
Wayilant Arden |

Wayilant has to realize what being a parent is all about: the good and the bad. Use your best judgement.

Bryndís Raelyosradinsdóttir |

Bloodrager 4th Level:
Str +1
BAB +1
FORT +1
HP +9
Rage +2
Class Ability: Arcane Bloodrage.
New Spell Known: Enlarge Person, Shield.
Spells per day: 1
Skills: +1 Acrobatics, Intimidate, Perception, Spellcraft, UMD.
Background: +1 K Geography, K Engineering.

GM Nightfiend |

Forgive me, but I can't remember if Alina levels up now or next level.
EDIT: By the way, how much leeway do we have with Julie? There's a little scene I want to do and I'm not sure how well-behaved Julie is.
I have given Alina's level some thought. After considering her role, and level gap between you and her, I think I want to keep her level staggard similar to Magic Missile. So, she would be level 2 when you hit level 3, level 3 when you hit level 5, level 4 when you hit 7, etc. Spreading it out more than that would make her way to vulnerable to participate in any encounter. Even the one-off encounter might victimize her due to the level difference. I'm hoping reducing the gap a little will help keep her alive.
Julie is, more or less, an NPC who has developed a profound fondness for Wayilant. After declaring that he willingly adopting the young girl, I would say she is now considered a static NPC who is considered family to the cleric. That said, she is an NPC, which I will respond in her behalf as I feel she would react. You are welcome, in the light of role play, to interact with her as you see fit.
Edit: After reading through the game thread, everything that took place with Julie looks more than acceptable.

Talienda Blackhorn |

Thanks, and apologies for stepping on your toes there, even if everything turned out alright.
I'll try to have Talienda and Alina leveled this weekend.

GM Nightfiend |

Thanks, and apologies for stepping on your toes there, even if everything turned out alright.
I'll try to have Talienda and Alina leveled this weekend.
Is all good on my end. If something was out of character for Julie, then maybe it might be worth mentioning. That said, what you had her do, was fully in line with her character. More than anything, she desires a family.

Govrina Fireblood |

I will post my character update ASAP this weekend if I can.

Talienda Blackhorn |

Alina: 1d8 ⇒ 3
Talienda: 1d6 ⇒ 5
Talienda
Bard 2/ Sorcerer 2 (Took a level in Sorcerer)
HP: 5+1 (Con)
+1 to Charisma
+1 Level 0 Sorcerer Spell
Skills: (Favored Class Bonus)
+1 Climb
+1 Knowledge(Local)
+1 Perception
+1 Stealth
+1 Use Magic Device
+1 Perform(Sing)
+1 Sleight of Hand
Alina
Investigator(Majordomo) 2
HP: 3+1 (Favored Class bonus)
+1 Extract per day
+1 Formula to Formula Book
Skills:
+1 Acrobatics
+1 Diplomacy
+1 Disable Device
+1 Disguise
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Knowledge(Nobles)
+1 Profession(Cook)
Talienda Blackhorn
Female aasimar bard 2/sorcerer (crossblooded) 2 (Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 69)
NG Medium outsider (native)
Hero Points 1
Init +3; Senses darkvision 120 ft.; Perception +10
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 26 (4 HD; 2d6+2d8+4)
Fort +1, Ref +6, Will +6; +4 vs. bardic performance, language-dependent, and sonic
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 15], inspire courage +1)
Spell-Like Abilities (CL 4th; concentration +8)
. . 1/day—daylight
Bloodline Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—elemental ray (1d6+1 electricity)
Bard Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—cure light wounds, feather fall, vanish[APG] (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), light, resistance, summon instrument
Sorcerer (Crossblooded) Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—magic missile
. . 0 (at will)—arcane mark, dancing lights, mage hand, mending, message, prestidigitation
. . Bloodline Arcane, Elemental (air)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 14, Wis 15, Cha 18
Base Atk +2; CMB +1; CMD 14
Feats Deepsight[APG], Eschew Materials, Expanded Arcana[APG]
Traits blood of dragons, intense artist, rich parents
Skills Acrobatics +8, Appraise +6, Climb +4, Craft (calligraphy) +8, Craft (painting) +8, Diplomacy +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +10, Perform (dance) +9, Perform (sing) +10, Perform (string instruments) +10, Perform (wind instruments) +10, Sleight of Hand +7, Spellcraft +6, Stealth +9, Use Magic Device +9; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ arcane bond (Echo, cat), bardic knowledge +1, bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline arcana (change energy damage spells to match bloodline energy), hero points, sheltered, versatile performance (sing)
Other Gear dagger, bracers of armor +1, backpack, bedroll, belt pouch, courtier's outfit (2), explorer's outfit, flint and steel, jewelry[UE], jewelry[UE], masterwork Flute, masterwork tool, masterwork tool, masterwork Violin, mess kit[UE], noble's outfit, pot, signet ring, silver holy symbol of Shelyn, soap, torch (10), trail rations (5), waterskin, hireling, investigator starting formula book, mithral shirt barding, rapier, thieves' tools, 42 gp, 8 cp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Darkvision (120 feet) You can see in the dark (black and white only).
Elemental Ray (1d6+1 electricity, 7/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Sheltered You become shaken when you have less than half your maximum hit points.
Versatile Performance (Singing) +10 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
--------------------
Alina Cailean CR –
Female half-elf investigator (majordomo) 2 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Ultimate Intrigue 35)
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (2d8+1)
Fort +0, Ref +5, Will +4; +2 vs. enchantments, +2 bonus vs. poison
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +3 (1d6-1/18-20)
Investigator (Majordomo) Extracts Prepared (CL 2nd; concentration +4)
. . 1st—ant haul[APG] (DC 13), cure light wounds, keen senses[APG] (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 10, Int 14, Wis 12, Cha 12
Base Atk +1; CMB +0; CMD 12
Feats Escape Route[UC], Skill Focus (Disguise), Weapon Finesse
Skills Acrobatics +7, Bluff +5, Diplomacy +6, Disable Device +7, Disguise +9, Knowledge (nobility) +7, Perception +8, Profession (baker) +5, Profession (cook) +6, Profession (Maid) +5, Sense Motive +6, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Elven, Sylvan
SQ delegate (1 feat, 5 rounds, standard action, 1/day), elf blood, inspiration (3/day), paper trail +1, poison lore
Other Gear mithral shirt, rapier, investigator starting formula book, thieves' tools
--------------------
Special Abilities
--------------------
Delegate (1 feat, 5 rounds, standard action, 1/day) (Ex) Grant allies within 30 ft. one of your bonus teamwork feats to persue a noncombat task.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paper Trail +1 (Ex) Bonus to checks dealing with paperwork. Learn about document writer with Linguistics check.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
--------------------
Echo CR –
Female cat (Pathfinder RPG Bestiary 131)
NG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 13 (1d8-1)
Fort +1, Ref +5, Will +7
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +6 (1d3-4), 2 claws +6 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +7, Appraise -1, Climb +11, Diplomacy -1, Linguistics -1, Perception +6, Sleight of Hand +3, Spellcraft -1, Stealth +20, Use Magic Device +0; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link
--------------------
Special Abilities
--------------------
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

GM Nightfiend |

Ship Options
Because you found the slave ship adrift and unoccupied it’s considered a salvage. The following are some options you could consider when deciding how you want to deal with the vessel.
The ship in question is a small variant of a Barque, which normally accommodates 40-100 crew, depending on its size. This particular ship has been designed to match the build and rigging of a Barque, but is much smaller in size. This ship, unmodified, would accommodate up to 40 crew. After Captain Henderson assessed the ship, he told you that the ship could set sail with as little as 10 men and a captain. That would be the bare minimum to crew the ship. One man less and the ship doesn't move. Currently, the ship's common room, which is normally used as living quarters for the crew, has been modified to accommodate extra provisions. You suspect the conversion was necessary to accommodate the long voyage from Ustalav. Because of the modifications, the ship can now only house a maximum of twenty crew. It is possible to convert the extra storage back to crew courters, but would require time and coin, (Which is listed below). In addition to the additional storage, the ship’s main birth, which is generally used as passenger quarters and captain’s quarters, has been opened up to accommodate 8 luxury beds and a very large cell. This can be converted back to its original state, which would allow a captain's quarters and twelve private rooms. (The time and cost for this is also listed below). Finally, the forward birth, which is normally used for storage, has been equipped with a second large cell. That cell can be removed, allowing for a fair amount of storage. (Price and time for that is listed below).
First option: The base value of a normal size Barque is around 10,000 GP. Because the slave ship is a smaller variant, that has been modified, the estimated value is somewhere between 4,000 - 6,000 GP. Note that because it’s a smaller variant, the ship is substantially faster and more agile. It’s also worth noting that slip fees and mooring costs on a smaller ship will be quite a bit cheaper as well. If sold to a normal merchant, because of the modifications necessary to convert the ship to a useable state, you suspect you would get somewhere around the lower price. With a little wheeling and dealing on the darker side of town, you suspect you could sell the ship, as is, for the upper side of your estimate. Contacting the type of people who would be willing to by a slave ship would require some skill checks.
A second option: Sheriff Hemlock is interested in buying the ship for Sandpoint’s use. That said, he has limited financial means. He would be willing to buy the ship for 3,000 GP. He would then have Captain Henderson crew the ship and take command. (Note) This option comes with a perk. In the Sheriff’s hands, the ship and its crew would become available to the Flagon Slayers during any adventure wherein they are employed by the sheriff, the city of Sandpoint, or house Deverin.
Third option: You could opt to keep the ship and convert it into a mobile base of operation. To that end, I will list the time and cost of modifications that can take place within Sandpoint. Note that more extensive additions or modifications may be available in larger port cities. I will also list the monthly upkeep cost for the captain, crew and (or) guards. In its current state it has a total of 20 beds. Those beds can be filled with PC’s, Crew, Guards, Passages, etc.
Ship Upgrades & Conversions.
Common room restoration (Increases bed space from 20 to 40) ….400 gp……2-Weeks of work.
Main Birth restoration (Remove large cell, restore 12 rooms, and add a captain’s quarters) ….600 gp…..3 Weeks of work.
Remove large cell from forward birth……50 gp…..3 days of work.
Build a securable, reinforced, storage closet (Includes an Average lock) ….. 65 gp pr. storage…..2 days of work pr. storage.
Lock upgrade to (Good)….185 GP……2 hours of work.
Lock upgrade to (Superior) ….4,485 GP….2 hours of work.
Ship’s Crew (Note that any ship combat will be handled similarly to the mass combat I just used. Exceptions to this would include combat that involves something that is simply beyond the crew’s capability. Say, something like a large monster, etc. The captain, crew, and guards will include a base value that they will contribute to the ship’s overall defense. Other things, like ballista’s, catapults, rams, etc will also add to this value, but aren’t available in Sandpoint.)
Crew 0 = 5 SP (Month)
Crew 1 = 1 GP (Month)
Crew 2 = 2 GP (Month)
Crew level cap is ½ party level.
Captain 1 = 2 GP (Month)
Captain 2 = 4 GP (Month)
Captain 3 = 8 GP (Month)
Captain 4 = 16 GP (Month)
Captain level cap is same as party level. Note: Captains come with randomly rolled Perception, Diplomacy, intimidate, and Bluff skills. Captain’s level and cost increase as the party increases. They will begin with (1d4+2) in each skill.
Guard 1 = 5 SP (Month)
Guard 2 = 1 GP (Month)
Guard 3 = 2 GP (Month)
Guard 4 = 4 GP (Month)
Guard level cap is same as party level. Note: Guards offer more bang for the buck but cannot sail the ship.
Any work ordered and paid for at the same time will be done simultaneously. Meaning, only the work order with the longest turnaround time matters.

Wayilant Arden |

Option 4 (According to Wayilant): BURN THE FORKIN' THING TO THE GROUND!!!

Talienda Blackhorn |

Talienda would not want to keep that ship at all, but I am sorely tempted to put my vote in for it.

Bryndís Raelyosradinsdóttir |

I'll have to mull a little on the ship choices. I think Bryndís would be willing to put the creep factor aside for a decent profit in selling the ship though.
Keep it would be cool, but there's a lot of extra complication there. Also nobody knows anything about sailing.

Darius Radulescu |

Mobile HQ would be kinda cool... And I don't think we need to know anything about sailing, thats' what the captain & crew are for.
Level-up done also... I wasn't sure if hit points were to be rolled or not, but took the half+one out of habit
HP: 4+2+1
+1 INT
+1 will save
+1 BAB
+8 skill points spent on knowledges and spellcraft
2nd level spells (!). Prepared glitterdust

Govrina Fireblood |

I say sell it to Sandpoint.
Sorry I just got overwhelmed this weekend. I will try and focus on leveling up this week.

Talienda Blackhorn |

Okay, so what are we doing next?
1. Technically, Wayilant, Bryndis, and Talienda are Pathfinders and we still need to head back to Magnimar to report about the mission we came here to complete. There's also the missing person cases that might be related to...
2. There's that cult trying to resurrect Tar-Baphon. We know they are from Ustalav and we will probably have a number of chances to roll up the network.
3. There's still some clean up to do around Sandpoint. Stoot's son is one of the leads we have and I think he's the one that wanted Talienda and has ties to the elf assassin in her backstory, Hecka Heckles.
We also still need to decide what to do with the ship. I'm thinking that it might be worthwhile to see if Lady Heidmarch might be interested in commissioning it for the Pathfinders.

GM Nightfiend |

These two posts reflect more detail on what was found in the cave.
Gravi roots through the gathered items after invoking a magic detection spell and is able to determine all three scrolls, both potions, the black studded armor, the quilted cloth armor, and the cutlass all radiate with a magical aura. After looking over the scrolls, Muziel is able to determine that all three are an arcane variant of the Make Whole spell. Next, the wizard looks over the cutlass, which is a crude variant of a scimitar. After carefully examining the weapon, he is able to discern that it has a basic quality enchantment on it (+1 Scimitar) . After sitting the blade down, he looks over the two potions. Both bottles look similar in size and shape. Their contents are both blue in color, but one is a bit darker than the other. After closely looking them over, he is able to determine that one of them, the darker one, is a potion of cure moderate wounds. The other one, although similar, eludes him. He thinks it might be another heal potion but is simply unsure. Talienda takes a look at the lighter potion but concludes the same thing. (I will require 2 more spell craft checks if you wish to attempt to ID the quilted armor and the studded leather)
Note that the additional spell craft checks where never made. Mostly because, I believe this was about the time Muziel stepped out.
For the sake of ease. The small chests contain 1k in copper, 2k in silver, and 3k in gold for a total of 6k in coin.
The chests contained a lot of small loose coins. When added up, it reflected a total of 6,000 GP. These items, along with the gold, are currently in the Sheriff’s safeguard.
I believe the last list I posted was from the cave. I didn't make a list for anything found on the ship, so you will need to scroll back and see if there is anything worth mentioning there. Depending on what you decided to do with the ship, that in itself, could be a noteworthy item of value. As fare as items in the cave, I will list them below. Items can be sold at 50% their listed value without much concern. That said, there might be items of interest that can be used in the mix.
Items from the Cave:
5x Chain shirt (Guards)
5x Longsword (Guards)
5x Crossbows (Guards)
2x Short sword (Boss 2) (Masterwork)
1x Black Studded Leather (Boss 2) (Still requires ID)
1x Silver Dagger (Boss 1) (Masterwork)
1x (+1) Cutlass (Boss 1)
1x Quilted armor (Boss 1) (Still requires ID)
1x Potions CMW (Lg. Chest)
1x Potions (Light Blue) (Lg. Chest) (Still requires ID)
3x Scrolls of Make Whole (Lg. Chest)
5x Lockets w/ images inside (Lg. Chest)
4x Fine blouses (Lg. Chest)
2x Dresses (Lg. Chest)
7x Old shoes (Lg. Chest)
2x Small chests w/ coins (6k GP Equivalent)

Wayilant Arden |

In addition
Wayilant has a pewter flask, and a “Azan-gund” runed whistle that have magical auras in his possession that never got identified as well.

Wayilant Arden |

No. If you remember, Wayilant made his Perception check to find and retake what was in Julie's hand at the time (the whistle).

Bryndís Raelyosradinsdóttir |

A long day at work and tomorrow will be more of the same. I'll probably not be able to get a gameplay post in until the weekend.
I'll think about the stuff to sell or keep, but right now I think we should keep the lockets. The images could be clues.

Govrina Fireblood |

Im sorry everyone, I just need a little more time. Unfortunately I have a good excuse: I had a heart attack on Thursday. Im ok now, but it has been really frustrating up to this point.

Talienda Blackhorn |

Oh man, I'm glad to hear you're okay. Heart attacks are no joke. My step-dad died to one. I'll be praying for you and yours.

Wayilant Arden |
1 person marked this as a favorite. |

[phfff] A heart attack. Like THAT'S an excuse..
[j/k, feel better soon!!]

Govrina Fireblood |

[phfff] A heart attack. Like THAT'S an excuse..
[j/k, feel better soon!!]
I know! I KNOW! Role Players should never let their PbPs suffer! They should crawl out of their sick beds to post…but my battery died!

Bryndís Raelyosradinsdóttir |

Oh! That IS serious Govrina! I hope you're doing okay, and recover soon! We're keeping you in our thoughts!

Govrina Fireblood |

Oh! That IS serious Govrina! I hope you're doing okay, and recover soon! We're keeping you in our thoughts!
I am! I will keep on keeping on. That’s what I do. My 10 year old needs me if nothing else. Thank you.

Talienda Blackhorn |

Just realized that the whole Blueberry Pancakes thing makes for a nice callback when I was looking for this.
We took the "What Happened" request, but there's a few that mention missing persons, and one that was in Magnimar. The others were in Caliphas, which is in Ustalav if I'm not mistaken. I'm thinking our next move should be a conversation with Lady Heidmarch. It seems like we stumbled across something big.

Bryndís Raelyosradinsdóttir |

Ah, yes. Bryndís was sorry to see Dario go. He was kinda hot.
Looking through the ledger again, when the time has come for it I still like the look of the Ustalav job. There's also a Kaer Maga job that could be a halfway through the journey bonus if we went overland.

Talienda Blackhorn |

Looks like there's multiple jobs in Caliphas, which is Ustalav's capital. Not sure how many of those are still for the taking, though.
First thing when we get back to Magnimar is checking in with Lady Heidmarch. Talienda's going to have tell her about being chased by assassin and what is actually going on with her.
That said, we still have those leads in Sandpoint we could follow up on. Do we want to do that first then head back to Magnimar?

Wayilant Arden |

I forget, Bryndis. Did the Flagon Slayers explore the map we found, or did that lead the group to the cave?

Talienda Blackhorn |

The kids lead us to the cave where we rescued Julie. I don't think we've done anything with the map.

Govrina Fireblood |

Did anyone take the masterwork silver dagger from the list of stuff we found?
We should take a poll on the ship, unless that’s been decided already?

Talienda Blackhorn |

I don't think anyone's claimed it. And we haven't decided anything on the ship.

GM Nightfiend |

I forget, Bryndis. Did the Flagon Slayers explore the map we found, or did that lead the group to the cave?
Utilizing the Way North, Sandpoint's local Cartographer shop, which is located next to The White Deer, Bryndis discovered some information on the map. Aside from that, nothing has been followed up on.
Apologies for the multiple adventure hooks. I suppose that's the price of having an open sandbox vibe. Multiple possible options with nothing dictating which way you must go. The game is literally adapted to your choices. For example: during the cave encounter the group found three scrolls of make whole. If the group had decided to use one of them on the nearby rowboat and then, in turn, use the rowboat to engage the slave ship, the ship encounter would have been something entirely different. By heading back to town, the slavers had time to investigate the disturbance in the cave. That ultimately lead to the drastic decision to attempt the ritual. )
The ebb and flow of the game will constantly adjust based on what you choose to do. Nothing is written in stone. No choice is wrong or right. Simply your yours to make.
All that said, I hope you feel better Govrina. No rush on the stats. We are in more of a roleplay situation right now anyway. Take it slow and post when you can.

Govrina Fireblood |

Thanks GM!
I will do my best to catch up soon and not overdo.
I would like to claim the silver dagger if no one else minds.

Talienda Blackhorn |

I don't mind. :)

Govrina Fireblood |

4th level Kineticist (Aether)
+1 Con (to 17: no effective change yet)
+ 8 HPs (including +1 from Favored Class)
+1 BaB
+1 Fort and Reflex
*Skills (+5pts)
Intimidate +1
Perception +1
Stealth +1
Survival +1
Use Magic Device +1
*Background Skills (+2)
Knowledge/engineering +1
Knowledge/history +1
*New Utility Wild Talent
~Telekinetic Haul (Improved lifting ability with TK)
Treasure:
MW Silver Dagger

Govrina Fireblood |

I'm sorry that took so long, but my week has been downright horrible.
I'm basically ready to go, except for money distributions and any purchasing we can do. With selling the ship (to Sandpoint assuming) that's something like 11K+ gps to distribute among us? Plus whatever we can earn off of the other stuff we can sell?

GM Nightfiend |

Current Party Loot (If I have left anything out, please post a reminder and I will add it to the list.)
1x Unique looking glass whistle (Found in the Sunless Citadel) (Claimed by Wayilant)
1x Ornate flask with something in it. (Found in the Sunless Citadel) (Claimed by Wayilant)
5x Chain shirts (Guards in Cave)
5x Longsword (Guards in Cave) (Sold)
5x Crossbows (Guards in Cave) (Sold)
2x Short swords (Boss 2 in Cave) (Masterwork)
1x Black Studded Leather (Boss 2 in Cave) (Still requires ID)
1x Silver Dagger (Boss 1 in Cave) (Masterwork) (Claimed by Govrina)
1x (+1) Cutlass (Boss 1 in Cave)
1x (+1) Quilted armor (Boss 1 in Cave)
1x Potions CMW (Lg. Chest in Cave)
1x Potions (Light Blue) (Lg. Chest in Cave) (Still requires ID)
3x Scrolls of Make Whole (Lg. Chest in Cave)
5x Locket's w/ images inside (Lg. Chest in Cave)
4x Fine blouses (Lg. Chest in Cave)
2x Dresses (Lg. Chest in Cave)
7x Old shoes (Lg. Chest in Cave)
2x Small chests w/ coins (6k GP Equivalent from Cave)
2x Vials of ink (Desk drawer on ship)
2x Ink pens (Desk drawer on ship)
1x Journal (Desk drawer on ship)
13x Small pouches (Found on the dead crew of the ship) (120 GP & 215 SP Total)
1x Forward payment for accepting quest to Ustalav. (5,000 GP)
1x Payment for ship (Assuming you sell it) (3,000 GP)
1x Payment for selling swords and Crossbows (125 GP)
Looking through the journal you make note that the majority of the entries are mundane and uninteresting. Mixed among the day-to-day activity aboard the ship, you found a few entries that stand out.
Entry Eleven: The track down the Sellen River was unbearable. Although Captain Shearwart did his best to accommodate our clergy, the trip was tedious. Luckily, we didn’t encounter any of the river patrols that we thought might come across our path. Once we reach Cassomir, we should be boarding a sea vessel large enough to accommodate our trip to Korvosa. We haven’t heard anything from our contacts from that regen for quite some time but the shipping lanes in that area are flush with potential. I suspect, after greasing the wheel a bit, we can pick up a few extra girls Korvosa. After resupplying, we will head to Magnimar, where Jonavan has arranged for four new girls. The pickup should be smooth, considering the area is well off the beaten path. From there, we will head to Sandpoint and meet with Gidra. Her and her crew should have a solid number for us.
Entry Fourteen: We have brokered a deal with the curator of the Quarterfaux Archive’s Darrick Humphry. He heads one of Caliphas’s underground gangs, which governs the city’s sewer system. The oversized system should take us directly to the temple without having to navigate through the city with the girls.
Entry Twenty-Three: We have collected fourteen girls in total, which should be enough to justify this trip. Adding these girls to our total should please Lord Eastabon. Assuming he doesn’t eliminate any of them, we should have enough to attempt the Gulden Ritual. If the ancient text is correct, this could free Tar-Baphon.
Entry Twenty-Seven: After investigating a disturbance that took place late last night, we have concluded that Sandpoint is aware of our operation. This could undermine our plans if they choose to pursue things further. I have decided, at no small expense, to attempt an old ritual called the awakening. If successful, it will leave Sandpoint with enough on their plate to keep them occupied for quite some time.
Entry Twenty-Seven: is the last entry within the journal.
Wayilant (Perception & Appraise 10) The cleric moves into the room and begins inspecting the items on the alter. After inspecting the items Wayilant can discern that the flask is decorated with ornate detail. Miniature dragons in flight decorate the upper portion of the flask, while the bottom of the flask depicts people working fields. The base material of the flask appears to be a simple metal, while the detailed overlay is made of pewter. Because of the weight of the item, he can tell that the flask still has something in it. Comparing the item to a more mundane version, he isn't sure about its value. Much less the value of whatever might still be inside it. The whistle appears to be made of some odd transparent material. It resembles glass but seems much denser. In addition, the material has been worked into what looks like a small dragon curled up like a snail. The craftsmanship is exquisite, and it has a ruin stating “Azan-gund” etched onto its surface.
Note: that the ruin is in Dwarven. I believe Muziel translated it to mean "Night Caller".

Talienda Blackhorn |

I think we are selling the ship. We aren't going to have a need for it and at least three of us have voted that way.
Did the Sheriff give us a timeline on how long it'd take to get Fizzledeck out here if he can? If we have a few days, it might be worth it to go to Magnimar after all. We can sell some of the more expensive stuff and hand over the whistle to Lady Heidmarch since she should have contacts that can take care of it even if she can't do it herself.
Just my two cents.

Bryndís Raelyosradinsdóttir |

<sigh> It seems there's always a flood of posts whenever I get busy. Sorry, I should be able to post in gameplay this evening.

Wayilant Arden |

So glad you're back. I was worried.

Talienda Blackhorn |

Sorry. We may have gotten carried away just a bit.