Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
It's not like this is something you could miss. Especially with scouts. If "Sir Kenneth" isn't already out there, then I'm pretty confident that he doesn't mean to come.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Kazell grabs her bow, locks up the shop, and goes with Malik. I'm with you. I don't know how we're going to protect the town in the middle of a war, but I'll try, as always. On the way to wherever they are going, if Kazell sees any citizens of Burrowdar that aren't ready to join the fight, she tells them to get inside and lock the doors. No matter which side won, their town was in grave danger.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
No, I'm not ready. How can you be ready for an army to attack you? We haven't even gotten the Westies out of here and now the Easters are coming in? She looks frazzled and starts babbling... What's the plan? Just defend the town from the Easters or kill both sides? Honestly it would be a good excuse to get rid of the Westies as well, as long as it looks like they died in the attack... but not looking to have any army stationed here and making us a target. Are we bringing out the big gun? ... or, should we get the citizens to evacuate till after the battle is over? What is going to help the town the most?
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Kazell opens up her shop for a few hours so that her regulars can get new reading material, but then closes early, making sure everything is hidden and secured as needed, and nests in with a good book, trying to forget the stresses of the external world.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Motioning the others to exit, Kazell bows low to the witch and says Thank you for your help. Then she exits as well, ready to get back on the road and away from this very dangerous place.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Sounds fair... always hard to find the correct balance. My only concern is making sure that the players aren't completely overwhelmed all the time... which can be fun of course, but we also need time for story stuff. :) I actually kind of thought you were just going to have the other witch attack us when we got back, extending the threat and making us solve the problem in a different way.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Oh yeah, I forgot about the level 4 ability score increase. I raised my strength from 13 to 14.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Yeah, that would be a good one, but I also wanted to do something bird-themed for the character. I also thought about Obscure Object so no one could scry and find out where the magical cask is, but I realized that at 8 hours at a time I would have to be using up all my spells every day forever to conceal it, so I decided to not bother.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Level 4 Sorcerer: +1 BAB
+1 cantrip (Open/Close)
+1 spell per day 1st level
+4 skill ranks
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Okay, loot is updated on my sheet with the new Green Witch stuff. So, we started with 200,000 gold in the magic coin cask, then distributed 20K to each person, with left us with 100,000, and now we are subtracting for a resurrection, so we have 91,830 left in the group fund. (I think people were talking about getting a Lyre of Building as well, but I don't think we have actually *done* that yet, so haven't subtracted it yet either.)
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Kazell takes the puzzle box out of the loot pile temporarily to see if she can figure out how to open it. Perception: 1d20 + 10 ⇒ (15) + 10 = 25 She carries it with her, fiddling with it, as they attempt to find their way back to the other witch. although she also pays attention to where they are going, trying to get her bearings in the forest. Knowledge Geography: 1d20 + 2 ⇒ (19) + 2 = 21 Not claiming the item... just trying to see if something is inside.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Can you aid another on attacks? I thought that was only for skill checks. If you can, please add it to my result below. Kazell shoots through the door, over the dwarf. Attack: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23 (inspire courage, point blank)
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Round 1: Kazell shoots through the door, trying to hit the witch without harming any of her companions. Attack: 1d20 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9 (inspire courage, point blank)
Round 2: Kazell tries again. Attack: 1d20 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7 (inspire courage, point blank)
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
I moved Cra'rak up to the door and Malik to beside me on the map. Kazell responds to Malik Agreed. It feels just like the same sort of trap that we are always in, caught in the middle of an unfair bargain, never quite being able to make a good and rational choice. I'm sick of it. We need to find a way to determine our own destiny... we must find one.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Okay... but I can't shoot at her in there, and I'm too weak to try melee. If you need backup, retreat a little and if she follows you out then I will be able to participate. And if she doesn't follow you, we can try burning the place down or something I suppose.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
I understand that the fight to preserve the town is morally questionable... she's trying to justify it by telling herself that they are in the middle of a war, and she is very aware that killing the soldiers was probably killing good people. --She didn't identify the creature as a hag, so she doesn't know that part, but is definitely questioning that person as untrustworthy, --I wasn't threatening to leave the game if I didn't get my way. :) I was just stating where my character was at. If she leaves, I would probably just make a more morally ambiguous character and jump back in.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Well, now that you've told us for sure that she's an evil hag witch, there is no moral dilemma. All we had before that was the word of the questionably honest person who sent us. ... and my character is good, so if the whole thing is meant to get her not to be, then she'll probably bow out at some point.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
So, are we just attacking the witch, or are we going to try to figure out if she really is bad first? Honestly, this whole adventure has my character feeling morally compromised. I'd rather at least see how bad she is first. Is she really a cannibal? We don't know, do we?
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Still uneasy about attacking someone on the word of the woman they had just talked to, Kazell nevertheless casts Gravity Bow and prepares for battle.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Kazell looked around at her group, wondering if they really had any choice at this point. None of them volunteered an opinion otherwise, so finally, she nodded at the witch. So be it.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
What do you mean, before our village is wiped off the map? Is there something else going on? I have no idea what is up with this creepy witch, but she knows too much, and seems "and your little dog too" type of evil. Totally trying to push all of our buttons, and offering almost nothing in return other than information (if it is true). You guys want to stay or go? If you guys trust her, I'm okay with staying. I definitely could be paranoid.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Trusting the witch less and less with every word she says, Kazell wonders if they should go elsewhere to revive Vi, for that was their primary mission, and all they had to go on about the supposedly cannibal other witch was her word. She wanted to get some corroboration from Sylvia before approaching that task. We will definitely look into that for you, but I think perhaps we should get our friend revived elsewhere, as that is our primary need at this time.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
We agree that the witch needs to be killed, and we agree to do it, but will you bring our friend back *before* we go after her, so that we may have her strength to help us? The witch does not need to be part of this bargain, since we would work to eliminate a threat to our home in any case. We will pay you the money for your help, and then we may go forward with additional strength to fulfill your wishes and our need to protect our town. Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Pray tell, O great one, why would heroes be interested in killing the Green witch? If we must, we can travel further to get our friend restored for coin alone, and that additional cost, both in time and in weight on our souls, seems a heavy burden.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Unfortunately don't have that knowledge skill. Seeing that Malik is struggling, Kazell adds We are sorry to disturb your solitude, but we are greatly in need of your exalted skills in order to save our friend. We can pay, in coin or perhaps in service if you are in need, although we seek not to endanger additional lives to save this one. Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Kazell casts light on her bow, hoping it will brighten things up. Then she turns to the raven and says Would you like to show us the way?
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
After hearing about the raven from Malik, Kazell says I'm hoping it is just the witch's familiar, letting her know that we are coming to get help.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Plant that doesn't burn, that's just not right mutters Kazell, before laying back down to sleep. _____ In the morning, first thing, Kazell finds a place well away from the path and starts digging graves for the bodies they've been carting around (not Vi), and gets that done.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Woken by the sound of a dwarf being murdered by a plant, Kazell hurriedly stumbles over and casts Burning Hands at the plant creature thing. Even though she is still half asleep, she is very careful to aim the cone of fire so that it avoids hitting Karak. Fire Damage: 3d4 ⇒ (3, 3, 2) = 8 DC 14 Reflex for half
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Kazell asks Malik to use the wand on her until she is feeling ready for another journey. I was at 3/14, so I need 11. I still have spells, but agreed... we should go a short way, bury the bodies, and sleep. We don't want to get into a fight right now... just get on the road.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
I think it would be safer to go now. We can camp on the way if needed. Also, taking the cask with us.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Yep, let's get moving. We should bring the bodies of the others along too, to bury on the way.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Kazell doesn't say anything to the young man. Knowing that he had given Vi a black eye made her somewhat unsympathetic about his emotional well-being. She knew that part of that was her own grief talking though, so she just kept her mouth shut, figuring Vi could sort out her own family, and unless the young man got in her face, nothing needed to be said.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Seems like it could have astronomically bad consequences if we do tell him... he's got a boyfriend in the occupying force. He's going to mention it to him. Those facts get connected, and we have people with guns down our throats. Now if there is a meta reason for it, I'm totally in... but not seeing how it is more dangerous not to tell. Viatrix is a drunk, and they just had a fight... plenty of reason to assume she's just passed out somewhere, or even off with her buddies. Less dangerous not to tell, and saves him the pain of thinking she might not come back.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Is your new character Vi's brother? If so, then of course it makes a lot more sense to talk to him. :)
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Personally, I think Vi's brother will talk. Bad idea to tell him if we don't have to.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Thank you, Sylvia. ...You think we should tell the brother even though we'll bring her back soon? Wouldn't that be unnecessarily cruel? ...I also worry that the young man will talk.
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Kazell jumps right past any explanation of how it happened and says Viatrix is dead. Do you know anyone that could bring her back? We have enough money to do it I think, but I don't know who we could go to, or who might be willing to keep the whole thing quiet, which is important in this case. Also, I don't know how long after death such a thing is even possible... do you? Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
How long does it take for a trip into the city? Okay, if we're bringing her back, we probably don't need to inform her brother right now. He'll just assume she is passed out somewhere and will come back tomorrow. We likely need disguises if we are going to go into the city... or at least the people going do. Just in case. We don't want to attract negative attention. And let's dispose of the bodies... with courtesy and respect of course... before we go. Our goal, at least in my mind, is to establish an independent country here in the middle and put an end to the endless war between east and west... or at least protect the people in the middle. The money we have now is a lot, I know. ...But if we are reaching for a permanent goal like that, we need a sustained source of income, and a standing army, not just mercenaries who will jump ship if they get a better offer. We need to be careful what we invest in and not assume we have enough to last forever. Better gear so we don't die is a good investment, but as to the rest, I agree with Karak. We need a plan. First things first though... let's go see Sylvia, and we need to decide who is going into the city with Vi. Can we afford to all go, or do some of us need to stay to keep an eye on things?
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Since she already has detect magic up, Kazell pulls out the handkerchief to inspect it as well, just in case. As she realizes what the cask is, and how much money there is, Kazell says Holy-- This is a lot of money. Everyone can take a little bit of walking around money if they want to, but absolutely no big purchases at this time, or we risk getting caught. I think maybe we should take the cask to the bookstore. It would fit in better at Malik's, but there are soldiers staying there, and we can't risk that. I have some nice hiding spots, so hopefully that will work. For large purchases, we should probably wait and even then take a trip to a larger city. Feel free to dream up what you would like to buy, and we'll add it to the wish list, but only small, innocuous stuff for now. ... Unless... if we took Vi's body to the city right now, would we be able to raise her? Does anyone know the limitations on things like that?
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
So, is reincarnation possible, or does Vi need to make a new character? (also raised the possibility in gameplay of taking the body to a city)
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
What an interesting cask. I've never seen that kind of magic on a container like this before... usually on bags, or cloaks, or even pockets, but not casks... Kazell examines the cask, casting detect magic before she does so. Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
Didn't Cra'rak say that he would talk to her brother? I'm fine with either of you doing it... just thought Cra'rak said he was going to. She helps Malik empty the coffer and examine the cart. Perception: 1d20 + 10 ⇒ (13) + 10 = 23 After this, we should bury the bodies. They'll be fine at Cra'rak's place for now, but when the payroll doesn't show up, those soldiers could search the town, and we don't want anyone finding them. We have to bury them today, or tonight if you guys want to wait until dark. Is there a druid in town that could reincarnate Vi, or are we saying Vi definitely needs to make a new character?
Map NG Female Tengu Sorcerer (Phoenix Bloodline) 4 | HP 14/14 | AC 13 / T 13 / FF 10 | Fort +1 / Ref +4 / Will +4 | CMB 2 / CMD 15 | Initiative +3 | Perception +11 | Spells 1L 6/6 / 2L 3/3 | Immolation 7/7 | Active Effects: None
I did post earlier that I was searching the cart by the way. The one with the perception roll. Kazell inspects the handkerchief. What monogram? Do we recognize it? Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Also, earlier I rolled to see if there was anyone we knew of that could help bring Vi back... didn't get a response. Is that because there is no one, or did it get missed?
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