Kingmaker: Stolen Lands of the Shining

Game Master BloodWolven

Here are the rules...to Create a Nation
Ruling a Kingdom
Building a City

Resources and loot.
NPCs, please check and add info.

Stolenlands map, Thanks to Tristan and Quince!

Kingdom Stats
More Accurate Kingdom Stats

Warden's Fight!


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Max hp at 1st lvl. Roll for the others, reroll the lowest one.

Check out Larina's post for a possible way to bring you into the game.


Timeskeeper wrote:
Oh! Do I need to roll HP? Also anything special I need to plan for Cleonora's introduction?

Cleonora:

Larina will do her part and try and get recruited by the cult so we can find out what's going on. Supposedly a cult of angry women have been collecting together.

That is it in a nut shell.

Though honestly coming in as an associate of Bearik. Friend of mine. Or some other connection would be better.

Maybe you are hunting a particular woman for evil rituals.

What do you think?

The others have technically only been away for a day. It will take me three days to find them and get pulled into the cult. As a scaled Fist I could fight my way out at any moment but I want to learn about everything first and keep notes on them.


Female Human (I believe) College student 4

HP: 4d10 ⇒ (10, 2, 10, 9) = 31 Reroll 2: 1d10 ⇒ 9 38+10+5=53

GM:
Tell me a bit about Bearik then, there isn't much on his character on his profile page so I'mma need something to work with to form something around. Though I will say that Cleo doesn't do evil rituals. She is evil. But she doesn't really do rituals. She's actually an atheist. In the way that she knows the gods are real, but the thinks them all petty a@~%~&@s.


Cleonora:
Bearik is really an unknown. The group have not investigated him much, though none of his overt actions have been against them so they think he is a friend. He also have done some rather beneficial things for the group, though not overtly saying it was him.

Cleonora would have likely been approached by several of his agents at once. Most of them are rangers with a holy symbol around their necks of gold in the shape of a bear claw within a circle. They would have asked your intentions and plans within the Stolenlands. As they can tell your aura is stronger than most. If you share with them they will likely give you a hand here or there, or tip you off as they gain information. Otherwise they would track you.

The best way for you to connect with Bearik is to give me a reason you are here and then he has either aided you or hindered you.

I would love to see your background and the mystic reason you are gestalt.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Backstory:
Such lovely things fill the world. Rainbows, flowers, sunsets, ... butterflies. Yet under all the beauty in the world, darkness blooms. As the petals of the rose open to face themselves towards the sun, the thorns hide just below. Rainbows only come after the heavy flooding rain. Sunset brings the end of the day, leaving on to the darkness of night. Yet butterflies forever dance, eternal beauty with no darkness in sight. Though they have a danger all their own. Snatched and pinned, simply to be viewed, crushed to make paints and dyes… Yes it would seem a butterfly is the purest thing in the world. Though that is such a foolish thought. For even a butterfly can kill.
These things were something dear Cleonora learned very quickly… and very violently. Early life for little Cleonora wasn’t the worst, she had food to eat, a roof over her head, and even parents and siblings that loved her. But the years march on and many get left behind. Cleonora’s father was the first to leave them, murdered by some bastard who believed stealing his coin purse wasn’t enough. Her mother followed only a few years later when working in a tavern, a fight broke out and she found herself on the wrong end of a sword. Left with her two older brothers, Cleonora found herself in a vastly different position. Her eldest brother, who has found work as a guard, took his younger siblings in. While he didn’t make a lot and living was much different than with her parents, it wasn’t bad. So years marched on once again, and Cleonora came into her adulthood alongside her other brother. While he chose to take the work of a smith, Cleonora could only find work as a tavern maid. The master smith didn’t want to take a woman in as a smith, though that didn’t keep Cleonora from learning a thing or two from her dear brother. It wasn’t bad in the beginning. Cleonora didn’t get rich of course but between the three siblings they made an honest living. Yet like all good things, shadows hide just below. One evening when Cleonora was serving at the tavern, she caught the eye of a patron. In a normal situation this would have been over and done with in a few words, but this wasn’t normal. The patron was a wealthy merchant passing through with two guards for the safety of himself and his goods. While bringing them drinks, Cleonora was grabbed by the merchant. After first she requested him to let her go, but when he pulled her closer Cleonora panicked. It was then Cleonora found out what she did best. Grabbing up the dinner knife, Cleonora stabbed the merchant in the neck. The guards jumped up to defend their charge and Cleonora couldn’t defend herself against two experienced warriors.
Though luck favored Cleonora once more, her eldest brother had come to walk her home from her shift. He ran a spear through one man, but the other… he cut into him before her brother could respond. Cleonora screamed and leapt onto the warrior, stabbing the blade she’d held onto through his eye. It was then the barkeep finally made his way over. He and Cleonora tried to keep her brother alive till the other guards arrived with help… however Cleonora watched as her brother slipped away. Three of her family had been lost… all to crime. Anger began to build within Cleonora, anger at those who defile the law. She had lost her parents, her brother, and almost her own life to criminals. Upon her brother’s funeral, something within Cleonora awoke… something, that would never slumber again.
After a few days, Cleonora said goodbye to her remaining brother. It was the hardest thing she ever had to do but she knew it had to be done. Cleonora’s hands were red with blood, and she felt that soon they would be covered in it. She didn’t want that to taint him too. However before she left Cleonora slipped into the garrison and went through the dead merchant’s things. She just needed enough to get by till she found a job in the next town. Yet she found something she didn’t expect. Cleonora found a large book, with strange writing within. She tucked it under her arm, along with a few other things and slipped away in the night.

Years marched on… Cleonora found a school of magic in one of the cities. She passed the spellbook off as something a parent had left to her. The other goods Cleonora had sold in order to have a fair living while studying. It also gave her enough money to spend her evenings doing what she truly wanted, ridding the world of the worst it had to offer. After a while, whispers began to fill the night of a butterfly that haunted the back ways instead of the valleys, a Pale Butterfly, a bringer of death. No one ever really saw this supposed Butterfly, only a glimpse and even then never enough. A bit after, something interesting came to reach Cleonora’s ears, a charter to the Stolen Lands… and bandits. This would not do. Would not stand. Not to mention if left alone a new found place could easily fall to the worst. So Cleonora made her way to this new founded place in the Stolen Lands.

He is just an overview of a backstory idea. Let me know your thoughts!


Interesting, very interesting, Tristan has a similar background if I remember correctly. We were able to bring his folks back to life. Right?

How do you like being called Cleo?

Cleo:
So would you tell the Rangers why you are in the Stolenlands?

You could be hunting down those who do the evil rituals, not being one of them. I could just see you coming in during one of their meetings and just cutting a path through them.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Cleo is fine GM!

GM:
If they asked, she'd be honest. She's here to rid the world of scum by any means she deems worthy of them... Which is mostly just death.

I see her following one of the ladies you spoke of earlier and just laying waste to them. No guilt for it at all... So yeah.


Cleo:
"Well then let's help you", they would say and after a few meetings with scum, mostly bandits. They would suggest you meet their God, Bearik. In a meadow away from prying eyes and civilization he would appear before you a well groomed giant of some sort. "You will have to prove your worth to the other Wardens. I am Bearik and you are Cleonora Petalouda. My apostles have been telling me good things about your work with bandits. I trust that you can be discreet if you deal with the other Wardens. Your morales may come into question so I have a present for you. A necklace of nondetection. With this gift I ask that you continue to be true to yourself and protect all the people of the Stolenlands."

Sounds good, as you have been doing for the last three weeks in the Stolenlands, you find criminals and punish them. Seeing a woman practically get bagged and dragged off you follow. Busting in soon after you slaughter with no mercy. The woman, who you find out is Larina later, frees herself and quickly knocks out a few before pinning the leader. "STOP!" she yells at you. "I am sure most of these women could have been saved!" Shaking her head at the blood, gore, and slaughter. "I was suppose to get information and find out who was apart of this cult. Hopefully we can find some kind of ledger."


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
"A God's gift? With strings attached." Cleonora said was she slowly looped the chain through her fingers while her other hand held the pendant. "I've had my work been called a lot of things, this is the first time it has been called good." She stated with a slight smirk and shrug. "Leave it in my hands, the job will efficiently be done." Cleonora said before she put the necklace on. "Now, we are finished here yes? I've a job to do after all." She stated with a slight shrug.

Later, possibly a little too excited, Cleonora cut through the cultist with an efficiency brought only from experience. No cut was waisted. When their captive called out for her to stop Cleonora did pause, the remaining ones had been knocked out by this woman and for the moment the threat was handled. "Tis not our place to save, but to send for judgement." Cleonora said as she stepped up to the woman. "You knocked a few out, leave them to me and I'll have the names you wish for. Trust me, I don't leave things to chance often." Cleonora paused for a moment noticing a cut on Larina's eyebrow. "First hold still." Cleonora said as she took out a thin can filled with a cream which she dipped her finger into and rubbed over Larina's cut. "That will keep it from getting infected." She explained.


Cleo:
"Thank you," are the words that finally come to her mouth, as before she was wordless. She nods to the woman and heads out of the house. Once Cleo is done she finds Larina waiting outside, "I am Larina Loren, one of the captains of the guard, and you are?" Once formalities are done she asks a few more questions, "Any that need to be arrested, I assume they have all been handled with then? Well I should probably go check with Stalker and have him deal with that mess. You fine checking on those other names and then we can meet at the tavern?"


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

I'm back. I was signed out of my paizo account and didn't realize so it wasn't showing me post in games :( Sorry.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
When Larina left Cleonora got to work. Wasting time was not something she enjoyed and when someone was waiting for her to get something she didn't like keeping them waiting long. Not to mention being alone meant she had a wider range of tools at her disposal. Cleonora took out her spell book, and simply began with the interrogation spell. It wouldn't take long after that.

Cleonora stepped out to join Larina and handed her a paper with names. "I am Cleonora Petalouda, you can just call me Cleo." She answered. "I can go after some of those names. Though, I don't arrest people..."


It happens Tristan, thanks for checking in!

Cleo:
"Well taking it another step an routing the cult should work. Please finish the work before you and I will see you at the tavern." She says rather confidently she offers her hand before they go their seperate ways for now.


Larina:
An agent of Bearik approaches you once you seperate from Cleo. "Larina, should I secure the house or report?"

Seeing the symbol around his neck she nods, "Secure the hut, I will make the report, also we will need to find some bandits or worse." She quickly runs along the road to the castle. She makes her report to Bearik first and then Stalker.

Bearik sends four of his apostles to the hut of the scene. Then two down to the cells to bring one of the captured bandits to the scene as well. He nods to Lorina telling her, "you did well. We will have to look into this Cleo. Keep a close eye on her. Let my men set the room and at my note tell Stalker of the cult and its tragic ending. Remember to be vague in what you say, let him fill in the gaps on his own."

Larina leaves Bearik and begins walking slowly to prepare her thoughts, words, and emotions. At the note from Bearik she begins running to Stalker. Busting in on him she makes sure it is just the two of them before slamming the door shut, "the cult has been found, to their detriment. I have men securing the scene... the bloody scene." With ergency Stalker follows her in a rush to the scene. Of blood, slaughter, and bloody prints leaving the scene.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
Cleonora's eyes narrowed at Larina's words. She found it strange, but for the moment there wasn't much to say. After all this woman was willing to let Cleonora take over this little operation. "Right." Was all Cleonora said as she shook her hand. "Till later."

With that Cleonora walked off to hunt down the names, and once out of sight she removed the pendant Bearik gave her and tied it to her belt loop. After all it served it's purpose. Unlike the scene before those Cleonora found where not cut up. The Pale butterfly had made sure each person in the house was asleep before she slipped in like death, and opened their throats. Quick and clean. Efficient. None but those who committed the crime where harmed in any way.

Finally when she got to the last name and was finished, she made her way to the tavern to meet with Larina. She still felt this part was stupid, but each their own she guessed. However, before going in she scoped the place out. Looked to see if it was a trap.

Stealth: 1d20 + 14 ⇒ (14) + 14 = 28
Perception: 1d20 + 9 ⇒ (15) + 9 = 24


Vital:
HP: 13/37 | AC: 19_ T: 14_ FF: 15 | Perception +5, Initiative: +3 | Fort: +7 _ Ref: +4 _ Will: +5 (+6 vs. fear) | CMB: +9, CMD: 22, Speed: 30
Skills:
Acrobatics +7, Bluff +2, Climb +8, Craft +10, Dip +4, Handle Animal +6, Heal +3, Initimidate +6, K (Eering) +6, Ride +6, Stealth +1, Survival +8, Swim +7

Cleo:
Well it was a tavern. Some adventurers, some lumber jacks, but mostly colonists. They were a hardy people that wanted a better life. Some came from the Five Rivers as others from Brevoy. Though they intermixed and it was actually a pretty good climate. A few rough housed a bit too much and pushed into another patron. You would think a fight would start but no. They got another round and drank together. You do notice the obvious apostles of Bearik, three of them sitting near the bar.
Though he isn't the one that the masses are afraid of it would be Saren, Saren Elken the general of the army.... Not a beast of a man but with the Warden's symbol emblazoned on his chain shirt, and his presence of leadership. You quickly look again and notice the apostles and the adventurers all have the same mark of the Wardens. Likely soldiers. This could be a trap!

Edit


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
'Someone really needs to tell them to dress better if they want a disguised trap... Maybe loose the unifying symbol.' Cleonora thought before she gracefully stood and slipped down the alleyway beside the tavern to get up not the roof and settle there.

After all, Larina wasn't inside yet and it was her Cleonora came to meet. She'd speak with her outside of the tavern, not to get boxed in. While she waited she took out the pendant and gave it a once over with magical vision.

Spell craft: 1d20 + 12 ⇒ (2) + 12 = 14 I would have her just take 20 to get a 32, but she still has to watch for Larina

However for the moment she was too distracted, she would try again tomorrow. For the moment finishing her job would be the main focus.

She'll sit there and watch for Larina, only dropping in before she goes into the tavern. I'll put the stuff for it below but just ignore it is something else comes up first.

When Cleonora saw Larina coming down the way she slid off the roof and dropped into the alleyway again, poking out when Larina got close. "I didn't expect to be the one waiting on you." She stated. "Job is done. Cult is gone. And no, I'm not going in there. Too many people for my taste." She explained.


Cleo:
Seeing you pop you head out of the alley way makes her slow her step and then comes to you. "Well I did have to get that scene all wrapped up before I could get away. You..." she begins to say before sighing and rolling her eyes a little. "Did you take care of the bodies? Or will there be a call for a slasher tomorrow?" [ooc]With the obvious given she grabs her chin and thinks on the situation. "At least you are effective. With the cult gone my work is done, well maybe your work is done. Oh I don't know, too many bodies for my tastes, at least of commoners. I am not going to say innocent for why else would you join that cult." You can tell she is thinking as she is spewing other thoughts out. "You need to clean up, come to my house and we can figure out what to do there."


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
"I didn't move the bodies but I can go back and do so. Normally I leave scum where they fall as they only brought it upon themselves. Though this was the first time I has to slip into places to kill them... I often find them at work." Cleonora explained. "I' have to take care of the bodies, and you don't need worry about me cleaning up." Cleonora said as she waved a hand over a spot of blood and it vanished. "I learned to take care of that long ago."


Cleo:
"Okay," is the only word that she says not sure what to say or to do about the situation. Clearly a bit distraught.

She is in no mood to go in the tavern herself. Once Cleo leaves she slowly walks back home. She goes to the stone barn and hugs Ash, curling up beside him for the night.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
Cleonora let Larina go. After all Larina's mental state was not Cleonora's problem. She had bodies to deal with after all. Which she did, even being nice enough to use a bit of magic on where they died to clean the blood up. It took her pretty much the rest of the night but when it was done she made her way to the inn, paid for a room and requested not to be disturbed.

Then she changed out of her armor and night clothes into her day clothes and fell onto the bed with a sigh. She'd go out into the city after a nap.

If people where curious, I actually got the idea for Cleonora from this song


Now we just need to wait for the others to catch up... 2 more days I believe!

Nice song, I can see it! Hahahaha I just realized that there is more that have basically the same mentality as you but one is more reserved and the other hasn't had a chance to enact his vengeance as much. Maybe I need to adjust a few alignments...


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Not a problem! Do I need to come up with what Cleonora did during those two days?


No, well you can, pretty much just walking around town... it is up to you. It would have been before what we just RPed out.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Okay so that happened during the two days? I thought that happened then I had two more days to fill!


male
Stats:
HP:54/54, AC:25/T:15/FF:21, Perception:+11, Initiative:+8(+12), F:+9/R:+9/W:+9, CMB:+11, CMD:25, Speed:30/20
Skills:
Handle Animal+10,Sense Motive+12,Perception+11,Stealth+11,Survival+11(+15track),Ride+11,K.Nature+5 ,Acrobatics+9,Heal+7,K.Geography+5,K.Dungeneering+5,Climb+12,Swim+12,Intimi date +8

Ok so we are back pretty much the same day but Cleo and Larian's interaction takes 2 days, right? I didn't and won't read it unless we are supposed to.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

You are more than welcome to read Cleo's back story! I don't mind feedback on it!

As for the rp bits... that is a GM question.


ok, don't know how it happened but my post got eaten.

Tristan, Kevros, and Quince DO NOT read the spoilers!

Cleo and Larina are two days in the future, we are waiting on you to catch up.

Cleo can RP out those days if she wishes, you don't have too. You could run into some of the PCs in your day clothes. ;)

Cleo:
How do you dispose of the bodies or tamper with the locations? I would say two of them live in a boarding house with 7 other women, one is with a man, and the last is at a house with three other women, two men, and five children.


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

So tempting but I am not ... LOL


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
If they had their own bed, she'll make it after using a silent prestidigitation to clean it. To make it seem like they left early or never came to bed. If they had their own room with a closed door and slept alone she'll not waste a silent on it, just whispering the spell softly. As for getting rid of the bodies, it depends on what she has access to while here. If she can get away with dumping them in pig pins (Pigs will eat them bone and all believe it or not! And if one body per pin, it would be gone come morning.) then she would, or dumping them in a alligator heavy area. As they will drag the bodies down to eat later. If nothing else is available she'd tie the bodies to heave stone and drop them into the deepest water she can find. I figured this will take her all blood night, so she'd get into the inn come very early morning. Say like, 2 am give or take. So she'd actually get out and about in street clothes come 10 to 11 am.

Edit: OR! Because I get about 1,000 gp of wands, which isn't really much... as a level 1 want is 750 gp and I was just getting around to choosing, I'd like to have a wand of Decompose Corpse. Getting the body out the window then using that to just carry the bones. Then you can dump them into the river, or give them to dogs and dump the more obviously human bones (Skull, pelvis bone, and such) into the river. I actually like using this instead, as it would give Cleonora a more foreword thinking aspect! I also like this more because it would save Cleo time, meaning she could actually bury those bones in the graveyard. These five deaths are a new type of kill for her. Cleo isn't the type to normally break in and murder. She kills them in the act, like she did when saving Larina. So it would make sense that these five would be given a bit more respect that all other, an apology for breaking into their homes and killing them, which is the one place she believes people have the right to feel safe in. However she isn't stupid, if left alone they would have vanished and possibly set up another cult elsewhere, which Cleonora could not risk. The lives of others in this case and the knowledge of who these women where, plus the approval of Larina, meant that breaking in was justified in this case.

I don't think that applies to the backstory spoiler, as I only put that in a spoiler as it is rather long. But it could?

So wait, The two days before all the RP stuff happened she could run into the PCs? XD


Cleonora Petalouda wrote:
The two days before all the RP stuff happened she could run into the PCs?

YUP you said that right!

For now don't look at any spoilers, when she comes in she can share as much or as little that she wants. ;)

Cleo:
Sounds great, so you have a wand of decompose corpse with 45 charges. Then you can have one more wand with 10 charges on it that is 1st level.


Okay folks, I know Tristan is away for the weekend. So the next two days will just be down days.

You could look into Grigori with a skill check for each day or the cult. Nothing too strenuous.

Once those two checks are done for you, I will begin the next phase. I leave the skills selected up to you but you could ask others about stuff before rolling. I plan to have Cleo playing with us by Monday.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
Sweet! I'll put it on the character sheet. The other wand will likely be CLW.

Awesome! If it is okay with you all, I'll put little spoiler posts in game for each of you. You'd be meeting her in her day clothes so to speak, and I'd just make them little things! That okay with you?


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

Sounds great.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

Boom! Stuff!

And yes these are spoilers you can read! XD
Also I know Tristan will be gone for a bit but, I didn't want to leave him out. Besides this is from before anyways so no big deal. I also just kinda threw them into believable situations! If you don't like it let me know and I'll type something else up!


Interesting, I love it! Cleo if you want you could make more instances to NPCs if you like. Katrina is the only one I would strongly recommend.

Cleo:
Yup CLW makes sense.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

I'll try and throw something together. Might take me a bit longer, since I work nights tonight so I'd likely just get up earlier tomorrow to type it out.


No worries Cleo. With Tristan back, I worry about Kevros not responding. Everyone send him a PM please. I will get our party started.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
Oh right, has enough time passed for her to retry her spellcraft on the pendant?


Cleo:
Sure, how about 2 more times! One for each day.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

GM:
Spellcraft: 1d20 + 12 ⇒ (13) + 12 = 25
Spellcraft: 1d20 + 12 ⇒ (11) + 12 = 23

Also, kinda hope they can't immediately figure it out. Even if two of the council there know who she is and such.


Cleo:
They will have a tough time seeing through what was setup, unless they have a few spells I didn't think they had. But that is the fun for the DM to hope they have ways to foil my plans. I am very used to it by now and pleasantly surprised when they come up with unique ways to solve a situation.

Here let me give you an opening: Saren, the general quickly departs from the tavern with two of Bearik's apostles...

This would be before Larina comes to the tavern. So it might mess with our present time, but we will see.


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

Sorry, I am still here. I am currently suffering from insomnia and it is taking a toll on my creativity. In addition, I was surprised by the sudden ramp up since we are going from sleepy to really awake. I may be spotty for the rest of the week and hopefully I can fix my insomnia in that short time without seeing my family doctor or neurologist.


Ok, thanks for the update Kevros. I hope you figure out what is going on! Get better buddy!

We will move ahead and perhaps Kevros is indisposed as well.


Half-Elven Male Adult Fighter Archer 8|Life Oracle (Warsighted) 8 | HP:106/106 | AC:27 | T:17 | FF:23 | Low-Light Vision | Perception:(+20) | Initiative:+10 | F:+14 | R:+13 | W:+13 | CMB:+9 | CMD:36 | Speed:30 | V.Channel:8/8 | MF:7/7 | Spells:@/8/8/7/4
Skills:
Climb:+5 | Craft (weap):+4 | Diplo:+7 | H.Animal:+8 | Know.(nature, religion):+8 | Prof (soldier):+6 | Ride:+8 | S.Motive:+7 | S.Craft:+8 | Stealth:+7 | Surv:+7 | Swim:+5(+4 Str,+6 Dex,+2 Int,+2 Wis,+3 Cha)

I may have found a solution, I hope to know by Saturday if it is working.

Thank you


Male Kitsune
Vital Stats/Skills:
HP: 67/88 (92/92), - AC: 34/T: 14/FF: 24 – Perception +15 - Initiative: +6 - F: +17 / R: +13/ W: +17 (15) - CMB: +14 (16) - CMD: 30, Speed: 40, Acrobatics +15
Oracle (Curse: Tongues)
Other:
Diplomacy +22 (24 Fey), Handle Animal +15, Kn. Geography +12, Kn. History +11, Kn. Religion +11, Prof. Cartographer +10, Ride +19, Sense Motive +14, Spellcraft +16, Survival +12

"Such infection does not always come clean in the lancing."

I have to say the above gross sentence above was fun to write. Its evocative, and works better than the more modern ideas I was coming up with before I settled on it. Lancing festering wounds just sounds more fantasy historic than talk of cancer.


Euuuhhhh, oh I forgot the g... Eeeeuuuggggghhhhh!


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

I've got a few for ya if you need some more! I'm a huge history fan and learn a bunch of random Information! XD


Okay folks, what are you going to do today? Get to it!

Cleo is working on her shop I believe.

Katrina is back to getting into the cathedral... she should be posting that and stuff.

Remind us again of some stuff you do as a Warden, something in your daily life, working on a quest, and perhaps what next magical item you want to build or make.


Skills:
Acrobatics +14, Bluff +12, Disguise +10, Disable Device +14, Heal +9, Knowledge (Arcana) +12, Knowledge (Local) +12, Knowledge (Planes) +12, Perception +9, Sense Motive +9, Spellcraft +12, Stealth +14
Vitals:
HP: 10/53, AC: 18 _ T: 14 _ FF: 14 _ Perception +9, Initiative: +4, Fort +6 _ Ref +8 _ Will +5, CMB: +7, CMD: 21, Speed: 30, 0 non-lethal damage

First Cleo just wants to get a shop in the works of being built. She can't keep living out of the inn. Really once she has a work space she can start cranking stuff out! I wish I had more coin to just buy a lot of raw materials for her to pull from, but that isn't likely with how much she has at the moment.

Also, what other people have the ability to make magical items? Might be a good thing to know as even Quince doesn't seem aware of them.

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