
GM Ariarh of the Storm |

I hope things quieten for you soon.
Neither Thorongil nor I have used that system with the multiclassed characters in this adventure. And I do understand it can suck to have your character's BAB lag behind the others when multiclassing. However, there are other classes you can take that will give you an increase to BAB. For eg, Ranger (Cad) could go well with your Spy; however does not give you trapfinding, if that is what you're aiming for... Spy level 2 can give you the Spy Talent: Trapfinding (Ex): A spy with this talent adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Additionally, he can use Disable Device to disarm magic traps. And you get the +1 to BAB. Shrugs.
So, I’m going to say no in this situation as you guys have had other bonuses given to you when building your characters at first level - more than a standard/basic character.

GM Ariarh of the Storm |

No problem, Thorongil. Thanks for amending that.
As to how long the visit with the Witterwils will take, well that’s wholly up to your party. You mentioned in game that you wanted to stop there, check in on them and warn them of the lizardfolk. Nooria’s asked If you mean to stay the night, but no one’s answered her. Once you play it out in game, then you can move on to Pridon’s Hearth.

Thorongil of the House Stígr |

No problem, Thorongil. Thanks for amending that.
As to how long the visit with the Witterwils will take, well that’s wholly up to your party. You mentioned in game that you wanted to stop there, check in on them and warn them of the lizardfolk. Nooria’s asked If you mean to stay the night, but no one’s answered her. Once you play it out in game, then you can move on to Pridon’s Hearth.
I'm not entirely sure.
On the one hand I'd prefer to stay the night; a chance to rest and get fresh food certainly makes sense, especially as we've traveled in heavy rains and more to come later, and with the weather the way it is we may not get back until dark or later.
On the other hand it may be better to get back sooner rather than later to help the town if they need it from potential threats with the lizard folk, and if we are to continue north beyond the town and the rain persists the longer we wait the worse our conditions may be.
For now I had planned on holding off a bit until we got more information from the Witterwils regarding the current state of things at their farm. When I know more from them I can better formulate an idea on what to do next.
Also, I didn't want to press the matter too much without hearing from Paten - right now I don't know what his plan is yet, but I hoped to hear from him and his opinions, too.

Letswalo |

Spy Level 2
HP 13 (8+5)
BAB +1
Ref +1
Will +1
Skills 10 (8+2+0 racial) (Letswalo has the Heart of the Slums instead of Skilled)
Acrobatics, Bluff, Disable Device +2, Intimidate, Knowledge Local, Knowledge Nature, Perception, Sense Motive, Survival
+2 Background
Knowledge Geography, Linguistics (halfling)
Class Features
Duplicity Bonus: +1
Spy Talent
Starting at 2nd level and every even level thereafter, the spy may select one of the following special abilities.
Trapfinding (Ex): A spy with this talent adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Additionally, she can use Disable Device to disarm magic traps.
Uncanny Dodge (Ex)
Starting at 2nd level, a spy can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A spy with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a spy has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

GM Ariarh of the Storm |

Sounds good, Letswalo. Once the group's back in town, you can upload the new stats to your sheet. You can get healing in town for the STR damage or after a full night's sleep, it will be healed.
I'm not feeling well and I'm pretty tired, so I'm headed to bed. I will update the game in my morning. Happy Valentine's Day and good night.

GM Ariarh of the Storm |

Once you’re ready, you guys can hit the road and return to Pridon’s Hearth without too much hassle/incident - only rain and muddy roads. It’ll take you closer to 2 hours because the road is getting harder to traverse (The rain is still considered light and steady but the skies are getting darker with the heavy, grey cloud cover. Winds are also still light at this stage). You’ll arrive back in town in the early evening - just after 6.30pm. You may play out what you’d like to do; however I will not be on the boards this weekend to respond (I’ll be back posting on my Monday/your Sunday). Save any detailed rp with npcs in town until I’m back on the boards, please.
Thank you, gentlemen! :)

GM Ariarh of the Storm |

Although I didn’t mention it in my last posting (sorry, late night postings can make me miss little details) , the Halfling Muhdzuzi is with Thorongil and Letswalo at the present time in Stone Hall. I’ll have Adaela address it in my next post. Also, please remember the Halfling only speaks/understands Halfling and Polyglot. Thanks!

GM Ariarh of the Storm |

Just some points of clarification: Flooding is not the chief concern of Pridon's Hearth proper because it is on higher, protected ground and the weather conditions presently are drizzle, consistent light rain and winds growing stronger with flying debris. So, when Adaela said the boarding up of windows and openings and securing canopy roofs that can easily be blown away or be filled with rainwater and collapse is imperative, it is (most colonists still live in canopy tents as the buildings are still under construction). Island Town is by the foreshore/dock, so they will take the brunt of the high winds, rains and crashing waves coming from the smaller offshore storms making landfall. Securing boats, warehouses etc down by the docks and ensuring the bridges between the Islands and Pridon's Hearth proper hold will help as the storm increases, as will evacuating the people of Island Town as the storm enlarges and worsens in category. So far, in game, the only person/business you know on Island Town is Oyin Emporium/Mirya Oyin. The other island colonists and traders do not know you as you've only recently arrived to the colony and haven't explored the islands or introduced yourselves. So, as strangers, that will make your job harder with the stubborn "islanders". Please keep that in mind.
Island Town: These are the several small islands which break up the flow of water from the river that runs through Pridon's Hearth. Despite the islands' minor size and muddy terrain, the earliest settlers claimed much of their usable land in the town's initial land grab. Their placement along the river makes for easy access to the Little Tiger Docks for fishing. Sturdy, if amateurish, bridges connect most of the islands, and , members of the community are well versed in safely crossing these arterial paths. Locals call the assembling of buildings and bridges 'Island Town' , despite the fact they are part of the greater Pridon's Hearth. The people of Island Town are doggedly stubborn compared to their neighbours in Pridon's Hearth proper, who refer to themselves as "walled-in". Both factions share little overt animosity toward one another, though residents of Island Town generally consider themselves the true residents of Pridon's Hearth.
I hope this helps with your preparations and aid.

Letswalo |

Sounds good. :)
Two pieces of news:
1) I'm currently job hunting, though that is going well. That said, I might have less free time than usual.
2) I'll be at a gaming convention this weekend, so I'll likely be less active online.

Thorongil of the House Stígr |

GM - as Letswalo is going to be AFK I can bot him.
Two follow-up questions regarding the Troll:
1. As I understand it, the troll can regenerate damage each turn; except for fire/acid damage. So if I hit it for 9 damage and Muhdzuzi
does 3 damage and Nooria hits it for 6 Fire Damage that means the troll can regenerate (depending on how fast it can regenerate) a total of only 12 Health - the other 6 Health cannot be regenerated as they are Fire Damage.
In which case, should we keep a running tab on both its normal damage and fire damage to know how much it can regenerate vs. what it can't for ease?
2. Letswalo will be AFK for most of the weekend. I am happy to Bot him during that time, but his sheet seems a bit unadjusted (I think). That is; I don't know his second level stats - I assume he is at level 2 Spy by now, but he may have elected something else. If he's a level 2 Spy he SHOULD have a +1 to his BAB and his HP should be higher - if he multi-classed he MIGHT have only a BAB of 0 - do you know his current situation regarding that?
Also, I'll assume he's a level 2 spy at this time; if I'm wrong, please adjust it as needed...

GM Ariarh of the Storm |

Yes, Letswalo took another level of Spy at 2, but it looks like the character sheet/profile has reverted back to level 1 - not sure why. I do remember him taking the spy talent: trapfinding on second level and placing his levelling info on the discussion board. You may need to read back through the discussion posts to find it. I hope once his player is back on the boards, he can update the profile with the level 2 info.
As to the hp regenerated, I’ll keep a running tab when I post for the troll. You’ll always know how much is healed and how many hp the troll is down. Since the troll hasn’t taken its turn this round, I’ve only counted in/shown the damage the PCs have done this current round.

Letswalo |

I've looked up the regeneration ability and from what I'm reading, it should be hampered much more by the acid and fire. I added bold for emphasis.
Regeneration (Ex)
A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.
Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.
Format: regeneration 5 (fire, acid); Location: hp.

GM Ariarh of the Storm |

Even if the normal damage wasn’t healed at 5 per round, it wouldn’t have killed the troll. It still would have run away, alive, but be a little more wounded (not all the weapon attacks in the 3 rounds hit and damaged). The troll’s gone back into the jungle now. I’ll keep that rule in mind for the future. Thank you.
What does your party wish to do at this time? I placed two options on the game board. We can then move forward from there.

GM Ariarh of the Storm |

I have a very busy day tomorrow ... so my response may not be up until late my Thursday night (Wednesday night your time). I appreciate you botting Letswalo, Thorongil. I have a lot to do before bed, so I'm not going to rush this next post. Thanks for your understanding. As I mentioned, I will respond tomorrow night my time.

Thorongil of the House Stígr |

Thorongil: Survival is fine to try to locate the whereabouts of the cat. However, the inclement weather may be an impediment, as you’re aware.
Well, I tried all the skills I could, hopefully something worked :)

Letswalo |

For reference:
An elemental has the following features.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
Elementals do not breathe, eat, or sleep.