Neolandis Kalepopolis

Jason Lillis's page

Goblin Squad Member. Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber. * Pathfinder Society GM. 379 posts (4,350 including aliases). 7 reviews. 2 lists. No wishlists. 14 Organized Play characters. 18 aliases.


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Excited! What is the expected duration of the Commander/Guardian playtest? A month? Couple weeks? I know we can keep using it, just trying to schedule a game within a useful time window. Thanks!


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It surprised me with how quickly this app caught my attention and interest. Definitely a fun daily challenge! Check it out, y’all.

1/5

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Ohhhh, Barnaby’s design is so good! As are the SF characters!


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Great update! And Bwah ha ha, yes, please include the wild clown stuff, that’s amazing


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Karmagator wrote:
Jason Lillis wrote:
Yeah, I’ll admit that I unintentionally set this up around giving the party a sense of how their actions would work than truly testing the limits of soldier endurance. Would be happy to try that more later, and am curious about what that’s like when it’s not all soldiers, put some squishier folks in there.

Honestly, at this stage testing what you did is most likely even better than testing limits. You can always adjust numbers a little, but getting the basics to work well is hard. It's also better for the players to get a feel I think, I think ^^.

I'm looking forward to seeing more, as I sadly can't do it myself :)

Thanks! Appreciate your thoughts, hope we can share more again sometime.


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Yeah, I’ll admit that I unintentionally set this up around giving the party a sense of how their actions would work than truly testing the limits of soldier endurance. Would be happy to try that more later, and am curious about what that’s like when it’s not all soldiers, put some squishier folks in there.


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Grateful to my players for going along with this test with me. All played Soldiers with different fighting styles, different feat choices, and different Free Archetype choices.

First combat was six glitch gremlins against four level 2 PCs spread out across a starship. Ultimately it wasn't that much of a challenge, but let us try a few things out and ask some good clarifying questions about how each ability works.

The second combat was one Tashtari Alpha and three Tashtaris against three level 5 PCs. While technically a severe encounter for the PCs, and while I did land several solid hits across the group, only one PC was ever below half of their HP.

I know that not every SF2 party is going to be multiple soldiers, of course, but I'm glad to see that the "we've got hit points for that" aspect of the Captain Concierge sidebar was totally correct.

I think that the creature abilities were fun, though with so many ranged attackers only the one martial-focused Soldier had to roll against the gremlin's Glitch Aura. Not knowing what "Delete" does is making me really curious. I should have used "Thunderstrike" but in the midst of combat I honestly forgot that it was there as an option, which is on me as a GM. Might have put more of a hurt on them, and the Clumsy effect would have been good to put into play.

We used Foundry VTT to play, thanks to a helpful module that someone had already put into place (GRATEFUL FOR YOUR WORK!!!), which made it easier.

I do think we all found that Suppressed was a great condition to be able to apply, but a little tricky to track based on remembering when it ends (that is, who was the last to apply the condition, and are we all remembering that in the midst of combat).

Overall, really looking forward to this evolution of Starfinder, especially to see what my favorite class (Envoy) looks like, and what future creature designs and ancestry reveals will look like.

Thanks for the window into your design process! We know this isn't a true playtest document, and we had a lot of fun using it.


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This afternoon we played with the field test and had a fun time playing. I'm going to quickly post this so that my players can share their thoughts, and I'll also put my thoughts in soon, too.


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I was looking at the weapons on page 10 and had a quick question:

The Commercial Laser Pistol has a capacity of 5 Charges.

The Commercial Battery provides 10 Charges.

Can I put a Commercial Battery into the Commercial Laser Pistol, even if it means that I'm losing out on 5 charges from the battery? I'm assuming not, because under "Capacity" on page 8 it reads: "Charges represent battery-powered weapons and the
highest capacity battery it can hold."

It's not a huge deal, I'd just house rule that the Commercial Laser Pistol has a Capacity of 10 Charges and a Useage of 2, but wondered if there's something I'm missing here.

Thanks!


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I'm super excited for that - still haven't beat both of Owlcat's CRPGs, but having something that I can pick up and play and then maybe more easily walk away from will be a blast.


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Huzzah! Looking forward to seeing where the continuing conversation lands.

1/5

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Huzzah for a new season!


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Hooray!


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Glad to see so many folks showing up! Glad you’ve got a good crew to work with here.


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HUZZAHHHHH!!!!!


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I’m grateful for the online option! Looking forward to lots of gaming that weekend.


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Awesome!


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So awesome to see these great creators get recognized for their excellent contributions to our games! Congratulations, all!


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Ooooo, nice! A parting gift from Jake!


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Thank you, Maggie!


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GREAT product idea - nicely done, team


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Awwww YEAH!!!! This sounds awesome!


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Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

Hooray! Congratulations!!!


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Huzzah!!! So glad these are now out for all!


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Hooray! Glad to get such talented creators in the mix for a great Starfinder book. Thank you!


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So excited! Thank you for putting together such a cool and helpful product!


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Very cool! Can't wait to see this AP in action!


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Hello, friends,

I am sorry that it has taken me so long to write this. What a whirlwind my family has had this summer. We are now in NYC, mostly unpacked but still fairly unsettled of heart and mind at the transition.

I was hoping that coming here and getting settled somewhere long term would permit me to get back into our Hell's Rebels game with greater enthusiasm. However, I don't believe that's going to be the case.

When I first offered to run this game, it was because I was just coming back to Pathfinder after a long, first-child-induced hiatus from the game. That child was taking naps, I wasn't working online as much, and I didn't have a weekly 'live' game to prep for or play in.

Two years later, my child has stopped taking naps (my favorite time to write for the PBP is now spent at parks chasing her around), I'm working more hours from home (mostly into the late evening), and through the Pathfinder Playtest last year, I assembled a group that continues to meet weekly to game live.

And so, I'm sorry. I wish I could have continued to make this PBP work, but I didn't want to let it continue lingering on in your list of campaigns forever. I'm sorry that I couldn't get us all the way through this AP, and hope that you have a good experience with the story with another group someday.

If we should ever run into each other in person, I'd be happy to buy you a coffee or a beer, depending on your tastes, and we can talk gaming again. Until then, peace be with you - best wishes on all your games.

- Jason


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Very fun, Mark! Thanks!


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Hi, everyone - my apologies for disappearing in the midst of travels, summer vacation, and all the miscellaneous items that have pulled at my attention.

Alexite's hours of drinking provide helpful information. One Thrune Goon, identified by an armband and a wicked grin, says, "Aw, she ain't done much. Just the one what gone and got one o' our lieutenants killed. Are ye daft? Or did ye not hear about Kossrani and the lads at the Salt Work? What I hear, she tipped off some rebellious scum about a prisoner transfer, and now she's gettin the screws put to her. We'll see how long one o' them demon-bloods lasts against our pups - I give 'er just a couple more days at the most." He claps you on the shoulder, and proceeds to buy you a round to celebrate this 'victory' for Thrune.

Pip, upon entering Aria Park, you find a place much subdued compared to the riot that started this whole business. Any locals that can seem to be giving the place a wide berth. Those who can't just skirt past on the edges as quickly as possible. There isn't really anyone to perform for but a few of the dottari and a parcel of goons.

You do catch sight of the cage that Zea is in. In the middle of the lily pond's, which can be reached via two 10-foot-wide-bridges, a pagoda that once held public singing performances is now used with much darker intent. A doghouse, apparently driven through with nails, is surrounded by four thugs, each pair watching over a mastiff.

As you pass through the park near sunset, you see one of the thugs lift the plank that encloses the doghouse. Zea stumbles out, to the laughter of the goons, and the first one tosses a bit of food in the middle of her and the reach of the two hounds. She scrambles for it quickly, as the dogs also lurch forward, and though she catches the food and manages to get a bite out of it, she has to toss the rest to the animals to keep from being bitten. It's certainly not enough food to live on, though who is to say that it's not better to be consumed by hunger instead of being consumed by dogs?

The other goons and dottari on the shore laugh uproariously at this spectacle, then wave good night to their friends on the pagoda as Zea is kicked back into the doghouse and the cover once more placed over the door. As Pip settles into a shadowy place to stay out of sight, the surrounding park essentially clears of guards, aside from the occasional - and regularly timed - patrol. Remaining are only the four thugs on the pagoda and their two dogs.

Peeking up at the opera house, you spy no movement from the doors or curtains. There isn't even a show of guards at the door right now, so confident must Barzilai Thrune feel about his grip on the city.

If a group were stealthy, and timed well with the patrols, a nighttime rescue attempt seems most likely to succeed.

What do you do?


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Rexus puffs out his cheeks, but says, All right, then. Here we go. Good idea on the Eye, Orrias. Alexite, if you'll keep that silver weapon trained on our little interloper here, and the rest of you assist me...

Spellcraft: 1d20 + 8 + 8 ⇒ (17) + 8 + 8 = 33

There's almost too much help getting the ritual organized, but once it is underway, Rexus has everything ready and on hand to flawlessly execute it. Throughout, the little imp continues to squirm as best she can against the bonds, but there's not much she can do but glare at each of you as the ritual progresses. Occasionally, she'll fade in and out of view, more from habit than thinking her invisibility will free her.

As Rexus places the contract over the fire, smoke begins to rise from her tiny body. With a final snarl, she spits out in infernal, Asmodeus will own you all - ALL OF YOU! - and your little rebellion will be crushed. CRUSHED! With her final cry, she explodes into a shower of cinders and smoke, leaving behind her bonds and and a foul, sulfurous odor.

Rexus looks drained, but relieved, when it is completed. Excellent work, my friends, excellent. If I understand it right, she should be banished to a very very remote corner of Hell, and it will likely take her the equivalent of one of our centuries for her to get anywhere close to something resembling an authority figure there. Our work should be safe from her for the rest of our lives. Well, I suppose Orrias might have t-

The door to the basement fort slams open as Laria comes streaming in. Zea! They've captured Zea! she cries, heading for Indra. Your friend from the Nursery - she got caught by one of the roving militia groups, and they took her to Aria Park. They're doghousing her!

Knowledge (Local) re: Doghousing = DC 15:
You've heard rumor of this practice in the city, but this is the first time they've subjected someone you know. The Chelish Citizens' Groups catch someone they don't like the looks of, then put them in a doghouse that has dozens of nails driven through it. The confines are cramped, making it difficult to move or shift position without being stabbed by a nail, and making it impossible to stand or lie down.

The victim is let out twice a day to scavenge for scraps of food and water left by their captors, but must contend with the vicious dogs that are in the same pen to do so.

Some have survived a week in captivity, Laria says, but your friend seems a little young for that. What can you do?


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M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

Cyrioul lifts his own cup to Aubrin's praise, and is grateful for the news about the gold. That'll certainly help us with Novvi, I suppose.

When the discovery of an ambush spot, Cyrioul applies his mind as best he can to the coming action. Hmm, I might be able to engineer something for us to trip, and bring part of the hillside down on them. It would be a tricky thing to do well, of course, but, well, let me think...

Kn(Engineering): 1d20 + 8 ⇒ (20) + 8 = 28

...yes, I think that we could maybe weaken the hillside there, there, and there, and with a long rope to pull out the supports, we could at least slow them down. Maybe not enough to bury any of them, but certainly a way to slow them down.

GM, let me know if that's out of order, and we'll retcon.


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Alexite: You think that you're probably safe at this point, since the guard was recently scared off your scent, but it never hurts to be safe. Leaving individually is a good plan, even if you meet back up later.

The bell chimes overhead as you enter, and a voice from the back calls, "I'll be right up! Just shelving here in the back."

Orrias, you and Nerris are able to find the section you're interested in, and while there aren't a great many books on making poisons, there are a good number on curing their ailments. In the hands of a chemist, its almost as good as recipe book - you'll just have to work backwards to get the source material.

---

Nandy's eyes already narrowed at you when you pull around the corner and find her, Pip, but when you mention a devil, they widen considerably at you and Alexite. With a slight cough, she nods when Nerris approaches and says, "What an interesting quandry for your friend to be in. I'm not sure that I have anything to help, but I suppose we could take a look. Won't you both please come this way?"

After leading you on a winding path through the store, she takes you to the back room, stopping at a shelf along the way to select a tome wrapped in black leather to bring with her. She gestures to seats around the table, closes the door, and speaks a few arcane words. There is a shimmer in the air, and she turns on Pip with a face full of fury.

How dare you bring this to my shop? How DARE you?! You know how tenuous it is in the city! The Dottari are snatching people up across the city if ANYTHING is discovered that goes against these ridiculous laws and the power of Thrune. Pip, if I didn't...

She pauses for a moment, restraining herself before continuing. "If I didn't trust that someday you'd be making something amazing with your life, I would turn you over myself. But I trust in you, and I have no wish to see that snuffed out. So, if your... "FRIEND" needs help, then I'll help you. But after that please, PLEASE, just come in for work, or bring your friends to purchase books, and then leave. Don't bring this in here again. Promise me that."

Looking down at the tome with a sigh, she opens it, the hideous scrawl recognizable as the Infernal tongue to anyone that can speak it. She details a process, not overly complicated, but with a few inexpensive reagents that must be surreptitiously purchased, by which an imp can be banished back to Hell by destroying it's contract. "Silver dust, of course, being the most incriminating. It's not sold in great quantity to any but the priests that make holy water. You won't need so much as that, but finding a dealer can be tricky. You'll also need fine oak shavings as the fuel for the fire, so a lumber seller. Finally - something Mr. Tauranor should be able to assist with - mint extract. Apparently something in the scent that the text - and I paraphrase - says, drives them away."

When you've copied the process to memory (and to a page, as backup), Nandy shuts the tome and stands. Remember - promise me, Pip, that this never comes back here again. I'm not the only one with this book in the city, but I'm one of few. Make sure I don't have to defend myself.

What do you do?


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Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm really looking forward to the second edition! I travel pretty lightly, and am wondering if you're interested in releasing pricing levels for the PDF versions of each of these releases. Thanks!


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Dear friends: I'm so sorry for the past many weeks of inactivity. The holidays were a mad scramble at most times, coupled with my own negative feedback loop of not having posted - feeling bad about not having posted - not feeling worthy of posting - not posting - feeling bad about not posting - etc. etc. I would like to recommit to posting daily with you if you are interested in continuing with me. I'll be linking an updated Rebellion sheet to the top of the page so that we can access it going forward.

During the following week, you are all upstairs in the Longroads Coffee House fetching your own refreshments and listening to the banter of the locals that come by. Though it is mostly old news, or current stuff that you're already familiar with, it's important all the same.

In the middle of your conversations, a hush falls over the coffeehouse. Looking up towards the door, you see a patrol of four dottari guards (none you recognize). "Laria Longroad?" the squad leader calls out. "We're here to search the premises and question you. Step forward."

Laria wipes her hands on a towel behind the bar, hops down, and walks around the end so that she can make her way forward to the door. Giving you each a surreptitious but meaningful look, she says, "Aye, that'd be me. Just a moment then."

Silence continues to reign in the common room as she reaches the dottari, but unless you're keen eared you might not hear their conversation...

DC 18 perception check:

Dottari: "We've a letter here that implicates your coffee house in hiding 'suspicious activity and unsavory practices.' This warrants our investigation - and you'll show us the whole of your shop immediately."
Laria: "What rubbish. I've done nothing wrong, and this place is just as it seems. The only extra rooms are the privies in the back. Can I even see this letter?" She examines the document held forth by the dottari, then shakes her head and sighs. "There's nothing here. But if you must look, fine."

You know that the secret door down to the Wasp's Nest is sealed, but there's still a good chance that the guard could find the hidden cellar between the common room and your secret base if they do a full investigation. This could get Laria in trouble if they find it, and incease suspicion in the area. However, in full view of the public, it's inadviseable to just eliminate the dottari guard - more would certainly come running.

What do you do?


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Dear friends,

I'm sorry, yes, I've been tied up with the playtest and with a number of personal matters that have taken my usual time for writing posts to advance our story.
Tomorrow my car has to be at the shop, and they have wifi, and I plan to update us then. I'll post on Thursday and Friday as well.
On Saturday, I will be doing a 10-12 hour (variables due to toddler) drive across the country to see family for the holidays. Once we arrive, I should have time to post fairly easily for the couple weeks we are there.

Peace,
Cyr


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I'm sorry all - this past week was our first week of potty training with our daughter, and it was a bit of a blast to my brain, on top of work / playtest stuff. Here we go...

Indra, there are no additional clues that would point you towards as specific culprit. Without being able to decipher the language on the bindings, it's difficult to discern what might do something like this.

Orrias, you could certainly gain access to a university library to learn more, but it would likely take some solid study time. Go ahead and look at the Downtime rules for research in Ultimate Combat for more info.

Pip, Nerris makes a passably good recreation of the text on the sinews, and you think that combining your knowledge with Orrias' study, you would likely be able to figure something out.

You carry the child out to the streets, and in the silence following the combat, Zea has stuck her head out of a nearby doorway. She looks questioningly at you as you approach, but then her face pales as she sees what you carry. She quickly gathers a few of the elder members of the community, though - if you stay up late enough - none are able to locate the parents of the dead child. Though unknown, simply one of dozens of homeless urchins in the neighborhood, it clearly strikes a chord with these residents. Though many tears, cries for revenge, and shared pain, the people of the Devil's Nursery learn that the five of you are with them in their grief, and they support you. You assist with making preparations for the child's burial, and Zea thanks you all profusely before you leave for the night for your homes, reaching them without trouble.

When you all return to the Wasp Nest the next day, there is a note from Laria. She's heard of what happened, after reaching out to contacts in that community. She knows that you are hurting from this, but lets you know that she's certain you've got more support for your rebellion from that community, likely a half-dozen more ardent supporters, at least, joining your cause.

It's a new week for the rebellion. The Fushi sisters are ready to go back out into the streets. Forvian Crowe and his men are ready to get to work as soon as you have instructions for them, and you can all make your usual rounds of the city to generate income or seek out new information.

We've had a lot of big gaps in play from my problematic posting schedule, and so I want to help catch us all up to where we are in the story. What can I help fill in for you? Where can I be making shortcuts? Is this still meeting your needs for a game? How are we doing, now that we are 2 weeks past the 1 YEAR mark of playing, and only half way through book one? Let me know how you're doing.


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Pathfinder Starfinder Roleplaying Game, Starfinder Society Subscriber

Great write up! Thanks, Adam.

Any chance we could get that cutting-room-floor dungeon reskinned and out in another format? :)


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Nerris easily maintains her choke hold on the little fey creature. ((Let me know what additional action you want to do to the creature: Move, Damage, Pin, or Tie Up.))

Orrias' bolt slams home, punching through the creature's leg and causing grievous damage to it.

GM Screen:

Blue Will Save: 1d20 + 5 ⇒ (8) + 5 = 13
Brown Will Save: 1d20 + 5 ⇒ (16) + 5 = 21
Green Will Save: 1d20 + 5 ⇒ (14) + 5 = 19
Black Will Save: 1d20 + 5 ⇒ (1) + 5 = 6

Two of the tooth fairies turn to face Pip, one of them with Orrias' bolt still in his leg, joining the other three that have eyes locked on the halfling and his curious rhymes.

The remaining two non-fascinated fey are the one grappled by Nerris, the other perched on Indra.

GM Screen:

Brown Escape Artist: 1d20 + 7 ⇒ (7) + 7 = 14
Green Will Save: 1d20 + 7 ⇒ (19) + 7 = 26

The one grappled by Nerris just manages to wriggle out of her grasp! [ooc]((But not until after you decide what to do to it.))

The one perched on Indra raises its pliers to her mouth, locked in a paralytic gape, locks onto one of her teeth, and YANKS! The tooth comes free, whereupon it raises it's trophy and gives a chittering giggle of delight! Indra: Take 1 point of Charisma damage (not drain), and 1 point of Bleed (recurring on your next turn).

Nerris
ROUND 3!!!
Alexite - Paralyzed this round and for 1 more rounds
Orrias
Pip
Indra - Paralyzed this round and for 1 more rounds
Tooth Fairies - 7 remaining, 3 of them are Fascinated
Nerris


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Hi, everyone! Looks like the website issues have been resolved. I've got family in town this weekend, so I'm going to be a little busy, but will check back in if I can.

If anyone is interested in joining me for part 2 of the Doomsday Dawn adventure, i'm playing with a group on Wednesday, 8/29/2018, at 9:00 PM Central Time on Roll 20, using Discord for voice/video. I have four players lined up, we'll be happy for a fifth and/or sixth if you'd like to play.


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DANG! Good info gathering, team.

You make your way into the Redroof district, around and through the Devil's Nursery, and it's as though you run into exactly who you need to see every step along the way.

Nerris tracks down some fellow healers she knows in the area. They share their sadness over the three deaths they have seen so far, though they note that the first two victims were cremated quickly to prevent them from rising as undead, the third to be cremated tonight. Before cremation, each was examined, and the cause of death appeared to be from tiny puncture wounds. In addition, each of the victims was found without any teeth, as though the culprit had pulled them from their mouths as a sort of grim trophy.

Pip, checking in with the local halfling community, hears that each victim appears to have been killed at night. They are able to help you pinpoint the locations of each of the three murder sites, though they are reluctant to go near them. When you triangulate the three locations, you discover that they are all within a few hundred yards of each other, at the furthest, narrowing the activity down to a still sizeable part of the slum, but better than looking at the whole of Kintargo.

Orrias' winning charm gets the better of some of the locals in the know. One young tiefling with blood red eyes actually takes you to one of the murder sites, the most recent. The rain has removed most of the blood from the street, though not all of it. As you look around...
Orrias Perception: 1d20 + 7 ⇒ (12) + 7 = 19
...you see a single tooth by the wall of a nearby building, likely from one of the victims.

Indra has a tricky time initially - it's been some time since you made your way to this part of town, and you are stunned to see that the door and windows to the Cloven Hoof Society's headquarters have been boarded up. "Been that way since the night of Ashes," a voice says behind you. It's the young tiefling, Zea, that you last saw at the riot in Aria Park. "You must've been too busy to come check up on us, I suppose."

Zea listens to your query, and nods. "It's probably for the best that you found me, since I found the last victim. Come, I'll show you." She takes you, even waiting for you to gather your comrades, and leads you underneath an abandoned shop. The body's face has been mutilated...

Nerris: Heal: 1d20 + 6 ⇒ (4) + 6 = 10
Indra: Heal: 1d20 + 3 ⇒ (12) + 3 = 15

...confirming what Nerris had heard earlier: all the teeth have been removed. Tiny - and slightly inflamed - humanoid bite marks are on the victim's hands and neck, along with several little gouges of missing flesh.

The five of you put your heads together, and it's Alexite who happens to recall an old tale of fey creatures who are known to steal the teeth of hapless big folk. Quite literally, the tooth fairies have come to Kintargo!

Though the five of you aren't versed in lore about the natural world, your former companion, Sera, is reachable by messenger, and she provides additional details from her own training and study. Tooth fairies are fey created when a willful child's tooth (or, rarely, a whole child) is buried in a place with strong connections to the mysterious realm of the fey. Wicked and capricious, tooth fairies delight in spreading fear and pain, and have a perverse need to steal the teeth of humanoid creatures.

By the time her note arrives, it's nearly twilight, and Zea ushers down three other tieflings from the community who have come to help cremate the latest victim. "We'll be getting inside before it's fully dark," Zea says. "You can hide here, if you wish, but whatever is doing this is catching us unaware in the street, and it's been a couple of nights since the murderer last struck."

What do you do?


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Whew! We are in! I'll be back to update tomorrow, probably, but thanks again for your patience. What a trip!!! Hope y'all are well.


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Sorry, yes, I took your words to say that you were going to let everyone out first, then run back in quick to drop your alignment a step. :)

At this point, yes, you killed them.


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M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

DM Vayelan: There's a new tab on the Party Reward Tracker titled "SOLD TO NOVVI" that shows what we're selling. I'm planning to keep 8 sets of studded leather, 8 longswords, and 8 longbows for our Militia. The total sale should result in us getting 2487 GP and 5 SP.

For purchases, there's another new tab, and we would be spending a total of 4552 GP:
- 100 GP for Bree's MWK lockpicks (Fulfilled)
- 2 GP for Lily's blunt arrows (Fulfilled)
- 2350 GP for Thoreks +1 dorn-dergar (Ordered on trade for magic hammer, GM how do you want to do the accounting for this?)
- 1650 GP for Thorek's MWK full plate (Ordered)
- 600 GP for Cyrioul's four scroll requests (see invisibility, scorching ray, cat's grace, fox's cunning)

As a note, I'm conscious that I'm spending a fair amount of the entire party's coin to enrich my spellbook, but my hope is that many of these utility spells can be used to fashion wondrous items to help us.

If there are any other purchases, get 'em in! :) And if there are any magic items you're hankering for Cyrioul to get working on, make sure to suggest them to him so he can request the appropriate scroll if he needs it. Magic weapons incoming at level 5!


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M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

They’ve been doing a firehouse of information so far - crazy! If you want a passive way of absorbing it, I thought the podcast recordings with the Glass Cannon guys were pretty fun, and a good intro.


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Hello, everyone, and sorry for my long absence. Two weeks ago, we found out about a happy change of employment for my spouse (primary wage earner), right before hitting the road to go on vacation and see family, and it’s given us a lot to think about and plan for re: this summer.

Well, after 2000+ miles of driving, apartment hunting, and catching up with old friends who are very excited that we’re moving back closer, we’re now settled in with our family for a couple weeks of visiting and approaching a more normal schedule. I hope to catch up with a post tomorrow, but - again - my apologies for delays that I’ve caused.


3 people marked this as a favorite.
M Half-Elf Wizard 3 (Diviner), AC 16, HP 19/20, FRW +2/+3/+4, INIT +9, Party Reward Tracker | NPC Activity Tracker | Personal Gear Tracker | Combat Status Tracker

Hello, everyone, and sorry for my long absence. Two weeks ago, we found out about a happy change of employment for my spouse (primary wage earner), right before hitting the road to go on vacation and see family, and it’s given us a lot to think about and plan for re: this summer.

Well, after 2000+ miles of driving, apartment hunting, and catching up with old friends who are very excited that we’re moving back closer, we’re now settled in with our family for a couple weeks of visiting and approaching a more normal schedule. I hope to catch up with a post tomorrow, but - again - my apologies for delays that I’ve caused.


2 people marked this as a favorite.

Alexite swings, but the strike that would have dropped the man to the ground instead just scrapes across armor.

Orrias hits Kossrani square in the shoulder, drawing a grunt of pain from the toughened dwarf...
[dice=Kossrani Sense Motive vs. "The Lie is Far-Fetched"]1d20+3[/dice]
...who then merely growls, "Fix yer aim, ye blasted fool!"

The reality of his situation becomes quite clear, however, when Nerris, abandoning all pretense, draws a dagger and gets into position against the mighty dwarf. He grins wickedly, bellowing, "SPIES AND TRAITORS! I'll smite ye down, and reap me rewards!"

Drawing a mighty mace, the dwarf rears back and swings at Nerris with all his strength...
Kossrani Heavy Mace ATK: 1d20 + 6 ⇒ (6) + 6 = 12
Kossrani Heavy Mace DMG: 1d8 + 4 ⇒ (6) + 4 = 10
...bludgeoning her arm, and nearly breaking it!

Indra, SaraBOT, and Pip are up!


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Indra arrow slams home in the goons shoulder...

SaraBOT vs Goon 1: 1d20 + 6 ⇒ (20) + 6 = 26
SaraBOT Confirm?: 1d20 + 6 ⇒ (20) + 6 = 26
SaraBOT CRITICAL!!!: 3d8 + 6 ⇒ (2, 3, 7) + 6 = 18

...before Sara steps up to the edge of the roof, looks down at the guard, and puts another arrow straight through his eye!

Pip, you’re up!


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Alexite bravely vaults up onto the box, startling the goon at his feet! Aaaa! the man screams, as Alexite dashes across the alley to the entrance. Yep, I'll give that to you as a single move action - kind of like a vault and roll into position. :)

Indra's shot connects solidly on the guard, punching through the armor on his shoulder. Grraaahh! he yells...
Will Save vs. DC 14: 1d20 - 1 ⇒ (10) - 1 = 9
...before staring at Pip with the most pained of incredulous looks. ((Great joke, though!))

Round 1!
Goon 2 = DAZED!, -5 HP
Alexite
Nerris
Orrias
Kossrani
Goon 1
Indra
Sara
Pip
Captives

Map is now linked at the top of the page.

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