
Kertuffle |

OK, I've included a link to a map around the spider. Currently the scale is 10' per hex, when you get closer I'll drop it to 5' per hex.
Horses: Just a note, none of your horses are combat trained and a giant spider is something they will not respond well to. You can take a full round action to 'push' the animal or in this case calm it.
Handle Animal DC 25 will allow it to approach the spider without panicking until it takes damage.
Handle Animal DC 27 will allow it to approach the spider without panicking for the duration of the fight.
Only one roll to calm your animal, but I'll let you roll before the fight.
If not calmed then the horse will enter the circle but when the spider appears, you will have to take a move action and Ride check DC 20 every round or the horses move action will be double move away from spider.

Kertuffle |

How I handled the illusion
I decided that it was a bluff check with a hefty +10 circumstance bonus and the DC was 10 + the victims Perception. If someone his it in melee or hit it by more than 5 with ranged then it would be obvious that it was an illusion. If they hit by less than 5 at range which is what happened it would drop the effectiveness of the illusion by 2. Kressle's Perception was 6 so you just barely got her to begin with so she noticed the Platform Bandit's arrow passing through Victor.

Anastacia Stormwing |

I prefer not to retcon unless it's really needed. Since I used my standard action to cast an orison, there's not that much need to rush forward. Maybe for an AoO, but we don't now if those will happen until Kertuffle gets back from his face to face game.

Wilhelm Orlovsky |

Did we end up losing Marick or is he just busy as before?
Also, since we leveled, do we need to sleep before we can use our newfound abilities or are they good to go? (e.g. lay on hands, spells, etc)

Wilhelm Orlovsky |

There's a 9 now or I guess you take my roll as the better one? I figure an obvious cleric and paladin pursuing a 'criminal' might merit a circumstance bonus though. :)

Kertuffle |

Elf Alchemist (Ragechemist) 2
CG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 14 (2d8+1)
Fort +3, Ref +5, Will +0; +2 vs. enchantments, +2 bonus vs. poison
Immune magic sleep; Resist elven immunities, poison resistance +2
--------------------
Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+1/19-20/x2) and
Morningstar +2 (1d8+1/x2)
Ranged Bomb +4 (1d6+3 Fire/x2) and
Light crossbow +3 (1d8/19-20/x2)
Special Attacks bomb 1d6+3 (7/day) (dc 14)
Alchemist (Ragechemist) Spells Prepared (CL 2):
1 (3/day) Cure Light Wounds, Cure Light Wounds, Cure Light Wounds
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 17, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Brew Potion, Extra Bombs, Throw Anything
Traits Brigand, Dangerously Curious
Skills Acrobatics +1, Climb +0, Craft (alchemy) +7 (+9 to create alchemical items), Disable Device +3, Escape Artist +1, Fly +1, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Ride +1, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +1, Swim +0, Use Magic Device +6; Racial Modifiers +2 Perception, alchemy +2, brigand
Languages Common, Draconic, Elven, Goblin, Sylvan
SQ discoveries (feral mutagen), elven magic, mutagen (dc 14), poisoning (standard action), rage mutagen
Other Gear Studded leather armor, Dagger, Light crossbow, Morningstar, Alchemy crafting kit, Travelling formula book, 110 GP
--------------------
Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (7/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Lanya Beladon Medvyed |

Convincing a minor drug lord (Proprietor of the Dragon's Breath in CotCT) that I have a new drug which he should taste, haggling for prices and eventually giving in to his haggling. Thereafter convincing him to drink it in one go.
Result was a burnt-out corpse being carried away, several minutes later as I was already gone.
The result is a page or two after that as we exited Barvasi's ship

Kertuffle |

Lanya's thats pretty cool.
There are no encounters for the group for the night, so let me know ultimate fate of John and Abel and what your plans are for the next day. You can make a 'mule train' out of the warhorses and horses and carry out all the alcohol, leaving the wagon behind if you wish. You'll have to allocate two persons as 'Drovers' and they'll have to make daily DC 10 Pr/Drover, Wisdom or Handle Animal checks.

Kertuffle |

I've sent a PM to Viktor as this is a good time to rejoin buts its entirely possible that he's still busy with family stuff. Anyway your group is back at Oleg's, I'm going to wait a day to see if Viktor replies then continue. In meantime you can sell your loot, at least everything except for the stuff found in the spider lair. Oleg won't buy that until someone cleans it up. The alcohol and wagons, Oleg will buy for half price or you can try to take it to Restov and get full price for it.

Wilhelm Orlovsky |

If Viktor doesn't reply, maybe that would be a good excuse for what he and Marik are up to? They can go back to Restov where Marik will stay to work with Venkar and then Viktor can return with any new recruits you may want to add. More gold for us, we can continue to explore while he's gone, it ties in any new characters and it neatly handles the missing PCs all in one blow (my inner GM is pleased.) Everybody wins! :)

Kertuffle |

That is a good idea. I am changing the Loot List so that everyone who has the link can edit. So if you see an item you'd like put your name next to it and how many (if there's more than one). I'm going to post on the thread and let them also know that loot is available and I'll give it a few days for everyone to choose what they'd like and then sell off any non magic stuff and then divide by everybody (Marik will just take the alchemist's kit as his share). Viktor will take the gun they found in the mite lair and sell it to Venkor in town. After I sell everything off I'll change the edit status back to just me.

Wilhelm Orlovsky |

So to clarify, the warhorses we captured at the hilltop are combat trained whereas the ones from Oleg's are not? If that's the case, I'll take one of the combat trained horses and sell my old, boring horse. :)

Lanya Beladon Medvyed |

I know, I think I'd ask some of our paladins to assist me in making my decision as they are asked the question to repent. They will probably be sent north to Brevoy in that case.

Wilhelm Orlovsky |

That seems like the most expedient thing to do that doesn't see us outright killing them. We don't have the resources to set up a proper watch on them. So either we send them somewhere they can be watched and guided towards repentance or we hang them. Wilhelm is reluctant to hang them on a hunch, but I think it's within the realm of punishment we lined up. It's inconvenient being the good guys sometimes. :)

Sanita Malvanna Or'Fana Kalnath |

Dotting

Lanya Beladon Medvyed |

So acquiring 4 masterwork weapons seems alright, anybody need a free weapon?
Lanya uses a quarterstaff and a sling, but does not use them often, so I'm good.
Also Kertuffle, can Lanya make a knowledge Nobility check as well? She has mingled much in court as well and might recognise them.
If so: Knowledge Nobility: 1d20 + 3 ⇒ (4) + 3 = 7
Hmm, perhaps not..

Sanita Malvanna Or'Fana Kalnath |

Sanita started with MW items, so she is fine as she is.

Fhârn |

As I noted in the gameplay thread, and then in the main thread and now here (I was probably typing my post when you asked around :) ) Fhârn could use a masterwork Bardiche. I do have enough gold (and did plan to) just buy one, but getting one as a reward is even nicer : )

Sanita Malvanna Or'Fana Kalnath |

Go for it, I don't think anyone else is missing MW weapons. Don't see why you shouldn't get one.

Wilhelm Orlovsky |

This is what I get for trying to make Kertuffle's life a little easier. :) I was having a hard time figuring out who was speaking to whom and where, so I wanted to clarify things a bit. I just knew I'd regret having typed that as soon as I hit the submit button... oh well. Sanita's just jealous she's not there to join in, anyway. :P

Lanya Beladon Medvyed |

Sorry for the inactivity, my pc has broken down tuesday morning and this is the first day I have access to a pc with internet that I have the time and privacy to hang out on the forums.
I had actually hoped to get in a message or that someone could post for me excusing me for the time being.
New pc is on the way but it has taken/will take a few days for it to come into the shop. I'll be able to make a few posts during the daytime, but in the evening I'll probably not be able to post.
Sorry for the downtime, I'll be back to my normal posting in a few days.

Kertuffle |

Here is step by step the decisions that I need.
YOU NEED TO CREATE A SETTLEMENT
I am assuming that this is going to be Oleg's and not the Stag Lord Fort of the Sootscale Caverns.
Step 1: Acquire Funds: Done, you have 56 BP
Step 2: Explore and Clear the Hex: Done, there are no threats left in Oleg's hex.
Step 3: Claim the hex as yours: This takes 1 BP and represents creating the basic infrastructure of the hex. This will leave you with 55 BP.
Step 4: Prepare site for construction: This includes basic things like sanitation, clearing land, etc. necessary for building a city. Since Oleg's is on the plains this takes no time at all. It does take 1 BP, leaving you with 54 BP.
Step 5: Construct your first buildings: This can be an Inn, Shrine, Monastary or Watchtower. You can also construct a House, Mansion, Noble Villa or Tenement. Once you build a building, Oleg's Trading Post will automatically convert to a Shop, Stable or Watchtower for free. All prerequisites for the construction will be necessary, so be sure and build a house if needed. Not sure what you will spend in this step but it will leave you with 54* BP, where the * represents you should subtract the cost of the buildings from the number.
Step 6: Name the City: This is now the new capital city of Domierov and will serve as the focal point from which you will expand.
YOU NEED TO FOUND THE KINGDOM
Step 1: Choose Alignment: The alignment needs to be chosen.
Step 2: Choose Leadership Roles: You need a new councilor as Felix is going to spend more time with the kobolds. Otherwise, check the kingdom spreadsheet to make sure I have the right people in the right jobs and everyone make sure they agree with me as to what their bonus for their respective job is.
Step 3: Start your Treasury: You will have 54* BP to start.
Once all these steps are done your kingdom will be official. I am willing to say that all these steps can be completed in the remainder of this month. Next month we will use the complete Kingdom Term Sequence rules from Ultimate Campaign.

Kertuffle |

@Wilhelm, the exploration routes are fine but closer to 1 week instead of 2. I'm assuming everyone is riding horses with at least 40' of movement so unless it is a mountain or swamp hex it only takes 1 day to explore. Additionally, if you have and follow a specific pattern, I'm willing to say that you start the day on the side of the hex you are entering and end the day on the side of the hex you are planning to leave so that you don't need to add the time to cross the hex to your plans.

Kertuffle |

I think I'm going to have to change the way I view these posts. In the past I would open seperate windows for each thread, reveiw what was going on in them and then post replies from simplest to hardest. But this appears to be causing some of my posts to go astray. I posted my response of the Trolls to Wilhelm's diplomacy on Friday and it once again seems to have become lost. In either case, I'm including a link to a map for the fight.

Rowan Gideon |

Sorry for the lack of posts. I was rear-ended Monday on my way to work and have been busy dealing with insurance, recovering, and catching up on missed work. I'll try to get a good post in after work today.

Wilhelm Orlovsky |

Does anything eventful happen over the course of the two days? More giant bear attacks or anything?