missed the activity of Magnamar, and he was a bit isolated (all his friends were back in Magnamar, after all).
All this means that Raziel is ready to go on some sort of adventure. His close contact with Koya has also made him aware that he might never have such adventures.
That is why he goes to the Rusty Dragon to listen to adventure stories and Ameiko, and watches for Shalelu and Sandru. They are his connections with adventure (since it doesn't look like they will happen to him).
Okay, I think we're ready to get started then. I will begin work on the first campaign post shortly. I should first mention, however, that even though your characters all have strong motivation to follow a caravan on an extremely long journey, the reason for that journey will not have surfaced at the beginning of the campaign (for most of you, anyway). There is a prelude, of sorts.
Sorin:
I would like to start the narrative, but I still owe you a Harrowing reading. Are you okay doing it in the next few days with the story already begun?
It may be already apparent, but I've really taken to the villain you included in your background. Rest assured he is not just going to disappear into the ether now that he's provided an excuse for you to travel to Sandpoint. He is already being fleshed out and will be part of the campaign.
Raziel:
Good good. I always appreciate knowing a character's motives a little better. The better to hook you with...
Sorin:
Ameiko is 22 years old. I'm sorry for not getting back to you sooner on her age (I know you want Sorin to be in the same range).
Male Human (Varisian) Paladin of Shelyn (Warrior of the Holy Light) 3
DM Hamied:
That's pretty much how the harrowing works. We can do the harrowing whenever you want; there's no hurry. Timewise, it probably wouldn't even occur to Sorin to seek one until it was almost time to leave Sandpoint anyways.
I'm glad that you're dumping the relationship XP thing. I'm kind or surprised Paizo went that route at all, to be honest.
I agree about leveling everyone at the same time. Waaaay back in 1E, I ran the original Dragonlance modules (before it became its own setting) and the characters played the pregens (which the modules pretty much assume you're going to do) and we never had to keep track of XP because the modules updated everything on their own. It was amazing what a difference that made not having to keep track of that. From then on, in any game where we could get away with ignoring XP tracking (or whatever equivalent) we would do so.
Recognized I hadn't bothered to give Lisabett an age... It was rather silly of me.
Also I don't know where Sorin is in relation to Lisabett, otherwise I would describe how she looks better. I tend to think of taverns as not having a good amount of light to see people perfectly by, like restaurants they want to keep it neutral and less... overtly public.
Thanks! I couldn't have asked nothing more! I love when a campaign incorporates BGs in a complex tapestry... and I really want to have words with that man in black... :D
Now that most of the PCs have been up and moving, you've been able to get a good sense of what each other look like. It's certainly appropriate to include a description of your character (and I see that Lisabett did...good stuff).