
GM Wolf |

Campaign Traits
Dream-Called: Visions of a horrible apocalypse have haunted you for months. They have grown more vivid in the recent weeks with the most recent dream showing your only escape from destruction is an inn called the Dragon's Draught. Panicked, you woke in the night and made way for the Dragon's Draught, leaving your life behind. You gain a +1 trait bonus to Will saves and a +1 trait bonus against fear effects.
Scholar: With newfound ruins and artifacts in the region, they have attracted many intellectuals and arcanists. You made your way over as well, but quickly found yourself short of funding. You gain a +1 trait bonus to Knowledge (Arcana) or Knowledge (History) and that skill is always a class skill for you.
Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Whisper Woods Hunter(Whisper Woods): Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.
Patient Optimist (Desna, Erastil,Sarenrae): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Hellknight Ancestry:At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.
Demon Hunter: Raised in a church, you've focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Runt of the Litter: You were found by orcs or other monstrous humanoids, and for some reason or another, they decided to raise you, instead of eating you. However, you never measured up to them in size or strength, and they made sure you were aware of it. Years of abuse have hardened you, making you quick and always aware of your surroundings.
Benefit: You gain a +1 trait bonus to Initiative rolls, and +1 on fortitude saves.
Brastlewark Student: You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in nontraditional ways. As a result you have learned to look at both skills in a new way.
You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.

GM Wolf |

Finish up with the campaign traits, and double check that everything looks good.
We will be starting game play today!
Ardamir you enter the Inn first.
Xoruk you enter next.
Then Vuvu.
Then Bug Eater.
Then Lecloront.
Then Hemmings.
Doomed Hero, you may come down at anytime.
If you have been traveling much in the region you would know:
The region is largely on a military footing, and great citadels loom over the plains, ready to discharge their forces.
Farms mark this land, a huge sea of maize, wheat, oats, and barley; cattle ranches and pig farms take up the rest.

Ruby, Captain Drake's Familiar |

GM Wolf has asked me to NPC the guy who hires you all. That's what the bit about the empty table and the want add is about.
It's up to you whether you're here because you saw the poster elsewhere, or if you're seeing it here for the first time, but I think it would help a lot if your characters were willing to hear the work offer here.
Take your time with the character intros and roleplaying. Whenever you're ready to get the ball rolling, just gather or sit at the Reserved table.

Vuvu |

I am taking two overnight flights coming up, so while i might get some posts in from the airport and then again on my layover in london...no promises, so bot as needed
Vuvu is wary of the thief now, though he is wary of everyone. He wants very much to see the dragon. Mainly he thinks these people might need his help. Remember he is LG, but not Lawful Stupid.

Ruby, Captain Drake's Familiar |

Another tactical advantage I can provide for you guys is to telepathically relay information during a fight. This will allow you to coordinate quickly and secretly.
That being said, Ruby isn't a tactical genius, but she kind of think she is (she is rather conceited). She may not relay things exactly if she thinks there is a better way to say them.
What I'd like for the group to do is to put anything you'd like Ruby to relay into a spoiler, then I'll have her broadcast the information in her own words.
Sound good?

Ardamir |

Yikes! What do you do, if you don't mind me asking? I live in South Africa for a year, and that's a non-stop 18 hour flight from DC, so I can understand.

Hemmings Halfshanks |

I envy his +8 to hit and +13 to damage. Don't need really good rolls when you get that. Just have to avoid bad ones. He's a really good prototype barbarian and I hope he got there in time to save my a**.

Hemmings Halfshanks |

I don't mind splitting it now and was posting in the thread so everyone knew, but was thinking we'd split brtween surviving members including and after we sold all the good, jewels, etc. We can split the existing coin now and hold the 'loot' separate if you like.

Hemmings Halfshanks |

Here is the existing loot and coin: that's 8PP, 133 GP, 46 SP, 52 CP, 4 gems (16,45,78,100), 1 amethyst(35gp), 1 orange crystal(25gp), cursed box of holding, cursed amulet of the family, potion of cure light, potion of endure elements. Split 8 ways that makes:
1PP, 16GP, 5SP, and 6CP each with little fractions left over. Still the gems and left over magic items to deal with. Not how you want to split the gems and items, short of rolling?
I'd submit it's better to just split among surviving members at the end, but will bow to the consensus.

GM Wolf |

Locke is fine with splitting it up at the end, so that the change of money does not interrupt movement or attention.
For logistics, now that we have mules, I need to know who is carrying anything specific, otherwise it is on the mules. You are missing the three magical bear traps, which we know the command words to activiate and deactiavte them. Also the magical ring that is unidentified. And any fractions left over will merely be thrown into healing to spread the love evenly. ;)

Locke Vernariah |

What do you mean Vuvu? All four of us who have spellcraft were able to identify most of the items but the ring still eludes us. LOL

GM Wolf |

Nope, we will have to wait to level up, which will be soon...
I have just checked all the loot please tell me if I need to do any corrections, more so Hemmings. :)
Vuvu
light violet, Mage armor potion
clear, Shield potion
3 cure light wounds potions (created)
Bug
MW Large Great Axe
Hemmings
clear, see invisibility potion
MW silver dagger
Locke
-75 gp for 3 CLW potions
2 mules and warrior protector with full gear 10 gp worth, hired on for 2 months
8pp, 87gp, 40sp, 52cp, 4 gems (16, 45, 78, 100)
one amethyst worth 35 gp, one orange crystal worth 25 gp
a compass
2 light blue, cure light potion (p)
clear, Shield potion
orange, endure elements
2 Bear Traps, CL 5, it springs forth with the command word, unlatching ready, and the spike drills into the ground, command word: in Draconic: “Catch my foes."
magical Amulet of the Family, Cursed can only be used by a specific bloodline, it can be used to cast cure moderate wounds and mage armor.
Box of storing, CL 10, Command word to open in Draconic: "By his breath I live", Cursed can only be used by a specific bloodline, don't know specifics on the curse.
not identified:
magical ring (Prot. +1) (Spellcraft DC 20)
Bear Trap, CL 5, it springs forth with the command word, unlatching ready, and the spike drills into the ground

Locke Vernariah |

Locke has plenty of healing he would likely have you hang onto them for healing him if in dire straits or to heal others, "make sure you hang onto one for me though".