Lantern Bearer

Alexi Blackbough's page

31 posts. Alias of Torolf.


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Half Elven Witch/1

Sargrove is still south of us, right? South is a good direction to go. I believe one of the NPC's is a ranger? If not, Alexi knows enough of the jungle (survival) not to go through the worst parts, I'm guessing.

Since nobody had helped receive the gifts of the jungle, Alexi wasn't planning on sharing of the jungle's bounty. Also, they could prepare their own shelter next time. By themselves. These foreigners were soft and Alexi wondered how long it would take them to succumb to the jungle.


Half Elven Witch/1

Not me, but Alexi didn't want or take any of it.


Half Elven Witch/1

Alexi's head shook in disapproval as Mavato disappeared into the jungle. But there was little to be done for one so foolish as that. Healing requires courage, and can not be forced. Adding one's own body as fungus-food accomplished nothing.

Alexi also did not care for towers or treasure. There was a mission in Sargrove to perform.


Half Elven Witch/1

Pausing in the middle of the grisly task of butchering the deer and preparing the meat and hide for travel, Alexi hisses back,

"This one did not notice anything amiss earlier, but will look again, if he wishes."

Heal check: 1d20 + 5 ⇒ (9) + 5 = 14


Half Elven Witch/1

Alexi did do that heal check for his poison a while back, although I thought we retconned it to be after they came back from the boat.


Half Elven Witch/1

Alexi needed to get to Sargrove, and didn't much like the thought of venturing on any side excursion, abandoned watchtower or not. It was unlikely to offer anything that the jungle could not provide. Also, Alexi was exhausted from preparing shelter and finding food, and no-one had even bothered to say so much as a thank you.

Feeling cross, Alexi checked on Ahti and Nimrod and immediately went to sleep, intending to be up early in the morning, well before the others were ready to depart, to butcher the deer and prepare and pack what could be brought for travel.


Half Elven Witch/1
Darius Pope wrote:
Darius looks around at the others. "So what is our next move?"

Foolishness. Alexi couldn't believe someone would ask such a question.

"Survive."


Half Elven Witch/1

Having completed the shelter for the evening, Alexi sets out to salvage whatever might be useful from the sea scorpions that were fought earlier. Bits of flesh for Nimrod and Ahti, venom to use or trade, and especially the stingers. Alexi had found long ago that properly dried stingers made perfectly serviceable ear rings.

After looking over the other passengers for injury or illness, Alexi quietly announces, "This one is leaving to seek out what gifts the jungle has to offer and should return prior to nightfall."

Various Skill Rolls:

Belated heal check to treat Aerys' sting: 1d20 + 5 ⇒ (7) + 5 = 12
Alchemy Check to salvage poison from the sea scorpion's glands: 1d20 + 9 ⇒ (8) + 9 = 17
Survival Check to forage for nearby food, water, or other potentially useful supplies: 1d20 + 6 ⇒ (13) + 6 = 19


Half Elven Witch/1

1d20 + 6 ⇒ (16) + 6 = 22


Half Elven Witch/1

With the dwarf having taken the chore of cooking for the group, and the others salvaging the ship, Alexi decided to start erecting shelter some little way into the forest. Nimrod had reported that something was flying towards the wreck, and Alexi preferred shelter from sun and rain, anyway.


Half Elven Witch/1

Somewhat grumpy at having completely slept through both shipwreck and skirmish, Alexi gets to work.

"Bring all injuries to this one," coughs out the waterlogged witch. "Neglect no bite, sting, or scrape now, lest this one be forced to remove the limb later after the wound festers."

After tending to wounds of the much-reduced party of passengers, Alexi's thoughts turned elsewhere. "I need to find immediate provision and shelter. The dwarf's suggestion about eating the creatures is a good one, if it is feasible, and merits consideration," thought Alexi.

After retrieving the appropriate equipment from the jumble of parts, Alexi studied the creatures, some sort of scorpion perhaps? To determine what would be edible, or (eying the stingers) at least useful.

Skill rolls:

Knowledge: Nature 1d20 + 9 ⇒ (10) + 9 = 19 (+1 if the creatures are native to the Mwangi jungle)

Survival: 1d20 + 6 ⇒ (20) + 6 = 26


Seeing the dwarf occupied finding water, Alexi then turned to find shelter nearby, or something that would provide shelter with a minimum of work, sending Nimrod aloft to survey the immediate area.


Half Elven Witch/1

Have I mentioned that I hate dice? I hate the dice. I almost never use them outside combat when I run a game, and I try to limit them in combat. I have no problem with a killing off a character based on stupid or heroic decisions, but the dice should never kill characters.

Also I suppose it's too early to really ask what's going on, because none of us know. However, I think I'll still ask what's determining what order we wake up in. Those fortitude rolls, maybe?


Half Elven Witch/1

1d20 + 4 ⇒ (7) + 4 = 11
Alexi hadn't slept that deeply for a long time. Creatures of the jungle tend to sleep lightly. Nimrod, however, was frantic, pecking and poking and clawing in desperation wake his two-legged familiar.


Half Elven Witch/1

The dwarf's reaction had been unusual. Alexi had seen no evidence of courage, but rather something stranger and rarer still, a complete lack of fear. When z'Graggen offered to purfiy the food and drink of all present, Alexi accepted.

Something wondrous had happened here this night, something new. A small bond of trust had been established with the strange son of stone, and that alone might make the entire journey and all its attendant discomfort hardship worthwhile.

Alexi silently retired to meditate on this, and even lizard and vermin were completely still.


Half Elven Witch/1

Driven by vague memories and a burning need to finish what had been left undone, Alexi watched the ship, pondering how best to gain entrance. Alexi knew nothing of ships, but had gleaned from overheard conversations that that this one was headed to Sargava.

As Alexi pondered, a small flying lizard swooped down, nabbing and quickly swallowing a small multilegged insect.

"Nimrod!" ground out Alexi in a raspy voice, "How many times must I tell you?"

"No. Centipedes."

The swoop lizard cocked its head at Alexi as if confused, then obligingly spit out the centipede onto Alexi's already badly stained robes. The centipede quickly wriggled its way back into some hidden crevice in the robes.

THAT little display likely didn't win me any admirers, thought Alexi. I need to climb onto that ship before something else goes wrong.

The centipede crawled out the top of the filth-encrusted robes and chittered in the half-elf's ear. Finally finding a witch's memory that seemed somewhat helpful, Alexi croaked out the words of the previous speaker.

"Captain. This one requires transportation. Suitable compensation will be provided for adequate service."


Half Elven Witch/1

Well, I've been having a very difficult time settling on oracular mysteries. I was looking for something along the lines of illusion/mystery, but there don't seem to be any.

But I have this idea for an elven Nightstalker alchemist/poison merchant with a crisis of conscience, so I think I'll go with that instead.

Lot of elves in this group it seems.


Half Elven Witch/1

I agree that if the Jade Court makes an appearance, we should have no idea what they're like and what they can do. I also hope we won't be punching Queen Mab anywhere on any of the adventures, really. Not even Harry even thought about trying that.

Possible themes:

I already like the suggested TTC theme
Chinatown: Big Trouble in Little Chinatown
Old Don Jail: You can't Ghoul home again
Queen Street West: Anything to get on TV
Toronto Metropolitan Library: If you write it, they will come

I do like the idea of the UPS conspiracy, but it seems to me that that sort of story element is less obvious and perhaps less suited for the city's main (initial) threat.


Half Elven Witch/1

Congratulations on your newborn!

Okay, I'm not sure about the direction my character will take until I read the Player's guide, but I'd like to try an oracle. Will review the mysteries and curses while waiting.

So far that leaves a party of

Paladin
Ranger
Oracle

So we'd still need an arcane user and a rogue/skill monkey.


Half Elven Witch/1

There's a little black dot that appears beside the thread title to indicate a thread where you've posted. It makes it easier to find 'your' threads out of the many threads out there.


Interested! The Kingmaker path has fascinated me since I found out about it, though I've never actually played it. In fact, I've never actually played any of them, so I'm open to most stuff. My characters usually lean towards casters. If we have a wizard in the group, I'd like to try an Oracle.


Half Elven Witch/1

Casts Arcane Mark and leaves.


Half Elven Witch/1

That's right! I had forgotten about Chinatown. I wonder what it would look like for the Jade Court to manifest there while Winter was trying to keep the city firmly under control...


Half Elven Witch/1
Darius Pope wrote:

1d20+4

Great...just wasted a good roll.

Don't think of it as wasting a good roll; think of it as storing up bad rolls for when you really need them.

And test? 1d20 + 0 ⇒ (10) + 0 = 10 (I expect to be rolling that one a lot. Any situation where you don't need to roll dice is a good situation in my book.)


Half Elven Witch/1

I also like "Gripped by Winter." How about "Too Good to be True" for the other Toronto theme?


Half Elven Witch/1

Oh, aye, familiars can learn spells from each other, but it's not a sure thing. First they both need to have the time to sit and teach/learn. Then , you need a successful spellcraft roll DC 15+level of spell. No guarantee it would work unless you take 10 or something, which may not always be available. Not complaining or anything; just noting that it may not always work out.

Since we're staying here to play, how will die rolls be handled? ((Doesn't matter much; the dice always hate me no matter how they're handled.))


Half Elven Witch/1

While I obviously don't know what lays in store for us as far as our initial meeting, it'd be very in character for Alexi to heal the salt-caked dwarf as soon as he stumbles out; so long as he can tolerate the witch, at least.

As long as our initial meeting is in a safe locale, I don't think there'd be any danger to the characters, and it would start to provide some unity within the party.

I'd actually like you to keep your initial plan, if you don't mind.


Half Elven Witch/1

Jlighter: Nitpick away, especially before we start; that's part of your job. Glad someone liked the description :)

Okay, I have no problems reducing my number of starting spells. 8 is still a lot. I would like to know if the familiars' spell lists need to match when they level up, since APG did state to keep track of familiar spells known separately.

As for the alchemy kit, I clearly didn't read that section of APG. I'm not a shopper IRL, and still less in RPG's. I couldn't afford or carry the portable lab in the core rules and didn't see any other option. Consider it changed. Alexi doesn't really have any use for gold, anyway.

The bedroll wasn't listed in the kit you posted in the previous page in this thread. I'll rectify that, though. :)

As far as boards, I don't mind using these boards. It might be useful to have some with built-in dice rolling and private messaging, though.

And we sure are a motley crew. Whoever hires us to do stuff might be so brave they don't really need us. But Alexi be pretty enough for all of us!


Half Elven Witch/1

Well, lots of people could benefit from legalizing certain aspects of prostitution, even in the first couple books, the big name in prostitution was a Red Court vamp, and afterwards was a vanilla mortal.

I could just as easily see politicians worried about political fallout doing that to cover themselves, or legalizing it as a 'favor' for other interested parties.

Toronto gets quite a bit of tourism, too. A public low crime rate and legal prostitution could easily fit into an aspect like, "ANYTHING FOR TOURISTS"


Half Elven Witch/1

Well, I love illusion spells due to their endless utility and sleep is usually a good low-level crowd control, but the player's guide warns about the multitude of enemies immune to mind-affecting magic. Also, I note that a single magic shield spell would nullify all your offensive magical options.

I actually think all the spells you suggested were good choices, I'm just a big believer in Murphy.


Half Elven Witch/1

Okay, final draft of character sheet is done, including spells, equipment and filthy lucre. Did make two changes. First, dropped woodworking and picked up survival. It makes better sense for someone living alone in the jungle to have survival, and the concept doesn't really support carrying around those woodworking tools like a tinker. Second, dropped the elven reflexes trait for the Jungle Upbringing trait (just renamed the Poverty-Stricken trait)

DM and party members are welcome to look over the sheet to offer advice/suggestions.

Also, are we going to RP any scenes on the ship before we actually get started. Alexi and Pope might be more familiar with each other since we boarded at the same time, etc.

Aerys: Alexi has comprehend languages, and while it could be useful to be able to cast it with no notice, it might be better for Aerys to have something with more combat utility, since Alexi won't have much to offer there besides healing.


Half Elven Witch/1
Torolf wrote:
I thought this had been asked already, but I don't see it in this thread. How are we handling starting gold? (Don't see a listing under Witch)

Test Post to see if this alias thingy is working.