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It's fine to bail and just run, though you won't get to resolve where the dude following you ends up is all.

From the OP: The PCs will not know each other beforehand. They may choose to know Dalviss as part of their backstory.

There was Cairn as well but I don't think they've finalized anything yet though they do have a profile.


Crow picks up to listen to what is coming on the line, he hears.

"Yes he kind of looks like the run.. no I don't know for sure it was dark. Yes just give me some eyes in the sky, subtle ones.. we don't need attention out here."

The markets

"That's the thing we don't know exactly what they are but as for size... probably around earth fox, definitely smaller than a big dog. Though some people have said they have seen bigger. There have been a few people who noticed them before if you want to question them. They have mostly turned up in residential districts or the markets when night sets in and there are far less people around." Drake responds to Neil.

Harv sees Vincent attempting a game of chance though what has been undecided. There appears to be a lot of squaring off between him and a hooded figure so far.

I hope so, the adventure sounds pretty cool.

GM Arkwright wrote:

Dragash, I looked briefly into a Protector familiar. I didn't consider it the best idea since they cost a bundle to replace, and your familiar doesn't have an enormous amount of HP. Plus, having Shield Other means I'd start including your familiar in AoE damage rolls, rather than letting you shield it inside your clothes.

I expected it to, I don't think any familiar is exempt from AOE sadly. Though lacking improved evasion will be rather bad for it. I'll just change it to a sage so it isn't a high secondary perception + ablative shield. I think the only other skills person so far is DBH for physical stuff, I might as well do the mental stuff to complement it.

A lot of the familiar archetypes are up in the air, I hope they faq them soon. I was reading about sage and even a designer wasn't entirely sure if it's 2 skill points whole way through or +int as well. I'll let the DM decide if it's too jammy, I would be fine not having fast healing work in combat would probably be good. I would've just CLW him up anyway if I didn't have fast healing.

Mauler familiar with tumor is quite useful anyway since it can be quite reckless and get healed after the fight, great for flanking buddies if you mutate a bunch. Imagine it with a master chymst.

What I meant was if I took 20 damage from a single hit we'd share it, but if we both took a blast for 20 damage we'd both take 20 damage. I don't think the familiar is exempt from area of effect spells.

I never really noticed it till I made this character myself. I only wanted it for the +4 initiative, which is good since it's untyped. Though I have to be careful with it due to the loss of improved evasion, stuff like breath attacks is us taking double damage since if he dies I doubt I'll be getting him back for a while. I mean I'm fine to keep it as a normal companion if the GM thinks it's too powerful but it is just a normal thing in the folio strangely.

@Rosa: You might also want to worry about your handle animal score, Dire wolves aren't tameable in base pathfinder.

@Zayne: I'm guessing Rosa's cohort is an intelligent item cohort by the description, maybe the devil is flavour as you can't usually select that one anyway. Unless I'm missing something it's a powerful sword, though I don't know the rules on making demon possessed intelligent items so I can't say much about that.

Also my companion is likely going to be some form of damage sponge and/or scout since it'll be attached to my back most of the time, it being a tumor and all.

Here is Dragash for your perusal. I have some spare cash leftover so any suggestions for suitable extracts would be welcomed.

I also haven't finished my familiar as I'm torn between going for a sage familiar which is more appropriate for his backstory, a protector familiar which will be far more useful or just leave it as normal one. Decisions Decisions!!


Dragash is relatively tall for an 'elf', through magic he appears shorter than he is. Standing at about 5'6", he has white hair down to his shoulders. Like many elves, he has fair and pristine skin. Dragash has bright purple eyes. His attire is usually quite professional as he works for high standing military personnel. Out of habit, he upkeeps this while travelling and wears well fitting armour and a plain violet tabard to match his eyes. He wears a black cloak to hide the colour of his clothes for when he needs to be unseen in the wilds. Across his chest he wears a pair of bandoliers containing his potions, his formula book rests on his belt. Dragash also carries the customary elven longbow as a backup weapon. Lastly, Dragash small feather pin in his hair

Backstory TLDR:

Dragash is an elven alchemist in Iadara, by appearance, in reality he is a hobgoblin named Oktar. He betrayed his people due to his shifting allegiance to the elves. Protected by his elven mentor Yalandara he acts as a double agent giving Iadara much about their ancient foes the Hobgoblins.

Dragash has adopted many elven sensibilities and worships Findeladlara. His undercover nature has gotten to the point where he has practised how to pretend to be in trance while sleeping. Dragash also never snores now. Due to his own past, he is quite accepting of new people and new places. Having almost given up his life only to be accepted he shows others a similar courtesy. Very few in the world know that he is both Dragash and Oktar, the two main people are Yalandara and Dalviss. In personal environments, they refer to Dragash by his intimate elven name, Oparal. Dragash is relatively kind but is somewhat suspicious of kindness returned. As a spy, he has always needed to be wary of people pulling wool over his eyes.

Dragash never drops character for to himself he is Dragash the Elf, no longer is he Oktar the hobgoblin. Dragash will always keep one of his extracts blank so that he might prepare alter self or adjustable disguise if he ever loses his hat of disguise. The hat appears as a small feather pin in his hair.

Dalviss was an adventurer that Dragash met when in Hobgoblin form. They all but killed each other, however, they bonded over their injuries. As the years went by they exchanged many stories before Dalviss lost touch to go build an inn. Dalviss has now invited his old friend to Dustpawn to help him in another adventure.


Oktar is a Hobgoblin from the Arthfell Forest, he was one of the Hobgoblins in allegiance with the werewolves of Darkmoon Vale. However, no longer, for now, we'll call this man Dragash Arliden. The elf that Oktar is now, and one he wants to stay.

Dragash, when he was born, was not particularly strong or commanding for a Hobgoblin which for their society was not particularly useful or safe, though at least like most Hobgoblins he was tough. Dragash was well behind his peers in combat so his social standing and thus his rank was fairly low even amongst the young. Dragash had intellect however and he joined the ranks of the alchemists, he, however, didn't do this to raise his standing as he had no care for that. The sole purpose of the endeavour was to make sure he would be in a position where he'd be safer from the need of duels. Many of the contests amongst alchemists were for the biggest bomb, that he could handle.

Dragash like all of his ilk, joined with the werewolves of Darkmoon in raiding caravans and the human cities in Andoran. As a combat alchemist, he specialised in bombing runs and became a very successful grenadier. Many of his accomplishments were sneaking into human encampments and burning/poisoning their supplies. This curried favour with many of his superiors, they expected many of things of him yet as before Dragash did not want to increase his social standing. Dragash's reluctance to raise his standing even amongst alchemists despite his rising skill eventually caused him to undergo a life changing event. His direct leader had been plotting with the wolves of Darkmoon, Dragash was called in for interrogation. They had heard tales of his infiltration techniques and wondered how he was able to do it so often. Dragash, not one to stand up to his superiors divulged that other than bombs he created many concoctions that changed his appearance, his voice, his features and he was well practised in many languages. Having confirmed their suspicions the superiors tasked Dragash with infiltrating the Elven nation of Kyonin.

Hobgoblins have always been great enemies of the elves. Once born and bred for that purpose the hobgoblins still have a residual hatred for them. Even Dragash still had this when he left for Kyonin. The hobgoblins have been slowly amassing armies in secret with the intent one day of destroying every elf. The one thing the hobgoblins lack for however was information, none of their forces could gather it well, now they had Dragash. Dragash made sure to brush up on his elven, by the time he left he could speak both Common and Elven with distinct Elvish accents, other languages however he still spoke with a clear Andoran Hobgoblin accent. Dragash was left to his own devices in how to gather information so he started with Greengold.

Greengold, a much easier target to start with than the capital Iadara. Here he started off as a different elf than he is now. An Half-elf called Tremain. Here he began to form connections and figure out how the elven structure worked and most of all how they treated outsiders. If he were to pass off as one of them, he had to be just as wary of other folk as they are. After getting the information he needed to begin his plan, he became Dragash. A rising elven alchemist that came from a minor village of little repute to work in Greengold. With a few greased palm with the aid of his contacts the human run, port ignored his sudden appearance. Quickly Dragash began working for the councilmen, inspecting goods that came into the port. Here he began his superiors long awaited correspondence, he began sending them information on trade, boats, general defences, how to get into this port, how to appeal to the nobility and how to stay low. This would prove useful later for the werewolves. His intent, however, was to get into Iadara where he would be of more use, he used his alchemy to great effect to become a reputable inspector. The next part of his plan also involved his alchemy, he began to practice with blood. Dragash was eventually able to fool magic to make others believe even his blood was elven. This was the last piece of the puzzle.

Eventually, Dragash applied to became a liaison to Iadara. Due to his intelligence and his 'pure-blood', he was able to meet the requirements fairly easily. This is where his next life-changing event took place. Now a fairly experienced alchemist in not just combat but subterfuge Dragash thought he'd seen all of the world he needed to. Dragash was very wrong, upon reaching Iadara he was awe-struck by the beauty of the place. He was used to the dreary forests of Arthfell, a place filled with danger and death. Nothing of the sort exuded within Iadara, the only thing he saw was pure perfection. In an instant, his loyalties began to waver. Why would he want to destroy such a place?

In Iadara, he came under a new mentor, an elven woman named Yalandara. Yalandara was actually military compared to the civilian vocation that Dragash pursued. She was an alchemical archer, Dragash was under her employ due to the very alchemy that made his renown. This is where his loyalties were all but shattered. This woman was nothing but kind to him, nothing but respectful. She fought for her rank in a way Dragash hadn't seen before, with talent and charisma, not brute strength and betrayal. How could such a race be so despised by his people be like this? Dragash did not know any longer. One day he gave in, he walked into Yalandara's chambers as she was about to retire. Dragash brought his notes that he was going to send back to Arthfell and a bomb. He was torn, did he attempt to kill her and thus end his own life or does he come clean and die. He fell to his knees and revealed everything to Yalandara, without a single detail, spared. Dragash didn't want this life any longer, in doing so he betrayed who he was, what he was. After his confession, he was about ready to stuff the bomb he held down his own gullet. Yalandara quickly took it from his hands and looked at him for a long time. She revealed that she had always known what he was, though she didn't know why he was here. This night revealed it, however. Yalandara carefully kept him from going too close to the castle as she knew he'd be discovered, his illusion despite being good was not good enough to fool the most talented illusionists in Golarion. Dragash begged to know why she kept him alive then if she had always known. Yalandara admitted she was intrigued how one so brutish could be so true to Elven principals and she also saw how much he revered Iadara. They both knew though from this point he'd be a dead hobgoblin if they didn't find some solution. Yalandara pulled some strings and revealed his nature to a few in her close confine. Dragash was never to reveal what he was to those other than that circle but he was to act as double agent. Yalandara would feed just enough to keep Dragash's superiors happy, in turn, he would provide everything he knew about Hobgoblin movements and what they had planned. To this day, he plays this dangerous game. In thanks for sparing his life, Dragash gave Yalandara his chosen intimate name, Oparal, a twist on his birth name Oktar. Yalandara is one of two people that knows his intimate name, the other is Dalviss.

Dalviss was an adventurer that Dragash met on the road, or rather, that Oktar met. On one of his excursions back to Arthfell Oktar ran into Dalviss. The two clashed as Dalviss assumed that Oktar was part of a scouting party. The two beat each other within an inch of their lives. However as Oktar stood bleeding and Dalviss was all but dead, Oktar took out his potions and began to brew with the intent of bringing both of them back to health. With the weather turning, Oktar took them into a nearby cavern. Dalviss was astonished by the kindness of a Hobgoblin. Oktar wasn't sure what to say to the man. Eventually, when they were fit to walk again Dalviss asked Oktar to meet back with him in the cave after a week. Sensing it was a trap Oktar didn't want to go.. however.. something in him decided to take a gamble. So he returned, wary, but he returned. Oktar found Dalviss in the cave with a massive keg of mead. Dalviss then said "Even if you were the one to almost killed me, I show utmost thanks to those that save me." The human had now stunned the hobgoblin, but Oktar couldn't think of anything else to do other than celebrating their newfound friendship.

As the years went by Dragash and Dalviss would meet back in the cave every few months when Dragash returned to Hobgoblin lands or when he was returning to Iadara. There they talked about a great many things, Dragash's secrets, Dalviss's unluckiness with women and Dalviss's dream to one day open an inn. Dragash always mocked him for it, however, one day Dragash received a letter from Dalviss:

Oi you big lug! I haven't seen you in a while. Sorry about not being at our hangout for so long but I made myself a tavern. It's called the Mineshaft inn and tavern in Dustpawn. You should come visit! Not just for your old friend but I've got some news that can get you away from your Elven Overlords. A falling star struck nearby Dustpawn, I know something most people don't, it's a spaceship! Alright, I'm not sure just yet but I have my suspicions. So.. why not kill two birds with one stone, come visit your old buddy and bring something back for Yally? Come on, Oparal, you know there isn't anyone else I could trust more to help out than you?


Dragash had no idea what to make of the letter, however, as it said he hadn't seen Dalviss in a while. Dragash cracked a smile knowing that the man had a tavern to call his own now. The fact Dalviss asked for Dragash by his intimate name meant this was a strong request, one Dragash didn't want to deny. With permission from Yalandara, he left for Dustpawn. Dragash had a sneaking suspicion he might be biting off more than he could chew with this one. Well, he got to see one of the few true friends he had, that would be no bad thing.

Stat block:

'Seldlon' Dragash 'Oparal' Arliden
Real name: Oktar
Male Hobgoblin alchemist 9 Archetypes Grenadier
NG Medium humanoid (goblinoid) Always appears as an Elf under hat of disguise.
Deity: Findeladlara
Init +13, Senses darkvision (60 ft.); Perception +14

AC 22, touch 15, flat-footed 19 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 75 ((9d8)+27)
Fort +11 (+13), Ref +12 (+14), Will +5 (+7)
Saves in brackets is assuming Orchid's drop.

Speed 30 ft.
Ranged longbow +1 +11/+6 (1d8+1/x3)
Ranged bomb +12/+7 (5d6+7 fire or cold)
Rapid shot/PBS +11/+11/+7 (5d6+8 fire or cold)
Rapid shot/TWF/PBS +9/+9/+9/+4 (5d6+8 fire or cold)
Special Attacks Bomb, Blinding Bomb*, Fast Bombs, Frost Bomb*, Precise Bombs, Tanglefoot Bomb*, Throw Anything
Extracts per day 1st: 7 (DC:18), 2nd: 6 (DC:19), 3rd: 5 (DC:20).

Str 10, Dex 18, Con 16, Int 24, Wis 10, Cha 8,
Base Atk +6; CMB +6; CMD 21
Feats Alertness, Extra Discovery: Blinding Bomb, *Improved Initiative, Martial Weapon Proficiency (Longbow), Point-Blank Shot (Free), Precise Shot, Rapid Shot, Throw Anything, Two-Weapon Fighting
Skills Appraise +11, Bluff +12, Craft (Alchemy) +19, Disable Device +13, Diplomacy +13, Disguise +8 (+18), Fly +8, Intimidate +8, Knowledge (Arcana) +19, Knowledge (Nature) +19, Linguistics(Aklo, Elven, Taldane) +10, Perception +14, Sense Motive +11, Spellcraft +19, Stealth +17.
Traits Fast-Talker, Firebug.
Languages Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Orc, Taldane.
SQ alchemical weapon, alchemy, bonus alchemist bombs created (+4 Bombs), darkvision, directed blast, martial weapon proficiency, mutagen, precise bombs, sneaky, swift alchemy, tumor familiar
Combat Gear Wand of Cure Light Wounds (50 charges)
Other Gear headband of vast intelligence +4, hat of disguise, amulet of natural armor +1, ring of protection +1, belt of incredible dexterity +2, chain shirt +2 (mithral), cloak of resistance +2, outfit (explorer's), ioun stone, dusty rose prism - cracked, wrist sheath (spring loaded), formula book, bandolier (2), bombchucker, longbow +1, pathfinder pouch, pathfinder's kit, traveler's any-tool, formula alembic, admixture vial, bomb, 415.0 gp

Alchemical Weapon (Su) At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +9 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Authoritative Hobgoblins often develop a knack for controlling others. They gain a +2 racial bonus on Diplomacy and Intimidate checks. Both skills are always class skills for them.

Bomb (Su) You can use 20 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d6+7 points of fire damage. Your bombs also inflict an additional 4d6 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (12). Those caught in the splash damage can attempt a DC 21 Reflex save for half damage.

Bomb Types:

  • Blind Bomb* When the alchemist creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect.

  • Frost Bomb* When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

  • Tanglefoot Bomb* (Su) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Bonus Alchemist Bombs Created (9x) Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.

Darkvision Hobgoblins can see in the dark up to 60 feet.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Directed Blast (Su) At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Fast Bombs An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Firebug You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Headband of Intellect Skill Selection from bonus int (Disguise, Stealth)

Martial Weapon Proficiency At 1st level, a grenadier picks one martial weapon to become proficient in the use of. This ability replaces Brew Potion.

Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 90 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 21 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Precise Bombs (Ex) At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Tumor Familiar (Ex) You create a Diminutive or Tiny tumor on your body, usually on your back or stomach. As a standard action, you can have the tumor detach itself from your body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to you as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on your caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as your familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to you, the tumor has fast healing 5. Your extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

Familiar: Greensting scorpion.

Chosen extras: Point blank shot. Skill ranks into Bluff. Average rounded up hit points (5+con/level).

Alchemist Spells
3rd - Adjustable disguise, Channel Vigor, displacement, fly, heroism, orchid's drop, protection from energy
2nd -alter self, barkskin, detect thoughts, false life, focused scrutiny, invisibility, resist energy, restoration (lesser), see invisibility
1st -comprehend languages, cure light wounds, endure elements, enlarge person, expeditious retreat, illusion of calm, monkey fish, reduce person, shield, targeted bomb admixture, vocal alteration

I think a horror game would be good for a whirl, I'm thinking alchemist as every mystery party needs a scientist.

Right sorry, applications and constantly changing sleep patterns are annoying.

The Markets

Harv' looks around and tries to gather if they are being watched. It looks like they are but not specifically. On the tops of buildings, there are many lookouts observing the crowds. Many of them have binoculars. Harv' is unsure who they are out looking for, if anyone in specific, but if not, it is likely some form of crowd control or threatening presence to show who calls the shots around here.

Neil heads inside Drakes lab and she gives him a nod. "Hmm, well, the first set of business would be trapping. There are a lot of creatures that roam into town when everyone is asleep. They are very small creatures with poisonous fangs. No-one has set too much an eye on them so we don't know what they look like other than they are furry and likely similar to mammals. We only know they are venomous because people have been bitten... now... I want that venom. It seems to be hallucinogenic, I don't know how useful it would be if it kills clients. However, if it can be used with some acceptable side effects. Now that would be useful."


Escalate (usually I don't think we can escalate backwards by adding stats unless you want this to go to gunfighting but let's just ignore it for now. Traits are usually more appropriate).

acuity: 3d6 ⇒ (5, 1, 4) = 10

See: 5+3 = 8

The man having lost Crow, takes out a radio and starts talking into it. Then he ducks into a house seemingly without needing the key.

Raise: 5+1
Remaining: 1, 1, 4

Let's get this show back on the road then

The Markets

The man talking to Harvardr stares at him in disbelief, likely he doesn't get why an off-worlder is here if they don't know what's going on. "The fams are the On Lok Wu, the Shings and the Leuns. They control different facilities and don't try to encroach on each other too much. Battles arise if they do, bad ones. The Wu and Shings own mines though for different resources, again, to make sure there ain't no bad blood. The Leuns control all the gambling and other 'entertainment' in these parts."

The hooded figure tilts his head at Vincent. "A game of chance you say, what did you have in mind? A set of dice."

The Bleeding Rock

Crow leaves with Xetsa trying to go towards their next destination, except they figure quite quickly they are being tailed.

Stakes: Lose their persuers somehow.
body+heart: 4d6 ⇒ (2, 1, 3, 6) = 12
enemy: 6d6 ⇒ (1, 3, 5, 4, 1, 4) = 18

A different man compared to the one Crow saw before is quickly gaining on them without going into a jog, his hand is up against his face likely talking to someone.

Raise: 4+4=8

Seemed to have stalled here, what are the other two doing currently?

The Bleeding Rock

Xetsa moves to plant the bug while Crow absolutely befuddles the fed with his drunken acting. As Crow begins to leave the fed takes out a small piece a paper and examines Crow as he stumbles away.

Are you going to stumble away from the bar?

The Markets

"What is Ms Blake to you anyway?" The hooded man asks. "I deal with people, but never quite so specific. Though if you have coin, I can at least get the name and see if she's on my Inventory or dealt with me in the past say?"

The man Havardr asks looks at him surprised. "Must be real new around here then. The Laohu are the lowest rank of footmen for the Shings. You get there you are set, no longer just some lowly dirt worker. You'll have people to get your back! Out here, that's all the law there is. If you ain't with the Shings.. or at least with one of the fams, you are just a dirt worker and expendable." The man tilts his head looking behind Havardr. "Don't forget to check yours, as I doubt anyone else will out here, the mines claim many as it is."

Waiting on Crow but will start these.

"Hmm who?" The hooded man replies. "Look you don't need anyone specific. What you need is a strong man, you aren't exactly built. I, however, can get someone stacked like a house for you, just need to feed him. All work, no questions." The man begins a short spiel about potential uses for such a man.

Harv listens in on the recruiters and finds that they appear to be getting initiates for guard duty or mining operations. They are asking questions like 'have you used a gun before' or 'you aware that there is no hazard pay'. Despite the harsh conditions the recruiters are painting many of those approaching are taking the job with few objections. Quite a few ask if this will allow them a step up into the Laohu. The replies range from 'we'll see' to 'if you live', it seems to be based on the candidates talents or the appear of nationality at least as far as Harv can tell.

Neil did get some cash, so you can say as a group you either have a cash 1d6 or 2 cash 1d4 for the sake of bribes or greasing palms. They don't get used up for the moment, unless you basically want to get rid of all of it in a big spend. Once getting some more things underway you'll likely get more cash to do even more bribery.

The Markets

Kimiko, Vincent and Havardr go off to the markets to grab potential information or ask around who their target is. There appear to be many different groups of people about however they see two groups that stick out that might have info. Vincent noticed at the place he got the job that the guards had similar markings to them and their clothing like a uniform. Upon walking around on Aether he knows there isn't anyone from the peacekeepers so anyone in uniform would be likely part of similar establishments that weren't part of law enforcement or armies. The group sees a group of men equipped with beat sticks and stun guns doing a recruitment drive under a gazebo. The markings and clothing are different to that which Vincent has seen before.

The group also catches wind of a hooded fellow who is going around asking people if they have need of labour or 'one-off payment' workers that didn't work as hard.

The Bleeding Rock

Xetsa and Crow enter another bar, this one with another fanciful name. Xetsa asks "So... we plant something and leave, or do you think we'd get anything else from the people here?"

Crow scans the area and sees something suspicious. A peacekeeper from the federation out of uniform attempting to discreetly ask the bartender for information. Crow gleans this from the credentials the man has left on the table. Few others carrying them around in quite the same holder. However, it seems like he is getting himself into trouble as many of the residents here do not like the law.

I take it no-one has any objections to that then? If I don't see anything to the contrary I'll post the start of your ventures tomorrow. For the finding out about the target group, any specific place you want to venture to?

Haha won't be often. I'm not doing the whole of crows section in spoilers. Just the question in there.

Okay chatting seems to have died down so the groups seem to be atm:

  • Kimiko, Vincent and Havardr
  • Crow and maybe Xetsa (see below for a spoiler Crow)
  • Neil either doing his own thing or joining one of the groups, we'll say he's guarding the ship until he gets back from Spain.

    For Crow:

    Xetsa leans in trying to make sure the others don't overhear much. "Crow, I have a few contacts here that I neglected to mention earlier. I didn't know if they had escaped from my previous home but it looks like some have. They also managed to commandeer some supplies the both of us could use. On the way to bugging a bunch of places would you like to maybe help me get those supplies off them. Its some simple stuff, fertiliser, seeds, compressed air, quick freeze.. stuff like that. I'm sure we could find a use for them?" Xetsa smiles as Crow sees the possibilities of the tools rushing through her mind.

  • So there has been some discussion, start narrowing down on a plan. Remember feel free to ask your two current allies for help if you need. So far you guys have thought:

  • Talk with barmen and plant bugs.
  • Do the request from Vincent's 'allies'
  • Acquire other allies.

    Neil might be slow at posting for a bit as he's in Spain.
    Also don't forget you have relationship dice spare, feel free to add them to things. Like Neil could add some to Drake so that further deals are made easier, Crow could add some to Joe so any conversations or info gathering involving him is easier, Vincent could add his allies so it makes it easier to get leverage with them later.

  • Was going to post yesterday but paizo site was garbled

    Markets: Waiting on reply from Neil

    Bar scene: Where are you guys headed now then? Bug has been planted, I don't see why not.

    In front of a small building

    "Best merc team?" The guard scoffs, then speaks some Cantonese into his shoulder radio. He waits for a reply then nods while replying. His focus returns to Vincent. "Okay then, he says if you can prove you're worth his time he'll talk to you. Find a woman named Tessa Blake, bring her here.. alive.. then he'll see you and might have something more for you. That is depending on how talkative Tessa is feeling." The guard then waves at Vincent as if to shoo him away.

    In front of a small building

    Vincent demands entry to the building from what looks like two Bouncers. Both of them are in sleeveless tops, rather toned, black hair, jeans, some sandles and wearing sunglasses. On their shoulders are small walkies, one of them shouts something in Cantonese into one of them before getting a reply. Stares down Vincent replying "Boss doesn't have an appointment with a no-lifer like you, you want to work go sign up at the mine." The guard points further along towards the crater wall.

    The Markets

    Interesting, Interesting." Drake inspects the bags without touching them, smelling them from a distance. She takes a glove and touches the outside of one of the bags before tasting the end of her glove. Licking her lips as the taste diffuses Drake proclaims "These are definitely specimens I haven't used before, how about this for a deal, I'll give you some cash upfront for the find. If I am able to make a new product out of some of these then you get a cut, a finder's fee if you will. I would also be willing to use your skills for more payment afterwards for creatures on this planet. Sound like a good deal to you." Drake nods, as if content with her own proposal.

    The Markets

    Neil enters the door he presumes the shop is in, it doesn't really have any markings on it to denote it but once inside Neil can immediately smell the sheer amount of different drugs concocting or being taken inside. Though behind a counter there is a well groomed attendant in a suit smiling at you entering the doorway. "Oh welcome, seeking some of the best? Would you like a run down on the stuff I have, I'm always open to new customers. Especially those that tend to want to repeat mmm." The woman smiles seem to widen after every sentence.

    The Rusty Pick

    Yesh, after this the barman will run out of dice easily. If you want to add more description to the ending of the thing feel free to add it! :D

    The barman slowly backs away from the crazy man spluttering out the words "Okay... okay okay, God!" The barman mutters "Is everyone that man knew a right nutter?!"

    The barman pours himself a drink "Right so your fella started working for some of the big wigs.. or I guess what you would call big.. er I mean fat cats, yea let's go with that." The barman warily stares at Crow's hair. "Er so yea, didn't owe them debts or anything like that but he had some scheme about getting them more ore out of the mines, some say it's more of the rare kinds. Now the issue here is a little dicey, people say he was killed but I know that ain't true." The barman leans in so only Crow and Havardr can hear, he tilts his head away from the head of hair. "Some of the miners who work for these blokes like to talk when they have a decent portion of booze in em, now they started talking about some guy who is working for them, no pay. However each day they get something more that sells a mint." He pulls back "Now the stuff they are selling hasn't actually increased in supply though the cost is still the same, also all the supplies are coming from one source now... you can likely guess which one."

    Back alley

    escalate: 6d6 + 1d6 ⇒ (6, 2, 3, 5, 3, 3) + (5) = 27 Brawler trait, these dice added to 3, 1

    See: 6+2

    "How bout like casinos here?!" The burly one gets up throwing a meaty fist towards Vincent.

    Raise: 5+5: 10
    If you escalate to match roll your 2d6

    Remaining: 3, 3, 3, 3, 1

    Hmmm.. misread that, I thought you were talking about a place you went last. Note taking at night, woo! Let's just pretend the barman is distracted by your crazy hair

    The Rusty pick

    "Hmm yes a call should suffice. Why indeed would you need to ask around if you have his number?" The bartender looks about ready to walk away, though something makes Crow wonder what the bartender knows about his old friend as he was quick to reply when talking about the phone.

    See: 5, Reverse the blow
    Raise (Crow and Havardr): 5, 4.
    Remaining: 1, 1, 4. Don't forget if you want to add traits or escalate as I know you guys are running low on dice.

    The Markets

    Josè wisely chooses not to escalate.

    "That does sound like a good deal." Josè says scratching his head. "You've probably traded far more than I realise." Josè scratches his belly. "Okay okay, there is a woman named Drake not too far from here. She's a fence and deals with the more unusual trade. Mostly drugs or supplies for drugs but you never know what you can use to make the next new thing. She often buys some very different things to experiment with. Heck maybe you can become a supplier." Josè gives a few poignant directions so Neil can easily find her. "If you do find some tips you can find me in the mines. There is a register out the front of each one that gives contacts to people inside. Sort of like a prison I guess now that I think about it but phones don't work too well inside of rock, though the wired intranet they have down there can contact most workers."

    Totes not doing too much research and talking to professors.. no.. not really.. sips relentless, orders pizza.

    The Markets

    "Err personal capital? Do you have some rare stuff with you or something?" José says stumbling over his words a little realising that Neil could talk up some other people if he needs to.

    See: 6, 2, 1 = 9
    Raise: 5, 1 = 6
    Remaining: Nothing

    Back alleys

    Burly one: 6d6 ⇒ (3, 1, 3, 2, 5, 5) = 19
    Burly two: 5d6 ⇒ (1, 3, 2, 1, 2) = 9 .. wow what a roll, okay he's out with the first see woooo. Well.. baring any escalation

    The first burly man shouts down the other "Oh aye, th's one here was using some crooked dice, see?" He points at the pile of money. "He don't know what good company is if it hit im in tha' face!"

    See: 5, 5 = 10
    Raise (Burly one and Vincent): 3, 2 = 5
    Remaining: 3, 1

    The other man cowers a bit stuttering out his words but not getting anything intelligible out.

    See: 1, 3, 2, 1, 2 = 9
    Raise: Sucks at rolling, it's why he is using loaded dice apparently.

    The Rusty pick

    "Simple questions usually do beget simple answers, though occasionally the answers are far more ... complex than is worth the answer sometimes." The bartender replies, somewhat unconcerned to Crow's age though letting slip he does know something.

    See: 6, 4, 2 = 12
    Will raise after Crow has his go.
    Remaining: 1,4,5,1,4

    See the barman then raise whomever, the only people who need to see are the people it affects. So the barman is currently withholding information from you to so it affects you two. If you are the both attempting to get the info out I'll have to see both. So I don't expect this to last too long.

    Will update in the morning but to Havardr's question, you don't have to see crow's raise unless he is targeting you specifically. So if he's trying to stop you doing something or is hitting you or you are caught in something like stray poison.. or something

    The markets

    "José Henríquez my good man. He says before continuing. I don't know, nothing does come free..." He scratches his chin.

    Stakes: Getting info (possibly without payment.)

    José: 7d6 ⇒ (1, 1, 6, 6, 5, 2, 2) = 23
    Neil: 2d8 + 7d6 ⇒ (3, 4) + (6, 3, 1, 2, 4, 5, 4) = 32 Trait used: Selling animal parts ain't easy.

    Raise: 6+2=8
    remaining: 1,1,6,5,2

    Back alleys

    Vincent walks around trying to take in the sights, possibly trying to find a local gambling dig. The back alleys are mostly filled with people smoking .. something. He can tell it isn't tobacco it smells different. After wandering for a bit he does find what appears to be a bet gone wrong. Two quite large fellows are squaring off about a pile of money on the ground with a set of two dice on the floor. Vincent sees an opportunity to either swipe the money or possible break up the fight and get a piece of the money through winning it as obviously these two don't look the best of gamblers.

    The Rusty Pick

    The barman raises an eyebrow at Crow, walking back to him. His face wracked with thought for a small moment before he smiles again. Cheerfully the barman says. "There are a lot of Joe's bout these parts, some go down, some don't come back up. Ya know the sort..?"

    barman: 10d6 + 1d8 ⇒ (4, 1, 2, 4, 5, 1, 4, 3, 6, 6) + (8) = 44 Trait: Customers ask too many questions.

    see: 8+1=9
    Raise(Crow and Havardr): 6+3
    Remaining: 6,4,1,2,4,5,1,4.

    Ok detour it is then.

    Cool tied up outside.. I just need to know for.. reasons, let's go with that.

    Quick questions, Vincent are you going directly to the bar or you going to detour to something else?

    Havardr, where are you going to leave Gunnar?

    Looks like two groups, one to the market and one to a bar.. which we'll call The Rusty Pick.

    The Rusty Pick

    Old Crow and Havardr make their way to the bar with Vincent rendezvousing with them later. Sticking out a bit as a man with a noticeable hairdo and a horse next them. The Rusty Pick is an old mining shaft, it juts out from the rocky side of the crater. Likely one of the oldest buildings in the colony. It was converted from the opening foyer in the rocks to the elevator down into the planet. Now it is a bar rife with people and drunkards. Even the elevator still works, though it is guarded by a few folks and an unscrupulous lot appears to be using the elevator, wonder what goes down there.

    As Crow enters the bar he can't see his old contact, there is a lot more people using this place than he last remembers. Maybe a few questions or looking about might find him.

    Stakes: Finding Crow's contact, starting with heart an acuity.

    Crow: 7d6 ⇒ (3, 4, 3, 5, 2, 6, 2) = 25
    Havardr: 6d6 ⇒ (6, 6, 4, 6, 5, 5) = 32

    No Traits have been used yet as depends on how you approach it. I haven't rolled anything for the encounter yet, basically depends if you end up just looking around or talking to specific people.

    The Markets

    Finding the markets isn't particularly hard as Neil just follows the traders though a lot of the merchants are ignoring Neil, he doesn't quite know why. It could be what he is selling though he hasn't really taken it out of his sake yet so could be something else. As he is moving through the market he gets a tap on his back. "Hey there fella, you look new round here." A short robust man looks up at Neil. Wearing some tattered jeans and a torn t-shirt, the man is carrying a bag of rocks. He is bald and sports a large orange handlebar mustache. "You don't carry the soot of the common raffle about here." The man pokes Neil's sack he is carrying "Planning on finding somewhere for that eh?"

    The group begins to grow used to their lives on the ship though this trip on the galactic road doesn't last long, only two days travel before they reach Aether colony. The planet comes into view as a large gray rock with large man made craters dotted around the surface. The largest crater is the space port for Aether. The ship pulls into dock, some of the group notice that Kimiko didn't need to ask for permission to land, that could be a good or bad thing. No-one is likely going to track you but equally, no-one is going to track your ship if it's stolen.

    Kimiko brings the ship in slow as they reach landfall, there are many other vessels strewn across the port. Many of them cargo ships of some kind. In plain daylight though the group can see many deals taking place at the door of the cargo ships for people, items, materials and the like to make it off planet. No cargo ship appears to have a company logo, each one is manned by a different group that is controlling their cargo. It appears as though the groups for the ships are buying goods from the locals, likely to sell them on a different planet.

    As opposed to me naming everything on the planet we'll try to do it a little like spellbound kingdoms style, name a place you want to go to set a scene and I'll alter it a little to make sense with what's on the planet. If something is not there or anything like it I'll suggest a different course of action.

    Waiting on Neil, Try not to have like a week between posts please. I don't mind slow pace but will only take 5-30 minutes to post depending on how long you want to make your posts :)

    Since conversation seems to be dying down a little I'll forward the story a bit. Feel free to talk to NPCs when you feel it's appropriate however.

    What I want you guys to do now is reflect on your last moments on Baldur Colony. What was going on when you found out that you were accused of something. What you did to get away, what were your thoughts on the matter, how you met up with the others (The only one you need to include is Kimiko as she got you out but anyone else is cool too, just be sure to refer to other posts before yours to work in what other players have said.)

    Waiting on narration from Neil still but current plot.

    The ship blasts off away from Baldur, quickly reaching away from the planet. The pilot just before she took off made sure that she gave the group of enough time to get away by pretending to be an official cargo haul away from the planet. The pilot said some sort of code that was accepted extremely quickly for some reason.

    Amongst the crew of escapees on the run from the law are Vincent, Neil, Old Crow and Havardr. There are two others joining them. One that looks to be a cyborg she has metallic plating on her head on much of her arms though a lot of lower body and her hair appear to still be organic. It might be really well done synthetic too the group doesn't have any idea. The cyborg appears to be modeled after Terrans from the far east, though with dyed hair. She suggested the group flee the planet and is the one piloting this small vessel.

    The other member is a woman with a relatively dark complexion. She is wearing a lab coat that is covered in mud with a pair of large wellington boots. She also has a PDA that takes up the entire of her right forearm wrapped around it in the form of a vambrace. She has sleek black hair that reaches about to her shoulders and sports a few scars on her face though those are mostly faded.

    The group has been accused of high treason. None of them have any idea why or how any of them are related to each other yet. However they all do know that a fate worse than death awaits them without a trial if they are caught by the Federation peacekeepers. They surely keep the peace by snuffing out anything that might remotely be bad. The group does know from the search warrants and talk around Limanaki that the crime was actually commited just not by them. They have somehow been framed or are a scapegoat to the crime but again are unsure as to why they were targeted.

    The cyborg engages the hyperdrive, the autopilot turns on then she turns to the group.

    Can I ask that you don't put relationship dice towards your belongings? This goes for everyone, it makes it hard for me to use them in context and also I don't want players to suddenly have relationship dice with rocks or something. Keep the relationship dice within; person, institution, place or sin. As relationships come up if your opponent is your relation or if it has something to do with the stakes, I can't see your watch coming up.

    Will update main page soon.

    Thanks for the page reference.

    Right looks like everyone finished at about the same time. Just Narration from 3 people to close out the scenes and everyone to choose their traits.

    I'll post the 'get away' tomorrow morning probably around 10-12.

    Fallout rolls. Two highest dice apply and any ones rolled.

    Neil: 5d4 ⇒ (2, 3, 1, 3, 3) = 12 6 (and a 1) = Experience
    Crow: 4d4 ⇒ (4, 4, 4, 2) = 14 8 = Long term fallout
    Havardr: 3d4 ⇒ (2, 4, 3) = 9 7 = Nothing

    Neil and Havardr got short term fallout but it disappears long before the start of the campaign.

    So for Crow and Neil gain some stuff, state what you take out of the fallout lists. For Crow I'd advise taking a d4 relationship dice with the NPC you saved but up to you. :)


    See: 3 + 2 = 5
    No Remaining dice.

    The Trihorn gets blasted directly in its eyes by the shot, effectively blinding it. It thrashes around before spitting venom helplessly at a nearby tree far away from Neil's position. Leaving itself open for the kill.

    Narrate the ending of the scene then choose your new 1d6 trait based on this encounter.

    Old Crow

    Okay so choose your extra 1d6 trait based on the events that transpired. Name the NPC if you like too.


    See: 2 + 2 + 1 = 5, not enough and none remaining

    Upon arriving at your destination with some of the bar folk a good distance away the on looker that challenged Vincent manages to get caught not two minutes into the heist. By the mayor no less! The onlooker attempts to small talk the mayor so he doesn't get into too much trouble though this leaves the perfect distraction for Vincent to show off to the crowd.

    Narrate the ending of the scene then choose your new 1d6 trait based on this encounter.


    See: 5+3+1 = 9

    Look.. I just.. I was ord.. The cartographer begins to stammer trying not to give in but it seems that Havardr has sussed out that not everything is right with this deal. Someone appears to be pulling the strings on the resources down here.

    Raise: 2+2 = 4
    Remaining: Nothing.

    "I can give you a bit more alright, it's close to what was agreed on your stub. That's all.. I can give .. okay?" The cartographer as last manages to stammer out.

    As soon as you match the raise you can narrate the end of the scene. Including getting all the resources if you want but up to you how you close it out.

    Choose your new 1d6 trait based on this encounter.

    Missed out 3 for Havardr too.

    For later, fallout dice so far: 4 for Crow, 5 for Neil. We'll only roll them as d4s since the situations you guys asked for weren't quite the same in terms of danger.

    Once the game gets going get ready for some big dice if weapons start getting thrown around :D


    Acuity(Trihorn): 3d6 ⇒ (4, 3, 5) = 12
    Pool: 5, 5, 4, 3, 2

    The Trihorn quickly reels round seeing the gun that was drawn, it doesn't quite know what to expect but braces for impact with the scales on his head when the shot is fired.

    See: 5+4=9
    Remaining: 5, 3, 2

    It then coils back building something in its stomach then out of its mouth erupts a large venom spray. The Trihorn attempts to engulf Neil in it.

    venom: 1d8 ⇒ 6

    Raise: 6+5=11
    Remaining: 3, 2

    Old Crow

    See: 8+2

    The patients body is slowly starting to convulse but it's stable for now.

    Raise: 5

    The patient seems almost out of the dark but one of her major arteries begins to trickle from the speed that Crow is working.

    No dice remaining: So if you make this raise you dictate what's going to happen.


    Escalating would start so both of you will roll body. Also put your body somewhere in your profile for easy access! You can use the level/class field so it'll appear under your name.

    Havardr: 6d6 ⇒ (2, 3, 2, 1, 6, 6) = 20 < So your pool would be adding those dice and you can use those to raise/see etc. So your pool would be those numbers plus your remaining of 2, 3.
    Cartographer: 3d6 ⇒ (3, 1, 5) = 9

    The Cartographer's remaining Pool: 5, 3, 2, 2, 1

    The last raise was: 9
    You can now use your pool to continue the conflict until one of you runs out of dice.


    See: 3, 4, 7 = 14

    The onlooker is taken aback be the quick retort thinking that under his drunken stupor Vincent would back down. Incited by the challenge The onlooker says. "Fine then we'll make it a bet too, I bet I can get there before you!"

    Escalate to physical (the theft)
    Body(Onlooker): 4d6 ⇒ (1, 1, 2, 5) = 9
    Body(Vincent): 2d6 ⇒ (5, 4) = 9

    Raise: 5+1 = 6
    Remaining: 2, 2, 1

    After reading a bit more and looking into the book and online I think people are right you only roll stats once per encounter unless it's a follow on. Sadly I don't see it in the stats paragraph but it might be embedded somewhere. If someone has found a page for it do say it so I know where to look. So I guess until otherwise everything only ever applies once, I don't know why they don't stipulate that at the start of the chapter but eh.

    Will update a bit later but some notes:

    @Neil: Escalation you add all your new dice for whatever level so Gunfighting would be Acuity+Will not just Acuity. As for adding the dice roll it wherever, just show me where it is, you can use preview to see what you rolled before you post as you guys find out.

    @Crow: I don't get how you are raising, you can only ever raise with two dice. You're using your items I get that those get added to the pool and you can use them if you like. What's the will referring to? Adding your will dice? If you want to escalate you'll be adding body+heart as physical is what you can escalate to.. no you can't beat the body with fighting please. xD

    @Neil: Don't forget to post as your alias, you can set it as the default as opposed to your account name. Also I won't do it here as we're still learning a bit, however you have left yourself open to be countered by a 10, which means my next Raise could've been a had that 10 again.

    The Trihorn quickly gives chase, Neil usually sees these creatures in snares and hasn't seen one give chase on land before. He wasn't expecting how good a climber they are as he suddenly sees them wrap around trees and the like to chase him down.

    See: 5+2.

    The Trihorn pounces off a tree and lunges without mouth wide open to try to take a chunk out of Neil's arm or throat.

    Raise: 10+2 = 12
    Remaining: 5+2

    Old Crow

    @Crow: Same thing here as Neil, not going to do it this time as it's harsh as we're still learning but you left yourself to be countered by a 10, which means I could've used that dice again to see and raise.

    As Crow places the body on the table he can feel the pulse dropping, below that of even sleep conditions.
    See: 5+4

    He quickly realizes the wound has caused internal bleeding, while slow if nothing is done it will lead to critical organ failure since the blood isn't pumping fast enough to keep the brain alive.
    Raise: 10+6 = 16
    Remaining:8, 5, 2


    The audience are awed by such a prospect. They all begin whispering to each other wondering how Vincent is possibly going to accomplish this task.

    See: 2+2+6

    One brave onlooker asks Vincent "Oh really, you think you really have the guts to do that? How about also stealing his watch?"

    Raise: 8+3 = 11
    Remaining: 3, 4, 2, 7


    "Look sir, it really isn't my concern how you use what we give you." The cartographer shrugs without really giving any concern to Havardr's plight.

    See: 5+1

    "Just take your things and go, you won't be asked again." She leans in menacingly, hoping he'll just leave her alone.

    Raise: 6+3 = 9
    Remaining: 2, 2

    No, there are 4 levels. The second is just physical, it doesn't have to be punching her. That would be fighting. You can escalate to match once you are running out dice to see whatever she has left. Basically when you run out of dice you can escalate or give in, giving in is of course letting me dictate the consequences as opposed to you.

    However you can't always escalate... I don't think Crow will be able to escalate to gun violence to save his patient for example.. or at least I hope not.

    To avoid any confusion, your dice pools are as follows:

    Neil: 5, 4, 2, 2, 6, 3, 2, 1, 1, 1, 2

    Crow: 4, 2, 4, 6, 2, 2, 6, 1, 6, 7

    Vincent: 4, 4, 3, 6, 4, 3, 5, 3, 5, 5, 3, 10

    Havardr: 3, 1, 5, 6, 1, 2, 3

    Use the raises from the above post to go against.

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