~Level Up!~ Arkadi becomes Inquisitor 2 +4 HP (average)
Cunning Initiative (Adds Wis bonus to Init)
0th level spell: Detect Poison
Sense Motive of 1d20 + 8 ⇒ (12) + 8 = 20 regarding the councilman. Arkadi nods stiffly to the councilman and keeps his lips tight. When put to the question he keeps his answer brief. "It's perfectly natural for young men to want to protect their town and loved ones. However, being young, they sometimes lack the wisdom to apply their efforts where they're truly needed. I advise careful thought and sincere prayer so that they might improve themselves."
Arkadi walks with the others with a silent assent. To Davor's questioning he pauses before answering, obviously picking his words with care. "I sought them out. The source of my ...condition had the entire town in thrall. It was the Iomedaen crusaders who drove her away. When I was old enough to decide that I would choose my own path, I went to them and refused to leave until they took me on as an apprentice."
My apologies everyone. I pushed myself a bit and it left me kind of drained and unfocused. In my head I said to myself, "You're not very clear headed right now, better to post tomorrow." It's only now that Levelee has thumped me and I count the days I realize it's been a week and a half. Even saying that it doesn't feel real. It's annoying to be recovered enough that I feel like I can do things as long as I sit around and don't actually do anything, because doing something shows just how much I still haven't recovered. Enough whining. Again, I'm sorry, let me try and get something up.
Arkadi leans in close to speak in serious tones, sincerity giving iron to his words. "There is a dark cloud over this town. Already it brings misfortune and danger. Strange creatures attack in the day, frightening haunts roam at night, respected citizens die of 'accidents', children seem on edge. Surely you've noticed at least some of this." He sweeps a hand to indicate the entire town. "These are not happenstance. They are a poison that will grow worse if the source is not treated. As a sworn devotee of Iomedae and a friend of the Professor, I cannot turn my back on this." He bows his head. "But as I said, I can only bring justice to what I can see. Right now my eyes are clouded. So I ask of you, please let these learned ladies make use of your records. Their wisdom might be able to point me where I am needed." Diplomacy of 1d20 + 7 ⇒ (15) + 7 = 22
Arkadi cleans his blade and mutters a soft prayer before joining the others. As he does so he mutters quietly to Levelle, "There was still something odd. See if you can get a look at the flute." As he joins the group his voice cuts across more loudly. "It's fortunate that only modest injuries were sustained today. But what about tomorrow? Insects usually come from a nest or hive of some sort. Perhaps these were lost scouts, and this was all there are. But it may be wise to check for reports of dead livestock with drained bodies. My sword stands ready if there are more monsters to slay, but I can only defeat what I know to fight."
I think drawing his weapons is his surprise round action. Still BAB +0 so he can't do it as part of another action. Arkadi looks on in horror as the unnatural creatures latch onto his companions. He barks out, "Someone stop that boy's fluting, it seems unnatural." If the stirges have already been dealt with he sees to that himself, otherwise he'll ready his faith and make a slash at the nearest one. If both are dead he'll move and snatch away the boy's flute, or otherwise try to interrupt his playing. If not he'll activate a Justice judgement for +1 to hit, attacking with a 1d20 + 3 ⇒ (11) + 3 = 14 for 1d8 + 2 ⇒ (6) + 2 = 8 damage.
A Knowledge: Arcane from me too. 1d20 + 5 ⇒ (5) + 5 = 10Blast. Arkadi shrugs. "I've no idea. It isn't a ward against any sort of monster I know of." He follows after Jofra to the more remote corner. "Did you hear from the Professor why he wanted such an odd thing, Mistress? I would wager that it relates to the events of his death and what lead up to it. Which, as it happens, is one of the other things we're seeking facts about. Stories passed from one generation to the next twist and change, but you where there when Harrowstone stood and when it burned."
Arkadi, still in charming mode, bows to her. "Excitement, Mistress, is not something we lack. We have secret cults, frightening haunts, ghastly children's rhymes, and dark secrets that linger in the shadows. What we find ourselves short on is facts. Facts are the tool to pin a mystery to the ground and force its exposure to the light of day." He flashes the smile again. "As one of the wisest elders of the town, we were hoping you might supply us with some."
Arkadi gives the boy a respectful nod and turns on the charm, a transformation now becoming slightly familiar. A winning smile appears from nowhere on his usually dour face, his clipped words become delicate and polite, and honest sincerity radiates from his body. "The simplest explanation is that we're people who had a debt to the Professor, one he passed on to his daughter. Miss Kendra has asked us to look into the odd happenings that haunt this town as a way to discharge that debt. As Mistress Jofra has a long history with the town we were hoping to treat her to lunch so she might share some stories of the past with us. Fixing a thing when you don't know what part is broken isn't an easy task, you see." Diplomacy of 1d20 + 7 ⇒ (7) + 7 = 14
"It does sound very... exact. Like a recounting of a specific crime. Or a ritual of some sort. Does anyone recognize its significance?" Arkadi focuses his attention on the area around them as he thinks back through his studies. Checking the area with my Detect Undead SLA, just in case they're being possessed by a ghost or something. Also a Knowledge check, Arcane or Religion whichever is better suited, of 1d20 + 5 ⇒ (17) + 5 = 22 to see if it sounds like a spell or ritual of some sort. Add +3 to the check if it's related to a particular monster or creature.
Arkadi arrives to the table late and looking poorly rested. But he does his best to sit straight and enjoy the meal. "You may be right. There is a conspiracy at work here, one we must discover and root out. That means we must mingle with the locals and identify those guilty." He pauses in thought for a moment. "I'd like to at least speak with this Ghoroven and ascertain his motives. And having our more scholarly versed members inspect the records is a good idea. Harrowstone may be the site of the crime, but its motivations and perpetrators lie elsewhere."
Arakdi stays silent, merely grunting in acknowledgement as the others apportion the tools. Davor's question seems to pass by him at first, but then it registers and he looks up with a start. His eyes meet the priest's for a long moment before he sighs and looks away again. "As I said before, when I was very young I had a close encounter with the undead. I still live and breath and eat the food of men. But some qualities of the risen cling to me. As you noticed, negative energies have a restorative effect, and I would not react well to the normal curative magics." He looks up again with a challenging light in his eyes. "But with the Professor's help I have learned to use this against them. I can sense their presence, see through the darkness that conceals them, and resist their attempts to drain my soul. I don't hunger for..." He hesitates a moment. "I don't drink the blood of the living or anything like that. In most ways I am a normal man. No, as a warrior of Iomedae I have weapons against the undead that most lack. In return I have a sensitivity to bright lights and a need to heal my own wounds. Is that really so bad?"
Arkadi seats himself and sets to meticulously cleaning his blade and garments of the stains of battle. "I believe the place is also haunted by a spirit of unfriendly demeanor. Its malign presence was almost overwhelming." Though his voice doesn't waver, he does not raise his eyes to match anyone's gaze.
Will save of 1d20 + 7 ⇒ (1) + 7 = 8, and with an 85% chance of success I roll a natural 1. Arkadi shudders and tosses aside the corpse. "We shouldn't be here anymore. We've disturbed something, and we need to leave NOW." Following his own words he looks both ways for danger, then sprints for the exit of the cemetery.
Perception 1d20 + 9 ⇒ (5) + 9 = 14 Arkadi shushes the others at the noise. For a moment he freezes in thought, then he snatches up the severed upper half of the first centipede he slew and quickly marches to the door. Holding the corpse obviously at his side he pulls the portal half open, making sure to block visibility past himself. "Yes?"
Arkadi utters a slightly odd spell and his wound seals itself again. "Indeed, questions of discovery aside, this is not the most pleasant of places to be inspecting scrolls and relics. Let us retreat and assess our arsenal in a safer place." He wipes the ichor from his blade and helps distribute the items to be carried back. Spellcraft DC 16: The spell was Inflict Light Wounds.
Fort save of 1d20 + 2 ⇒ (15) + 2 = 17, success. The creature's fangs score a painful scape where Arkadi's armor leaves his collarbone exposed, but he grimaces and shakes off the blow. His stance shifts to a slightly more defensive one, but he still thrusts up at the centipede with full intent to slay the creature. Shifting judgment to Healing, gain Fast Healing 1. Attack is 1d20 + 2 ⇒ (13) + 2 = 15 to hit for 1d8 + 2 ⇒ (4) + 2 = 6 damage.
Cursing himself for being too slow to protect his companions, Arkadi circles for a clear strike. His anger fills him with a divine wrath and he lets out a shout as his thrusts at the monster. Sorry if I was stacking too many actions at first. Some GMs want lots of stuff pre-done, I'm having to remind myself which game is which style. Anyway, move to G11, activating Judgment for +1 damage bonus, attacking the centipede in F11. Attack is 1d20 + 2 ⇒ (14) + 2 = 16 for 1d8 + 3 ⇒ (7) + 3 = 10 damage on a hit.
Perception 1d20 + 9 ⇒ (17) + 9 = 26 Arkadi spins around and barks out, "Danger behind us!" He hurries to block the stairs and protect the others. If there's no surprise round then Arkadi will reclaim his sword and shield then move to E11 to protect the others. If the successful Perception check means I get to act in the surprise round, then Arkadi will use that action to reclaim his sword and shield. In the first round he'll move to E11 and ready an action to strike the first enemy that comes in range. Should it be needed that attack is 1d20 + 2 ⇒ (9) + 2 = 11 for 1d8 + 2 ⇒ (2) + 2 = 4 damage.
General Perception 1d20 + 9 ⇒ (8) + 9 = 17 Arkadi looks around disapprovingly. "This place has not been well tended to. I don't believe it's been tended to at all, actually. I can easily believe it's been forgotten by it's former caretakers." He kneels down next to the sarcophagus and inspects it carefully for hidden dangers before he opens it. Checking for traps or hidden dangers, 1d20 + 9 ⇒ (19) + 9 = 28. If none are found and no other PC objects, Arkadi will open it.
I'll take point, and a red token please. Perception of 1d20 + 9 ⇒ (19) + 9 = 28 and Survival of 1d20 + 7 ⇒ (16) + 7 = 23. Arkadi glances down and nods. "Indeed. One set. Presumably the Professor's, but we should still be on our guard." Drawing his sword and shield for comfort he leads the way down, following the footprints forward.
How to put it. There's levels of meta-knowledge. The disruptive sort is when players act on information their characters can't have or deliberately manipulate the system. The helpful sort is the players knowing what sort of genre the story is and what the ground rules are. What I was talking about was knowing "the PCs are part of the community; their actions have effects on the town and the citizen's attitude is part of the game". That means that I won't be distracting from the important parts of the game if Arkadi takes the time to talk to people and listen to their concerns. Keeping his reactions IC and not saying "oh, well I need to keep the Fear score low so he'll go make a speech in the town square" is the important distinction. It's like, in a Dracula movie, all that matters is the half dozen or so main characters. The fearful townsfolk and dark whispers are just window dressing. Dealing with them instead of researching vampire myths in the library would be a wild goose chase. If in this case The Town is a major character in the story, I'll know to treat it as such instead of trying to focus entirely on the "fight monsters" aspect. That will certainly be a major concern for Arkadi, given his nature, but it doesn't hurt to have the meta knowledge that it isn't the entirety of the story.
I have no problem with there being a trust mechanic, so long as we have some idea that it exists. I hadn't known about it before, but now that I do it'll play into some of my decisions. At this point I think we're still all sort of feeling out how this is going to work. A lot of games the adventurers move around a lot and don't bother putting down roots. If it's communicated clearly that "hey, you're going to be sticking around here for a good while, try and make friends and interact with the community" I don't have a problem with there being a hidden score for it.
I'm not absent. I was also waiting for the brothers. And since Arkadi was being a bit forceful in directing the action earlier, I wanted to pull back a little and give everyone else a fair turn in the spotlight. I know I have a tenancy to jump forward and I try and restrain it until I have a feel for the group.
Arkadi frowns. "I dislike sneaking in the dark like some night creature, but you may be right. A little deception for their own good is not too dishonorable." He looks around at the others. "A quiet visit this dusk, then on to Harrowstone? I suggest you all come armed and ready, if you still wish a part of this."
Arkadi had been leaning against a pillar outside, and moves to join the others as they finally emerge. "I must agree. Further, too much investigation may give our enemies time to go on the offensive against us." He takes a deep breath before addressing Kendra. "The Professor's body was desecrated at his death. Your Sheriff mistook it for part of his fall, but it's the method the Whispering Way uses to silence the ghosts of their enemies. I consider it almost certain now that they were the cause of his demise." He turns back to the others. "We should gather those brothers, gather what supplies may still be cached, and investigate Harrowstone without delay. Time, I fear, is not our ally."
Sense Motive of 1d20 + 8 ⇒ (2) + 8 = 10 Arkadi shakes his head. "I make my prayers each morning and night, to both Iomedae and the pantheon. There's too much work to be done to spend more time in contemplation. But we'll bide a time outside while you pay your respects. There's a few things for us to discuss."
Arkadi frowns at being given the runaround. "The ones pertaining to Harrowstone. I understand your mandate is to preserve the sanctity of the departed, as well as the peace of this town. But it's already too late to try and simply hold off trouble. It's here, now, and only the judgment of steel can stop it now." Diplomacy check of 1d20 + 7 ⇒ (3) + 7 = 10. Bah, where's those natural 20s when you actually need them.
About Calavas OrloskyBackground/Meeting the Professor:
BACKGROUND Calavas had spent most of his life in the grand city of Absalom, one of many other children at the Hope Ascendant Orphanage. While certainly not the only half-elf present, his slight build and generally passive demeanor made him a frequent target for the common sort of teasing and bullying that takes place at such places. Calavas quickly learned to anticipate such shifts in mood from his fellow cast-asides, and when escape wasn’t an option, his surprising talent for getting past locks (particularly those leading to the pantry, and the cookies) spared him more than a few shoving-abouts. As he grew older, one of the house-mothers, a young woman named Hannah, gave him a puzzle-box she had found at a thrift shop, and offered him a jar of cookies if he could work it open. While it admittedly didn’t take as long as she’d hope for Calavas to work the box open, she soon realized that other similar things would keep him just as distracted from the constant mischief the other children encouraged. Soon, it wasn’t an odd sight to see the growing half elf tucked in some corner or nook of the orphanage, turning a massive knot of rope about in his fingers or laying out the pieces to yet another puzzle. And if the house-mothers found themselves baffled when he tried to explain the patterns he saw in places, sometimes pointing to apparently empty air as he did, it was attributed to the chattering of an excited child. However, it would soon prove out that the new focus of Calavas’ talents had awoken one even stranger. While returning from a day-trip to a nearby park, Hannah noticed that Calavas was not in the small mob of children returning home. When she asked the others were he was, they mentioned he had wandered of when they had tried to get him to ‘play’ with them. Assigning the group with another guardian, she backtracked toward the park, assuming he had taken to old habits and hidden himself away from the rest of the children when the teasing started. Instead, she was surprised to see Calavas talking eagerly with an old man over a puzzle box of some sort. She quickly moved to apologize and collect the boy when, to her amazement, Calavas gestured, and the box slowly lifted into the air, allowing the boy to fiddle with the workings underneath. When it settled, the box glowed briefly, then shifted opened to reveal contents far greater that it should have contained. The older man patted the beaming Calavas on the shoulder, and seeing Hannah standing nearby in shock, stood and extended a hand. “Good day madam, is this one yours? My apologies for holding him up; Professor Lorimar, at your service.” As it turned out, the professor had been meeting with some associates from the Pathfinder Society, in regards to a few items recovered from a long abandoned lodge in Westcrown. Among them was a strange puzzle box, and while he had been assured it’s rather vicious safeguards had been rendered harmless, the professor was having a devil of a time getting it open. He had set the box down to rest his fingers when he noticed a small lad studying the box most intently, his eyes aglow with magic. The professor was working between asking a question and reaching for a wand when the glow abruptly faded and the boy looked up at him with an earnest expression. “I’ve never seen a pattern that clear before! It’s got a lot of pieces, but I was watching you try and work it apart, and I think I saw what you did wrong!” The young boy seemed to catch himself in his excitement and covered his mouth in embarrassment as the old man blinked in surprise. But after a moment, the boy met his eyes again and asked, more quietly, “Can I try?” Current Events:
The discovery of Calavas’ magical talent quickly found him removed from Hope Ascendant and placed under the tutelage of Karias Tarvi, an associate of Professor Lorimar’s and longtime member of the Pathfinder Society. He spent the majority of his time in apprenticeship keeping papers and assisting with research, but always made time at least once a week to return to Hope Ascendent, where his small fireworks displays became a frequent treat for good behaved children. After spending some much time on the outskirts of the organization, however, Calavas has recently sought membership into the Pathfinder Society, having become enamored from the tales read in the Chronicles and recounted from Karias’ ‘younger days’. Occasionally, he daydreams about such accounts speaking of his own adventures, but for now, he’ll be satisfied with a positive review on his paper discussing variant applications on bags of holding. He’d sent it months ago, but the professor must be involved on some sort of extended project; he’d hinted as much in his last letter. Should hear back from him any day now… Crunchy Bits:
CALAVAS ORLOSKY CR 1/2 Male Half-Elf Sorcerer (Wildblooded) 1 NG Medium Humanoid (Elf, Human) Init +2; Senses Low-Light Vision; Perception +3 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 10. . (+2 Dex) hp 6 (1d6) Fort +0, Ref +2, Will +3 Immune sleep; Resist Elven Immunities -------------------- OFFENSE -------------------- Spd 20 ft. Melee Quarterstaff +0 (1d6/20/x2) and . . Unarmed Strike +0 (1d3/20/x2) Sorcerer (Wildblooded) Spells Known (CL 1, +0 melee touch, +2 ranged touch): 1 (4/day) Comprehend Languages (DC 14), Snapdragon Fireworks (DC 14) 0 (at will) Acid Splash, Read Magic (DC 13), Mage Hand, Detect Magic -------------------- STATISTICS -------------------- Str 10, Dex 14, Con 11, Int 17, Wis 12, Cha 14 Base Atk +0; CMB +0; CMD 12 Feats Eschew Materials, Magical Aptitude, Skill Focus: Use Magic Device (Adaptability) Traits Cosmopolitan (Absalom), Inspired by Greatness: Dispel Magic Skills Acrobatics -1, Climb -3, Disable Device +0, Escape Artist -1, Fly -1, Knowledge (Arcana) +9, Knowledge (History) +7, Perception +3, Profession (Scribe) +5, Ride -1, Spellcraft +11, Stealth -1, Swim -3, Use Magic Device +11 Languages Azlanti, Common, Draconic, Elven, Osiriani SQ Arcane Bolt (1d4) (6/day), Arcane Training, Elf Blood, Sage Combat Gear Quarterstaff; Other Gear Backpack (30 @ 41 lbs), Bedroll, Flint and steel, Ink (1 oz. vial, black) (2), Inkpen (2), Journal (2), Measuring Cord (10 ft.) (2), Paper (sheet) (10), Pouch, belt (6 @ 2.5 lbs), Powder (2), Rations, trail (per day) (7), Rope, hempen (50 ft.), Scholar's outfit (2), Sewing needle, String (50'), Thieves' tools, Tin Puzzle Box, Traveler's outfit, Waterskin, Wooden Puzzle Box -------------------- SPECIAL ABILITIES -------------------- Arcane Bolt (1d4) (6/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level. Cosmopolitan (Absalom) You gain a +1 trait bonus on Linguistics checks, and Linguistics is always a class skill for you. Elf Blood You are counted as both elves and humans for any effect relating to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Inspired by Greatness: Dispel Magic Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the inf luence and impact of your idol. Choose one spell you can cast. From now on, you always cast this spell at +1 caster level. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Sage When a spell level is increased by a metamagic feat, it gains +1 DC. |