Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI
"Hmm, bring the bodies back eh? As long as we keep an eye on them for any growth I suppose that's fine to try. I don't know how far we need to go before we'll get back to anyone who could identify them. Could we make some sort of sled to drag them with perhaps? I don't fancy anyone's interested in actually carrying them over their shoulders."
Someone with some skill at Sense Motive or Diplomacy might want to talk with Anvenn at some point to see if we can figure out what he's been nervous about.
M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On
Leothar tries to hide his annoyance at Aravashnial's request demand.
"Bring the bodies with us? Can't we just make a sketch?
Or bring just their heads?
I agree it would be good to know who they had been talking to and figure out what their plans might have been... but their corpses would slow us down."
Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6
"Perhaps removing the heads would be sufficient, and we could carry them with us for a couple of days. They will decay, though, unless someone has magic to preserve them with, so they might not be identifiable after that."
Ardriel went over to Anvenn and asked, "Are you alright? I know I find these caverns unnerving - and the revelation that demon worshipers have infiltrated the Iomedaen crusaders is even worse."
'False crusaders.. in the ranks of Iomedae's faifhful? How terrible.Frowning, Ian looks from one dwarf to the other the towards Petsha, 'How do spore-cooughers reproduce? He's right, we don't want to leave a problem for Nethholm.' Moving closer he as Aravashnial speaks of taking the bodies with them, he turns seeing Aravashnial almost smile as Anvenn apprears disgusted.
Nodding his head in aggreement with Leothar, Ian turns to Aravashnial, and asks, "Aravashnial, what would be the purpose of taking them back?" He gestures towards Ardriel, "Would taking the heads suffice? Or Is it something we may be able to accomplish down here, or perchance in Neathholm?"
He then turns and asks the Mongrelmen, "Lann, how far to Neathholm now?"
Realizing Ardriel was trying to remove the dark cloud over Anvenn, Ian stepped that way, nodding, "What can we do to help my friend?"
Aravashnial is a little taken aback when his advice isn't immediately followed and is questioned. "Why to identify the traitors and route out more of them of course."
Sense Motive DC 12:
He's telling the truth but there may be more that he is trying to accomplish.
Ardriel and Ian talk to Anvenn about what is bothering him, he replies "The more we encounter down here from the demons, the more I am worried about my wife. She is a paladin of Iomadae and since they have been infiltrated I worry even more for her safety. The sooner I get home the better."
Lann looks a little worried when Ian asks how far to Neathholm. "I'd say not far at all, but with all that has happened I can't truthfully say. If the way is clear we will be there shortly."
LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6
Sense Motive:1d20 + 2 ⇒ (1) + 2 = 3
Donnen is fairly clueless about Aravashnial, so he doesn't say much more on the matter. As Anvenn speaks, however, the Dwarf approaches and tries to present a warm voice.
Paladins of Iomedae are a tough folk, mate. - he starts to comfort him - Let's try ta' have faith. I know these are troubling times, so yar'right tae be worried, but pray and have faith. Maybe she's in a safer place than we are. Let's catch tha' pace.
'Well there's more here than meets the eye.' looking from Aravashnial to Fley, Ian asks, "Hey Fley, since your using the pack we found, can I have your old one?"
He turns and calls to the blind elf, "Aravashnial, I'll cut off the heads. We can put them in Fley's old bag and take them. That should be enough to identify them, magically or other wise, right?"
Taking the tabards off of the men, he carefully puts them in his own pack. Before he cuts of the heads he gestures towards the weapons and armor, asking, "Are we taking the other gear or leaving it?"
LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level
Ian asks for Fley old pack. It's just taking up room in his new handy-dandy masterwork backpack. Just look at this thing. So much better than my old one.
Sure! Here you go Ian.. Fley hands over his old backpack. Take good care of it. There is a hidden pocket there.. Fley points to a pocket that's not too well hidden. I keep some snacks in there. Which reminds me... . Fley opens up the pocket and takes out some nuts and dried fruit. Almost forgot about those!
But when Ian mentions cutting off the heads and putting it into Fley's old bag, he cringes. Um, if you insist. But please clean it out. Also, I don't particularly want to watch the process.
If Ian/the gang do go with cutting off the heads, Fley will try to get far away and turn his head. Guess I'm not used to blood as I thought I'd be.
LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6
As much as understanding the practicality, Donnen preferred to keep his distance as well. He found the whole idea tasteless and gruesome, but wasn't going to condemn his companions for thinking on the greater good. On his mind, he'd just leave the two behind for the larvae - but he got the point about identifying them and trying to find other potential infiltrators.
M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On
Leothar assists Ian with the gruesome task. He says a quick prayer to Torag that this desecration of the dead be accepted as a strategic necessity, then cuts off one of the false Crusader's heads.
"We may as well take their other gear. The potion, scroll, and those Baphomet icons as evidence. As to their armor and weapons, I suppose their chain shirts could be useful to other Crusaders. I could carry one. Their glaives are too bulky I would think."
I am not sure how much space a chain shirt takes up, but my guess is that it will fit in a backpack. 25 pounds of steel rings, so not as dense as solid steel... maybe equivalent to a gallon jug in volume?
Drawing his sword, Ian cuts the head off of the other false Crusader. Gathering the two heads he places them in the bag. 'Thank the gods Leothar is helping.' Nodding in agreement with Leothar, Looking at the folks from Neathholm, "Do you folks want to carry the glaives?"
He then carries the bag over to Aravashnial, lifting the elves hand he places the bags shoulder-strap into Aravashnial's palm. "Aravashnial, here are the heads, they should serve for investigation purposes."
Patting the elf on the shoulder he turns and asks, "Shall we move on to Neathholm?"
I was going to suggest lunch, but I don't think I have an appetite anymore. But yes, let's move on to Neathholm.
I died laughing at that.
The party reforms and about 15 minutes later reach s circular, 20-foot-diameter cavern. Four mongrelmen stand guard here before a large stone door. Lann waves to them and they smile and wave back. "These are friends he says." and the guards open the door.
A small, dark lake ripples in the center of this two-hundred foot wide cavern, the walls and ceiling aglow with thick sheets of luminescent fungi. In the center of the lake, over two dozen low stone buildings cluster on a rocky one-hundred-foot-wide island. Lights glow in the windows of the buildings, giving the settlement an almost welcoming look. Rafts made of mismatched planks of timber bob along the length of a crooked pier at the lake’s closest shore.
You board rafts and arrive at the islands. Lann leads you to the largest building on the low crest of the island. He knocks and enters in. You sea a man who looks more rat than any other race. Picture in map Lann approaches and gives him a report of the tower collapsing and not being able to rescure Crel. He then advises the man that you were able to free him.
The man says "I am Chief Sull, of Neathholm. Thank you very much for rescuing Crel. Not many uplanders would have helped. How did you come to be in the caverns?"
Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6
Taking a deep breath, Ardriel says, "It is a...difficult tale. We were all in Kenabres, the city above, for the festival of Armasse. As the festival was about to begin there was a demon attack. I don't know how many of them there were, but they appeared to overwhelm the city's defenses as Terendelev, Kenabres's silver dragon protector, battled the balor Khoramzaddeh the Storm King. A massive demon emerged from underground opening up a rift in the earth through which we fell. As we fell, Terendelev reached out with her magic and cast a spell to slow our descent as the crack in the earth closed above us. We awoke down here, and have been seeking a way back to the surface since."
Ardriel's voice shakes a little as he tells the tale, the memory of Terendelev's death and the danger to any survivors above still fresh in his mind.
LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6
A pleasure tae make your acquaintance, Chief. - says Donnen, not too skilled in the diplomatic affairs - We're happy ta' find allies. Like da'elf jus' said, we're comin' from dare circumstances. We had been finding only evil and enemies sa' far - between undead, fallen wizards and vermin.
He approaches, but it's visible his weapon is sheathed, different than his usual.
We need tae find a way ta' get back to the surface. I am sure we're needed up there. My name is Donnen, Paladin of Torag, and by the Hammer I need ta' smash som' demon skulls.
Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI
Petsha nods at the reports the others give before commenting as well. "I don't know how much of the impact you felt here. Was there any damage to this section of the caverns? Both the watch tower and the passage to it are going to be in need or repairs based on our trip here with Lann and the others. I hope nothing too serious happened to Neathholm itself."
Awed into near silence by the villiage of Neathholm Ian, listens to Ardriel's telling of their story, smiling at Donnen's forthrightness, he nods in aggreement with Petsha,. Stepping forward bowing politly , "I'm Ian Passeri a servant of Iomedae, I share Donnen's desire to return home, but as Petsha has infered, if there is trouble here in which we may be of service, I for one would be willing to help." He looks around catuiously, "We found two bodies, the men were servants of Baphomet disguised as crusaders of Iomedae, have you seen more of them?"
Chief Sull looks shocked when told of what happened on the surface. "Me and my kind, may be outcasts and freaks in the eyes of uplanders like you, but oru ancestors helped drive back the demons in the First Crusade. We want the demons defeated as much as anyone who lives above. Are you willing to bring this message to the surface—that the mongrels will stand with the inhabitants of Kenabres to defend the city?"
Chief Sull exhales deeply and says when asked about the damage. "We were blessed here not to have any damage here. There are reports of damage of the type you ran into all over though."
Chief Sull nods and frowns when asked about the crusaders, "We have seen others dressed like that. They have allied with some traitors and we have seen them out scouting."
"You are welcome to rest here and buy any supplies you may need as well."
LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level
Do you have any men to spare? We may need all the help we can get..
Fley looks at the chief. And thank you for your offer for a rest. It would be nice to be safe for a night.
Fley opens up his backpack. He has some of the party loot in his bag that is unallocated. We don't have much in terms of money.
But I don't think we need some of this stuff. Are you willing to trade?
Theres some stuff on the loot sheet that we don't really need, such as flint and steel, the statuette, and the glaives.
Chief Sull shakes his head when asked if he has men to spare, "No, I need the men I have to send out to the other tribes and bring them into Neathholm to be ready to assist in the fight against the demons if our help is accepted. Will you let them know of our offer in Kenabres? We have a trader here who will deal in coin or goods."
'will we let them know?' Stepping forward, Ian nods, "Yes Chief Sull, we will let the leaders in Kenagres know of you generous willingness to help." He looks to Fley adding, "and we appreciate you opening your town to us." Pausing for a moment, "Can you tell us where these traitors and evil pretenders are hiding?"
M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On
"We welcome your offer, Chief Sull.
Can you tell us the nature of the treason? Was there a disagreement about a decision you had made? If so, perhaps we can resolve it peacefully. Perhaps the traitors were duped by the false Crusaders, believing them to be genuine champions of Iomedae.
But had these traitors knowingly allied with the Baphomet cultists, I think there is no place for negotiation."
Leothar could use a MW buckler if one can be found, since he plans to switch to a buckler at level 2 in order to use Lay on Hands (and gaining the option to two-hand the axe for more damage.
Chief Sull smiles upon your acceptance to carry his message. "Good! I am glad you are willing to help. The group the uplanders were working with are traitors to our heritage. They are evil and consort with cultists. I have ignored them up till now but the time for that has passed. They block your way to the surface. If you will agree to clean out their den for us I will assist you with some potions; six cure light wounds and three of lessor restoration. Lann can show you to the trader and will show you which tunnel will take you to the surface."
Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI
"That sounds like an arrangement that should benefit all of us. Before we go with Lann, I wonder if you might be able to help clear up a small mystery for us. We encountered a paranoid wizard on the way here who seemed intent on our being crusaders out to get him. We were unfortunately not able to talk him down before we needed to defend ourselves. Among his possessions was this statuette that doesn't hold any meaning for us. I wonder if you have any idea what it might represent?" Petsha holds out the marbel statuette for Chief Sull to examine if he will.
Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6
The statuette reminded Ardriel of the copper brooch of a bat perched on a mushroom they'd found in the abandoned campsite, with the torn bedroll. Pulling it from his pouch, he said, "We also discovered this brooch in a cave, along with an abandoned campsite. I wonder if you might know its significance as well?"
Chief Sull is about to answer Petsha when he sees the bat broach. His eyes go wide. "You said the campsite was abandoned, no body was found? That belonged to my son."
Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6
"No, we didn't see a body. There were signs of rubble and a cave in nearby, but no body." Looking at the brooch, then over his shoulder to the others, Ardriel turned back to Chief Sull and said, "Would you like to have it as a...possible rememberance?"
We're all okay just giving him the brooch, right? Since it was his son's?
Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI
I'm fine giving him the brooch, sure. But I think there was a pile of bones at the campsite, I don't know that we checked to see what they might have belonged to.
Leothar leads the way into the cavern. This smaller cavern appears to have once served as a campsite or temporary lair. A torn bedroll lies next to the cold remains of a fire. A pile of bones, broken equipment, and rubble lies just in front of the campsite. From the pile of trash jump three dog sized cockroaches.
'We should let the bereaved father keep this token of his sons.' Nodding his head in agreement with Ardriel, Ian steps forward, "There were bones at the campsite, I didn't look at them closely. We can tell one of your people where the camp is if you want to send someone to check."
LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6
Since we're already 4 agreeing with giving the brooch, I'll proceed assuming that's what we do.
Donnen closes his eyes in a short prayer for Torag. He touches the brooch, still on Ardriel's hand as he's offering to Sull.
If ya' don't find him alive, please accept mah' sincerest condolences. Torag shall guide you tae 'de truth, no matter how hard it is.
He doesn't say much more. The prospect of dealing with more of the traitors and cleaning his den was something he looked for - and, as much as he loved and was used to the underground, he felt their mission at this point was to get out of these tunnels.
Thanks fah'ya assistance, Chief. - he limited himself to complete.
From your casual glance at the bones you know they were small animals, the remains of what was cooked in the fire.
Chief Sull's one good eye gets a bit misty; he accepts the gift, "Ine of my sons left Neathholm after an argument. I don't expect him to return, but I treasure the return of the broach to me. As an expression of my gratitute I would like to give you my minorly magical +1 morningstar. All I ask is that you promise to use the weapon to split at least one traitor’s skull before you reach the surface. As to the dwarf, we had reports of the mad dwarf in the cavern. He has been there a while and was truely mad. What we have come to know is apparently he had been into some evil rituals on the surface and when he was found out he ran down here. His isolation caused him to become mad and was worried the crusaders where going to come for him and on the surface they may have eventually. I don't think the crusaders even know we are down here. The statue looks to be a work of art to me."
M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On
Also fine with returning the broach. "I hope you find your son alive and can reconcile, Chief Sull. What is his name, if we should happen to encounter him?"
Leothar will look to get a buckler shares right now are 249 gp each? but other than that is ready to go sort out these cultist-allied traitors.
Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI
Petsha nods at Leothar's words, knowing that family can sometimes be hard, but that the work is typically worth it. "We'll certainly let him know that you're worried for him and offer him the help we can should we come across him. You've been most generous to us and have our thanks."
The 249.1 is our current liquid assets. With the morningstar factored in party shares should have a value of around 414 gold, but most of that is tied up in potions right now. We could sell some if anyone felt we needed something. In any case a buckler, masterwork or normal, is certainly feasible without selling potions.
LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level
We will keep a keen eye out for your son. . Fley's stomach starts growling as he says that.
Do you happen to have any fresh food? I'd die for a cup of fresh stew. . Fley realizes what he says. Not literally die. You know what I mean... he stumbles over his words. Some stew would hit the spot right now. More stomach grumbles. And some fresh bread?
'So we will fight the rebels and cultists that block the way to the surface... Kind of the chief to give us such a fine weapon, I wonder who will use it. I was surprised neither of the dwarves wanted to carry the hammer we found in Torag's temple.' Shrugging to himself as rests his hand on the new hammer, he looks at Fley and smiles, "Fley are you sure your a gnome and not a hobbit halfling?"
LG Male Gnome Paladin (Faithful Wanderer) 7 / Mythic Trickster 2 (+4 attack/damage vs Evil Outsiders/Undead) | HP 71/71 (14/66 hp) | AC 19 T 15 FF 16 | F +10 R +9 W +8 | Perc +10 | Stealth +19 | Speed 20ft | Spells: 1st: 1/2 ; 2nd: 1/1 | LOH: 4/5 (3d6) | Wand CLW: 50/50 | MP: 3/7 | Active Conditions: 1 negative level
Back in my younger days, I was married to a halfling. Margarite. She was a beauty... We broke it off after a few years of marriage.Fley takes a moment to reflect. I still see her grandkids every now and then. Lovely people.
But she did drill in me the love of second breakfast.
Fley goes to the baker to find some bread and hopefully some stew. He'll wait to see if others want to join. After lunch, he's ready to go.
'Married to a halfling?' Smiling at the gnome, "Second breakfast? At noon? You must be a late riser." Following behind Fley, "I have some food in my pack, but we may as well stop and eat." Looking toward Lann, "Then we can speak to the trader before we leave town?"
M Dwarf Paladin 9 | AC 25 T 12 FF 24 CMD 29 | HP 123/123 | F +14 R +7 W +10 (+3 vs spells, SLA, poison) | Init +3 | Per +10 (Darkvision) | Mv 50' | Smite 2/3 | LOH 7/7 | Mythic 5/9 | Active: None | Shield: On
What does their bakery use for flour?
Leothar considers himself fortunate that he did not grow up before or during the Quest for Sky. The surface world has farms for grains, raised by some dwarves or more often traded for with humans. What would bread and beer be without these grains?
And it has pasture for cows and sheep. The creatures of the Darklands don't cook up as well.
The wide range of fruits available through trade are also pleasing.
Dwarven culture evolved to take advantage of these things, and he considers that a good thing.
Leothar suspects that the food of Neathholm is not unlike that of the dwarves in ancient days. Mushrooms, mold, and slime; vermin; Darklands creatures. In this case, maybe the occasion barrel of provisions "found" from the surface world.
Well, it might keep you from starving to death. Let's see what Fley finds. The mongrelmen may surprise me. But hopefully we'll be back to the surface soon, and I do have some trail rations.
Fley finds some bread but no stew. There isn't a tavern or restaurant down here, just a central area with some benches to sit on an chat. It's a BYOB town.
Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI
Sitting next to Fley on one of the benches Petsha looks out around the town around them. "We're about to head to some caverns that we know to be occupied by corrupt crusaders and traitors to Neathholm here. It's probably going to be more dangerous than what we've encountered until now. I wonder if any of company who wouldn't be involved in a fight for whatever reason might feel safer staying here until we've made sure the way is safe? I wouldn't want anyone to get hurt unnecessarily, and I don't want any distractions for those who will be focused on the fight. I don't mean to impugn the honor of any with the suggestion, but getting everyone safely through this trial in the long run is my primary consideration, and this town offers a temporary safe haven that we hadn't encounter previously."
Horgus looks disgusted and horrified at the same time by Petsha's suggestion but before he can speak Anvenn speaks up, "I want to get to my wife as soon as possible. I don't want to waste time waiting for you to travel back for us unless we need to in order to recover."
Horgus nearly shouts, "No! You are not leaving me with these molemen!"
Aravashnial pauses for a moment and then concludes "While I would like to spend more time here to study the residents here I need to get back as soon as possible as well."
Lann sneers at Horgus and Aravashnial and says "It is about a half hour walk at the pace we have been going to the traitor's camp."
'I thought it was a good idea.' Rolling his eyes at their unarmored companions, Ian asking, "Lann, please lead on, apparently our companions are in as big of hurry as we are."
Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6
With some time available before they journeyed further on, since Fley was eating, Ardriel took the time to cast his cantrip and try to identify any lingering magic items.
As Ardriel concentrates on the items he finds that the cloak is magical but can't ID it. The first scroll he finds to be a scroll of shocking grasp but wasn't able to decipher the other scroll. The potion is a potion of cure light wounds.
Loot Sheet Male Human Divine Hunter 2 HP 18/18 | AC: 18 T: 14 FF: 14 | F: +5 R: +5 W: +4 CMD: 18 | Perc + 2 | Init + 4 | Smite: 1/1 | LoH: 0/2 | Arrows: 41 normal, 20 CI
"So be it then, I suppose we're ready to head on out." Turning to Lann, Petsha indicates the group's readiness to continue. "We'll follow you when you're ready unless you have anything else we should know before we go. Thanks again for your help. As long as you can point us in the right direction and tell us any turns we'll have to take you don't need to get anywhere near the camp."
Elf Paladin (Chosen One) 9//Archmage 2 | HP 72/72| AC 23, touch 14, flat-footed 19 | Fort +11, Ref +13, Will +11 | Init +3 | Perception +2; low-light vision | Smite: 3/3 | LoH: 6/6
Ardriel shook his head. "The cloak is magical but I can't figure it out. I also can't figure out this scroll. I can try again after we've rested for the night."
Shouldering his gear, Ardriel makes sure he has the two scrolls he identified ready, and hefts the morningstar, saying, "I am ready to depart as well."
Lann waits until everyone is ready and then leads the group off the island and to an opening to the southeast. After about 25 minutes tunnel narrows down to a 5-foot-wide passageway, the walls carved with picks and chisels.
Lann stops and whispers The "traitors" are up ahead just a little. They will see your light before they see you as they rely on their darkvison. I will leave you here and go back a bit and wait. If you need to come back I will assist you, if I don't see you in an hour or so I will head back to Neatholm. Good Luck!" He shakes each of your hands and heads back.
Since there were so many applicants for GM Mioki's WotR recruitment I decided I'd run this for those that didn't make it in. I am throwing in a bit of a twist though. It's an all Paladin party. I am aware that means no 9th level casting. I'm on the fence about allowing one arcane caster with access to the sorcerer/wizard spell list. I'm not as certain about someone with access to the cleric spell list. I'll listen to arguments for both.
20 Point Build. I like balanced stats. Nothing below 10 before racial or higher than 18 after racial. Wrath gets crazy enough with out min maxing stats. This is the perfect AP to try less optimal builds.
Core Only*
2 Background skills
2 Traits, 1 must be campaign
Max HP 1st Level
Max gold
I want to try and get this going quickly so I'm aiming to close recruitment on Wed. April 29 by 11 PM EST
I will be taking six. One for each campaign trait. I am looking for a well rounded party so I'll be looking to fill the typical fighter, thief, mage, cleric roles, plus a bard.
*I am allowing archetypes for the paladin. This should help cover some of the roles, though I don't think there is a archetype to add trapfinding nor do I think there is an arcane one. No occult, no guns, no vigilante, other than that I am only restricting things to Paizo sources for the archetypes and feats from the book the archetype is in that go with it. For example if you have an archetype that gives slayer class abilities you can use feats that augment those abilities; kind like extra performance does in core for the bard. I reserve the right to say no to anything.
*I am also allowing aasimirs and tieflings but only the base original ones.
I'm sure I forgot something so don't be afraid to ask.
Edit:
I have two spontaneous ideas:
- Virtous Bravo archetype VMC Rogue with Slashing Grace feat (technically not in the same book as the archetype)
- Halfling Paladin VMC Bard with high UMD and focus on Aid Another
I would be interested in playing the arcane caster as a non-paladin if that's still open, if not I'm going to back Ellioti's suggestion of VMC to expand on the options available. With only 2 days until the deadline you kind of need to decide soon if you'll allow a non-paladin for the arcane slot or not.
You might consider allowing a Bloodrager (particularly a LG one with the Celestial bloodline) as the arcane caster. There is one archetype that gains a few bard/magus spells, and one that gains a few druid spells.
Much like the paladin it has 4-level casting and full BAB.
Sacred Servant paladin gets a ton of options for spellcasting due to the domain. And Unsanctioned Knowledge adds a great deal of versatility to the paladin spell list. I would suggest you allow that feat even though it is non-Core.
VMC does not give too much in the casting department, but has a few very strong combos (like Hospitaler Paladin with VMC Order of the Star cavalier). It gets essentially 1.5*level for Channel and Lay on Hands. I would use your discretion in which (if any) combos you allow.
"Less optimal builds" sounds appealing. I may make a submission.
I have just enough games on my shoulders, but some time ago I made a build for an Arcane Crusader which raises from Paladin to Eldritch Knight. I will leave it here just in case someone wants to play it to fulfill that arcane caster role.
It is full Core and has 1 level of Paladin.
The Arcane Crusader: Paladin 1/Wizard 5/Eldritch Knight 5
Poang Hao: Human (Tien) melee alternative (greatsword, +2 Str, Toughness):
Str 17 Dex 14 Con 14 Int 14 Wis 10 Cha 8
Target armor: mithril breastplate
Deity: Irori or Qi Zhong
Mireldhravel: Elf ranged alternative (composite longbow):
Str 14 Dex 17 Con 12 Int 16 Wis 10 Cha 8
Target armor: mage armor
Deity: Yuelral
How does the attack look like by 11th level:
+2 greatsword +18 (8 BAB, 6 Str, 1 Weapon focus, 2 g. magic weapon, 2 heroism, -1 enlarge person size)
damage: 3d6+16 (9 Str, 2 w. specialization, 2 g. magic weapon, 3 arcane strike)
Classes reasoning: The goal is to become an Eldritch Knight, a crusader that fights in the Worldwound with iron and magic. Paladin is first level because full proficiency with all martial weapons is required for EK and to fulfill the campaign theme of “all paladins”. If paladin was not required, the ranged build can strongly benefit at lower levels from taking instead a level in fighter because you can have Precise Shot from level 1. Then 5 levels of Wizard because 3rd level spells are required. The transmutation school allows us to get +2 to one physical ability. As the Paladin smite evil is useless with such a low Cha, consider the archetypes Iroran Paladin or Oath of the People’s Council.
The strength of the build is being able to use spells like heroism, enlarge person, stoneskin, shield, mirror image, haste, great invisibility or see invisibility to enhance himself, while still having enough spell slots to provide utility like divinations and teleportation.
The idea is for a Paladin who has become disappointed in the lofty ideals of the crusades and sees it all as a failure but stays anyway to keep him friends and comrades safe.
He is the best friend you'll ever have, as long as you can deal with the sarcasm and the occasional sigh of disappointment.
This is the perfect AP to try less optimal builds.
With that in mind, what are your thoughts on using the Elephant in the Room houserules for removing some feat taxes? I think it could make a big difference for some different builds to not have to blow early feats on the same things you'd always do, eg: Weapon Finesse, Power Attack, Point-Blank Shot. Especially if Variant Multiclassing is on the table.
Either way, dot! I'm throwing in my hat for the Bard role, will have a build by tomorrow morning.
Would paladin 2\sorcerer x into either dragon disciple of eldritch Knight be enough paladin to be allowed in the party? It'll take some time to get there, but eventually it would fill the arcane role.
@GM: Would a Vindictive Bastard be allowed? He'd still be someone good, but actually who fell towards Chaos due to traumas of enslavement. He'd be the "wild card" in the party.
Since no one has mentioned a "cleric" Paladin yet--
I'd like to play a Hospitaler Paladin (APG), to which I'd stack the Cleric Variant Multi-Class, and the Agathian Alternate Divine Bond (Healer's Handbook) which would beef up the healing ability of the core Paladin to fill the full Cleric role.
I agree with Aldizog, I think it'd be cooler to avoid the multiclassing shenanigans. The appeal of this recruitment is to truly be all pally-based. With the mythic stuff we can definitely go around the limitations of roles with creativity... And it adds to the challenge.
I'd be glad to play a classical, full melee paladin, sword in hand etc etc.
I don't know if dipping is allowed; if it is I might add the already classical level of oracle, or maybe some fighter/cavalier or whatever, but the plan is to be the one with the big full plate chopping demons with his sword.
Edit: forget about oracle, I just realised that was not in the CRB :P
Hey all. I went to bed with no responses and got back on with 17. To answer some questions I've seen so far:
I have decided on all paladin levels no VMC, no multi-classing no 9th level casters. Mythic gets crazy and there are ways to get some arcane spells.
Feat tax rules are not in place. With as crazy powerful as this gets the idea is to try and make this a challenge.
To me, this AP screams for heroes. So I'm going to say no to vindictive bastard. I want characters that want to be here and aren't asking "why".
There are non-campaign traits that give disable device as a class skill. Magical traps will have to be part of the challenge.
For Oath against Fiends is going to be tough if not impossible not to fall at certain stages of this AP. Sometimes you have to work with the lesser of two evils.
I'll leave recruitment open until Friday to give more time for thought.
I'm okay with all the rules. Maybe, and just maybe, I'd suggest to increase skill points to 4+Int, since with a 20 point but and having no other option but Paladins, some of us might have a bad time trying to have some diversity (pick Perception, pick Kn Religion, pick any other one and that's it). In a usual group, that's non-important since there's always a rogue/ranger/bard/investigator/whatever there to help, but here we have Paladins.
That's just a suggestion, of course (as I said, my plan is to play the big tough guy, so I'm probably the one who cares less about it).
I don't see how filling the arcane role to any decent degree without multiclassing is possible. At least not to the extent that archmage makes sense. Maybe I should just give up the idea and focus on something else..
There are non-campaign traits that give disable device as a class skill. Magical traps will have to be part of the challenge.
Well, you're contradicting yourself. You want someone to fill the traditional Rogue role, but you're not allowing options to fill it.
Rogue by all clichés is about sneaking, scouting and disarming traps. And after a certain point in any campaign, all traps will be magical. That's a fact. But if nobody can disarm them, nobody will waste points on Disable Device. Thus, nobody will fill the Rogue role.
Yes, there are ways around challenging traps. Especially Dispel Magic, but that is very late for Paladins and surely not the traditional Rogue way that you want.
I do like a character building challenge and will stick around, but this is a big one...
PS: This would be so much easier if had said "all bards"
Dot. Playing through this game will be a unique challenge.
I have played this AP to partway through Book 4, if you would prefer someone who hasn't played it partway through.
I'd also like to second Jereru's idea of increasing skills to 4+Int modifier. Otherwise, you're just going to have a party of paladins that can tell what a demon or an undead is, but can't do much else.
@Ellioti: There's a trickster path ability that allow you to disable magical traps... Are you still going trickster? If not I might want to try to head down that path. Though it seems like a character trying to fill the "arcane" role is better served to go into either trickster or hierophant than archmage. But I guess he never said that there had to be a riftwarden orphan, so maybe multiple tricksters is indeed the way to go.
@Ellioti: There's a trickster path ability that allow you to disable magical traps... Are you still going trickster? If not I might want to try to head down that path. Though it seems like a character trying to fill the "arcane" role is better served to go into either trickster or hierophant than archmage. But I guess he never said that there had to be a riftwarden orphan, so maybe multiple tricksters is indeed the way to go.
GM Trawets wrote:
I will be taking six. One for each campaign trait. I am looking for a well rounded party so I'll be looking to fill the typical fighter, thief, mage, cleric roles, plus a bard.
I believe it is implied that the GM would like all six campaign traits to be taken, and thus each of the six Mythic Paths to be taken. There is always the option of the Dual Path Mythic Feat.
Ok, so without VMC Hospitaler Paladin with or without Alternate Divine Bond as allowed still fills the "healer"/cleric role.
What exactly did you want for submission- character concept or completed character?
I would allow the Agathion Bond alternate divine bond for a Hospitaler and yes that fills the cleric role.
For submission I'm looking for a background and very basic character build. Stats, archetypes, feats, traits, mythic path you intend to take. If you want to do a full build or alias that is fine.
A word about roles. As full BAB d10 HP characters you will all be somewhat able to fill the fighter role. What I am looking for is someone specialize in a particular role, not fully filling it. For example a hospitalier would be healing specialized. There may be other archetypes that grant enhanced healing. Some grant domain spells and some of the domain ones grant arcane spells; ie Fire domain grants fireball. For the thief roll I'm looking for someone to "specialize" in disable device. WotR gets crazy with mythic so I am purposely looking to challenge the group and to encourage creativity. As has been mentioned there are path abilities that give some of the missing class skills. I think arcane spells may be the hardest to deal with but there are several ways to get some arcane spells. Archmage may be a hard path to fulfill but dual path may be the way to go depending on how "arcane" you end up.
That's a shame. Guess whoever picks archmage will probably have to dual-path then (if that's even allowed?). Filling in the mechanical role with battlefield control and utility will certainly be much easier with another path (for example trickster).
Can I go Irorian Paladin and pick Racial Heritage (Gnome) + Bewildering Koan to work towards filling the role of battlefield control? Or alternatively just be a gnome instead of human with racial heritage. There are a few other bluff abilties from trickster it could work well with.
@GM: Are alternate race traits a go? As in, for example, Sacred Tattoo.
On a case by case basis. I will allow that one.
Alright, thank you.
Yes, I understand we're all potential frontliners. I expect to be the dedicated one, trying to look for ways to keep myself fighting close to the enemies. Less spell dependant, more self healing and, hopefully, more deadly.
Can I go Irorian Paladin and pick Racial Heritage (Gnome) + Bewildering Koan to work towards filling the role of battlefield control? Or alternatively just be a gnome instead of human with racial heritage. There are a few other bluff abilties from trickster it could work well with.
Æthelweard Tinytoes
Æthelweard Tinytoes was born and raised in the Gnome settlement of Iceferry in the Land of the Linnorm Kings. Growing up in the frozen tundra, Æthelweard dreamt of the healing warmth of the sun, and the goddess of the sun Sarenrae. Upon reaching adulthood, he departed Iceferry and began wandering the globe, drifting south and following the dreams of the Dove of Sarenrae which guided him eventually to Mendev to join the crusades. Tasked by the Dawnflower to become a healer, Æthelweard does his best to live the creed of his goddess.
Paladin (Hospitaler) 1
*=non-core rulebook option if approved (will replace any that are disallowed)
STR12 DEX12 CON12 INT13 WIS11 CHA 18
Feat: Weapon Focus (Gnome Hook Hammer) (at future levels will take Extra Lay on Hands, Extra Channel)
Mythic Path: Hierophant
TraitsTouched by Divinity (Healing Domain Sarenrae), Envoy of Healing*
Alternate Racial Traits Academician*, Eternal Hope*, Magical Linguist*
Favored Class Bonus Add 1/2 to Lay on Hands healing.*
Curious, very curious, Looks like I need to refresh my memory on the six campaign traits: DM Trawets mentioned the classes we are to fill: Fighter Thief, Mage, Cleric and bard....
Hey DM Trawets, if we are selected will we be able to edit some of our skills or traits to be able to synergyze a little?
So far:
Ellioti: Paladin into trickster path
Oyzar, Irorian Paladin and pick Racial Heritage (Gnome)
Aldizog, Sacred servant (arcane}
Cuàn Vindicive Bastard
YoricksRequiem, the bard role...
chunky04
MayveAvengr, half-orc Redeemer paladin
The Archlich Vindictive Bastard
Nathanael Love,Æthelweard Tinytoes, Hospitaler Paladin, Hierophant
Spazmodeus, ranged specialist Paladin
Jereru, full melee Paladin
Orodhen, Virtuoso Bravo Paladin of Shelyn using the Bladed Brush feat
Phntm888
Don Guy
I have no desire to step on anyones toes, if you have a clear campain trait in mind please identify it :)
Hey DM Trawets, if we are selected will we be able to edit some of our skills or traits to be able to synergyze a little?
The reason I didn't ask for skills is so the group can come to some consensus on who has what and I will allow some changing of other things if needed as well.
I'm also considering a Virtuoso Bravo Paladin - I have concept in mind for a double deity Paladin that can meet the Core only requirements, and looking towards Trickster role.
I have a concept that I want to test out. Gnome Faithful Wanderer Paladin.
Spoiler:
Stats:
STR 9 DEX 14 CON 14 INT 16 WIS 10 CHA 14
With Favored Class -> skill rank, thats 8 skills per level. Pick up a trait to get Disable Device as a class skill (Vagabond Child?). Other trait: Chance Encounter.
Mythic Path: Trickster.
Alternative Racial Traits: either Master Tinkerer or Inquisitive, maybe others.
Will do some work on it tonight/tomorrow morning to flesh out the details. Some of the options aren't Core, but will help with being a Trickster.
Two other questions then:
First, does the no multiclassing extend to Prestige Classes? To be specific I'm looking at the Crimson Templar and the Scar Seeker as ideas. To me those two feel like Paladins flavored towards their specific Empyreal Lords. The latter even gets some Paladin class features, and new uses for them.
Second, does the allowance for feats outside of core that fit your class features extend towards races? I'm asking because there are quite a few Tiefling feats dealing with, well, dealing with fiends (in an unfriendly manner) but they are all outside the core.
Seems like there are a lot of tricksters being submitted... @DM: Are you sure you won't consider multiple people of the same path as long as they have different focus?
I'm thinking to focus on battlefield control and knowledge, which is typically covered by a wizard. As a gnome irorian I can pick of breath of knowledge and defic obedience to really pump up knoweldges even without having them in class.
Can I start as middle aged, gnome get middle aged at 100, which is the requirement for breath of knowledge?
Alright, what I'm going to do is, instead of asking individually for every feature, present you here the basic choices. You tell me what's kosher and what's not and I'll change accordingly.
I reconsidered and will build a Halfling going into Dual Path Trickster/Hierophant. It's just so much more thematic, for the most roguish party member to be a halfling.
For my halfling, I kindly ask for the folloing Racial traits:
Fey Thoughts, because trickster gotta have some class skills
Fleet of Foot, because trickster needs speed to scout
Okay, here we go. I've got an Elven Paladin of Yuelral I'm submitting for the arcane role. There are two different ability score distributions, as I haven't quite decided if I want to go an archery route, a finesse weapon route, or a reach build for some battlefield control. If you want me to pick one, I can do so.
I'll be maxing his Use Magic Device skill so he can cast spells that way, and Arcane Dabbler means he can even do magic item identification (once per day).
Ardriel Zinro:
Paladin (Chosen One) 1
Ability Distribution 1: Str 13, Dex 17, Con 10, Int 14, Wis 11, Cha 14
Ability Distribution 2: Str 16, Dex 12, Con 10, Int 14, Wis 11, Cha 14
Feats: Additional Traits (Arcane Dabbler, Arcane Scholar)
Traits: Arcane Dabbler (Race), Arcane Scholar (Faith), Dangerously Curious (Magic), Riftwarden Orphan (Campaign)
Alternate Racial Abilities: Long Limbed (replaces Weapon Familiarity, increases base land speed to 35 feet, Horror Adventures p. 38)
Languages: Common, Elven, Draconic, Celestial
Spell-Like Ability (Courtesy Arcane Dabbler): detect magic 1/day
Familiar: Yarnala (Raven, Emissary Familiar), Speaks Elven
Backstory:
Ardriel was born in Kyonin to his father, Cendyvel, and mother, Talara. Both of his parents were skilled wizards, trained in traditional Elven spellcasting methods, and widely respected by their community. His parents were followers of Yuelral, the Elven goddess of magic, and would have raised Ardriel in the same faith, with the expectation that he would follow in their footsteps as Elven wizards. This expectation was reinforced when Ardriel, only 10 at the time, wandered into his parents’ arcane workshop and set off a partially constructed wand of magic missiles. No one was harmed, but a strange mark appeared on his right arm, and his parents began using an Arcane Lock spell to keep him out of their workshop. Unfortunately, the chance never came. When Ardriel was still quite young - only 19 - a rift appeared in the far northern nation of Sarkoris, and demons of the Abyss began emerging. His parents and a small group of Elves, fearful of the demonic forces possibly uniting with Treerazer, chose to journey north to the now-named Worldwound. His parents took Ardriel along, and relocated to the newly formed city of Kenabres. They would take turns between fighting against the demons and raising and teaching Ardriel.
When Ardriel was 23, however, his mother left and didn’t come back. His father said only that she had passed on, trying to save others, and would not speak of it. When Ardriel’s father left to support soldiers fighting the demons, he began leaving him with Cardonis Nallar, a half-elven jeweler and fellow worshipper of Yuelral. Cardonis was always kind, but struggled a bit with the fact that Ardriel looked like a child but was almost as old as he was. Still, he began teaching Ardriel jewelry making as a means of connecting with the child, and because he thought it would help Ardriel to learn a trade. When Cendyvel began teaching Ardriel magic at the age of 25, he would leave Cardonis exercises for Ardriel to do while he was gone. Cardonis didn’t understand much about magic, but he was able to watch over Ardriel while he practiced and learned arcane theory. Ardriel’s lessons were cut short all too soon, however, shortly after he’d learned how to perceive magic auras. In the final year of what would become known as the First Mendevian Crusade, when he was 27, his father left and didn’t come back, either. Ardriel was left alone with Cardonis.
Not entirely sure of what to do, Cardonis took Ardriel under his wing as his apprentice, teaching him to venerate Yuelral and to craft jewelry by enhancing the beauty of natural stones as opposed to cutting them into beautiful shapes. Ardriel would read through the arcane texts his parents had left, but he wasn’t able to understand much of them. He thought that, if he studied long enough, he might be able to become a wizard like his parents wanted him to. A child’s fancy, to be sure, but still one he hoped to be true. He still remembered how to cast the spell to detect magical auras, but where a true wizard could cast the spell as often as they wished, he could only manage it once per day. Cardonis did try to find him a wizard to apprentice to, but any within Kenabres were far too busy with the Crusades and battling the forces of the Worldwound to have time to train an orphaned elf.
Throughout the Second Mendevian Crusade, Ardriel continued living with Cardonis, working with him to make jewelry. No longer an apprentice, but still far too young to own his own shop, Cardonis was as good a surrogate father as he could have asked for. Half-elves don’t live as long as full-blooded elves, however, and Ardriel was once again left on his own at the age of 63 when Cardonis passed in his sleep during the Third Crusade.
By now, Ardriel was at least old enough to operate the shop on his own, and so he continued his career as a jeweler. He gained a reputation in the city for fine work in natural gemstone. His rudimentary understanding of magic also earned him some contacts among the wizards of the city, for he understood enough to be able to set stones in jewelry in ways that would properly resonate with magic when the items were enchanted. During the Fourth Crusade, one of these wizards saw the mark from his accident, and told him it looked similar to the Sign of the Seeker’s Spiral. She didn’t know anything more about it, but she’d given Ardriel enough to research the sign and try to learn more about its origin. After three or four years, he learned that it was a symbol associated with a secret organization known as the Riftwardens, and that his parents had likely been members of it. Unfortunately, he had no idea how to get in contact with them, as his parents had left him nothing that would point him towards the society. Ardriel believed his parents had died, but he wanted to know how and what they had been doing when they did. The Riftwardens likely possessed answers, but with no way to contact them, he was left wondering. He prayed to Yuelral for someone to guide him to the answers he sought.
It was then that the raven showed up. In Elven, it informed him that its name was Yarnala, and it had been sent by Yuelral to guide him to the answers he seeks. Ardriel was surprised not only that his prayers had been answered, but that they had been answered so directly. Yarnala told him he was not yet ready to learn the answers he sought, but that Yarnala would teach him what he needed to know so that when the time came, he was ready. Yarnala has stayed with him in the years since then, teaching him and helping to guide him. Now, as Kenabres prepares to celebrate Armasse, six years after the end of the Fourth Crusade, Ardriel has finally reached the recognized age of Elven majority - though he has been living on his own for almost 50 years by now. He always closes the shop on Armasse to partake in the festivities, but for some reason this year, Yarnala has told him to bring his equipment he keeps in his home for protection. Puzzled, but having seen first hand that Yarnala’s guidance does not steer him wrong, he has done so - although he certainly hopes he doesn’t have to use it.
I'm building now a Dwarf Stonelord on the Mythic Path of Guardian ("Exposed to Awfulness" trait). Building him to have some reach and cleave, probably. :) Still working on some details on my side, but having fun with it. I'd love to be able to work towards the dwarven racial feats, but since they're not on the core rulebook, I could only hope for the GM approval. None of them are truly gamebreaking and they're fairly thematic.