Aspis Consortium Agent

Korynne the Well Read's page

182 posts. Alias of mechaPoet (RPG Superstar Season 9 Top 32).


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HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Hey all, I've sent a PM to Kirth saying this already, but I'm going to drop this game. It's been fun, but I think it's my time to go. Enjoy your adventuring!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Whoops, I meant coffer, not ledger. There's a ledger in another game I'm in.

"Are those e's on purpose or are they just flourishes?" Korynne wonders aloud as she fiddles with the wand. She points out at the wall and wills it to function, hoping for the best.

Spellcraft to blindly activate: 1d20 + 7 ⇒ (11) + 7 = 18


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Spellcraft on wand: 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge Lore for ledger: 1d20 + 7 ⇒ (1) + 7 = 8

Korynne looks over the bounty, running a hand over the coins with barely concealed pining. She tries to figure out the magic in the wand and pays only passing attention to the jade coffer, having no idea whether it could be worth anything. "Any of those potions seem useful for getting this stuff out of here?"


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"Could be something to help us move these inside. Or we could just take the best stuff and get out. Wil, do you think you could move these underwater?"

I initially misunderstood the size of these chests. How long does it take to navigate the tunnels? I have a couple of scrolls of air bubble if those would help, but they only last a minute.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Korynne slips in past the sagging door, and stands before the chests with a smile spreading over her face until she's beaming. She checks the chests for traps as well before she starts dragging them out of the room, carefully moving around the late Penkus.

Disable Device: 1d20 + 7 ⇒ (1) + 7 = 8

"I don't think I've been particularly explicit about this before, but are you all very familiar with Olidammara?" she asks as she drags a chest to the water's edge before stretching out her back. "In any case, thank old Oli for this one! I really hope this is one of Vanthus' personal caches..." she says idly with barely contained delight as she goes back in for another chest. "Poor Penkus. I should give him some last rites at least for everything he's helped us out with, post mortem."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I do have my defiant luck hero point for the day still. I thought that the nauseated condition was going to last a lot longer for some reason, but I will spend that point! I'll also throw in a domain spell use.

Korynne sits clutching her stomach for a bit, staying as far away from Penkus and his rotting smell as she can. When the riot in her gut settles down, she takes a deep breath and stands. She adjusts her hat and shakes out her wet sleeves. She raises her holy symbol and blasts out some healing to dull the pain of the urchins and hitting her head on the stone.
Channel positive energy: 1d6 ⇒ 4

"Just one thing I wanna check before we go..." She stands in the doorway, hesitant to enter, and so retrieves her holy symbol. She casts a spell, scanning the room with focused intent. "Hmm. Los like we've got a hidden surprise back there." She sidles around the edge of the room to the secret door on the back wall. She pulls out her thieves' tools, checking the portal for traps before attempting to open it.
Casting detect secret doors

Disable Device to search for traps: 1d20 + 7 ⇒ (11) + 7 = 18
Disable Device to disarm traps/pick lock if no trap: 1d20 + 7 ⇒ (3) + 7 = 10


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Agreed. Here's another check to swim back:

Athletics: 1d20 ⇒ 13


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"Well... it sounds like... we should pay a... visit," Korynne manages to get out between pained expressions and pungent burps. "How long... does this... last...? The *hurk*... poison...?"

Vanthus is going to pay for everything he's put me - well, us, I suppose - through.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Korynne, already queasy from the urchin venom - Poison? Venom? Eurgh, who cares... - winces at the blast of stench that pours out of the next room. The taste of bile rises in her throat, and she staggers over to the water's edge, squatting. She takes a few deep breaths and seems about to stand up, but then empties her stomach's contents into the water. After a little bit, when she's finished, she scoots along the edge to a clear section of the water to clean off her face, and rinses out her mouth with salt water. Rejoining the group with a wet sleeve covering her nose, she offers a strained "Sorry."

Peeking into the room, Korynne eyes the body warily. "Hm. I guess the tattoo means they were a Lotus Dragon. A bit on the nose with the design. Could be Penkus. Looks like this one's just dead. Who wants to go first?"


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Fort: 1d20 + 1 ⇒ (2) + 1 = 3

Korynne rubs the newly forming lumps on her head from hitting the tunnel wall, meeting little curses and wincing. She turns over one hand and sees the urchin punctures in her skin, just as her head trauma becomes a dull ache. "Uh oh."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Korynne hesitates at the waters edge, but takes a deep breath and steels herself for the trip through the submerged tunnels. "Wil, I'm not... the strongest swimmer. A little help?" She ensures that the reading light spell on her hat is refreshed before entering the water and doing her best to swim with assistance, rather than just being a deadweight for Gwlybwr to lug.

Athletics: 1d20 ⇒ 5


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Have we explored the eastern half of this dungeon?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"There was that room full of pillars... I'd like to stay dry for as long as possible, so let's take a look over there first," Korynne suggests. She makes a magnanimous sweeping gesture at the unexplored side of the halls with a polite bow toward Uro and Gwlybwr. "After you!"


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"Wil, if you'd be so kind as to investigate these tunnels further, we can keep watch on our side for any more zombies. Maybe Penkus will visit us while you're away," Korynne suggests. This last part is obviously an attempted joke to lighten the mood and lessen her own tension, at least. Her smirk fades quickly as she nervously glances around, her gambit proving minimally effective. She clutches her knife closely in preparation.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Round 2

At the smell of the rot and salt spray as Wil bites into a zombie, the fine hairs on the back of Korynne's neck stand out as she flashes back to the last time they were all here. She starts to panic, but manages to calm herself down with a deep (but a little ragged) breath. She holds her knife at the ready as she stands behind Wil, ready to fend off undead limbs as they swing in.

I'll ready to attack if one gets in my range, but otherwise I'm just going to use my immediate action to aid Wil and give him +2 to AC.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Round 1

Initiative: 1d20 + 5 ⇒ (19) + 5 = 24

Having tapped her hat and activated its reading light, Korynne stands behind the beefy Uro and the newly sharp toothed Wil, her knife in one hand and her new golden holy symbol in the other. "Time for a little clean up and revenge, wouldn't you say, friends?" With that, she raises her symbol in the air, casting a spell to invigorate her companions.
Casting bless!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"I suppose it's better than drowning. Time for some payback against those shambling corpses.

"...Nice new outfit, by the way, Gil. It certainly looks comfortable, anyway. I'll prepare to leave in the morning."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

No worries, I've been in a similar, if less brutal position.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Korynne makes it clear to her religious contacts that she appreciates the offer of an expedition, but she'll hold off for now. Mostly she's interested in whether anyone can identify the huecuva's golden holy symbol.

Uro Taraka wrote:
Jym Withawye wrote:


"So, if this Penkus was in good standing with the Lotus Dragons, that's something we could use to make Vanthus a common enemy."

" Hmm, so back to Parrot Island then? Maybe we can find some clues or proof to present to these Lotus Dragons that Vanthus has betrayed them."

Uro hefts his axe over his shoulder. " I also wouldn't mind another crack at those zombies. I think I missed a few with the boulders I rained down on them from the trap door."

"I think it's definitely worth a shot. I don't particularly want to, you know, ever go back there, but I think it's our best option to find some clues to point to Vanthus. By the way, have either of you seen Wil? Jym, I assume you helped him procure a suitable new outfit?"


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"Well this is surprising. I wasn't expecting a threatening note - I would have thought we would receive this kind of warning in a more... violent way, I suppose?"

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Korynne thinks for a moment, before snapping her fingers as an answer comes to her. "You're absolutely right, Lady Vanderboren! He mentioned someone named Penkus, who I believe also had the dubious pleasure of spending time in the bowels of Parrot Island. My Lady, Jym, have either of you heard that name before?"

Another thought: are there any formal or informal temples or shrines to Olidammara in the city? I imagine his faithful aren't super organized, but maybe there are some contacts I know of?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Pretty great! It snowed in Portland yesterday and actually stuck, which only happens every two to four years here. It's equal parts magical and terrifying, the latter because no one here knows how to drive on snow and ice, and the city doesn't own any snow plows nor salt the roads.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Hope you all had a good holiday!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Korynne replies, "Yes, that is precisely why you've hired us on. Vanthus has eluded us so far, but it sounds like he's got a nasty thieves guild at his back. If your lady were to beseech the Seekers for help, I think it might level the playing field, so to speak. Your brother is a dangerous man, and we want to find him - and your rightful inheritance - before he can cause anymore trouble. Would you be willing to ask for their aid?

"Uro, help me out here. Does this sound like a good idea?"


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

"Well I'm glad to hear you don't have much trouble," Korynne says politely, trying to hide her frustration that this conversation isn't getting them any closer to finding Vanthus.

"That said, we could still use your help. Can't you offer Lady Vanderboren anything, at least, as a favor to her parents' memory?" Hit by a thought, Korynne turns to her employer with a quizzical look. "Actually, Lady Vanderboren, may I ask why you haven't joined the Seekers yourself? They seem like all right sorts, and it sounds like you've got a legacy invitation."

Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7

These rolls...


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"Hm. Quite troubling..." Korynne muses. She seems lost in thought for a moment, but quickly snaps back to the conversation. "My apologies. A pleasure to meet you, Drisella. Are you worried he'll carry through on his threat? These Lotus Dragons sound like bad news. And if Vanthus has any real pull with them, that makes him an even greater threat. Have the Seekers had any interaction with the Lotus Dragons before?"


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Diplomacy: 1d20 + 2 ⇒ (17) + 2 = 19
What happens when we tie??


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Looking around the hall as she sips her beer, Korynne nods appreciatively. "Honestly, I thought it would be a bit more stuffy in here. But these folks are a regular bunch of revelers with some organization," Korynne mutters to Uro, obviously impressed.

"District High Venture Trek Executor Barnabas - may I call you Barnabas? - my name is Korynne and I, along with my colleague Uro here, are retainers of Lady Vanderboren's. We were hoping you could help us out, given our Lady's parents' connection to the Seekers. We're in search of the family's other child, Vanthus. You see, he has absconded with our Lady's inheritance. On a lesser note, he has also attempted to murder my colleagues and me. Could you offer us any aid?"


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HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5
Andostre wrote:
Feel better soon! (That's a demand, not a sympathetic pleasantry.)

I acquiesce to your demands. Thanks for the well wishes, friends. :)


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"Sounds like a plan. Jym, Wil, we'll meet you back at the inn. Uro, good call on bringing Lady Vanderboren. All we really have is our word that we have any connection there, and since Jym is most of our words, having Lavinia will make up for the quantity we lack with... heritage," Korynne says, finding the right word.

"I wouldn't worry too much about being out of place with the Seekers, Uro. I hear that they're kind of weirdos anyway."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Hey y'all, I'm feeling sick tonight, and I don't think I'll be able to manage a post. Hopefully I'll be better by tomorrow. Thanks for your patience.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5
Jym Withawye wrote:
Korynne the Well Read wrote:
"I'm with you on finding Vanthus, first, though. We could try asking around the market again, but I'd rather not end up trapped in another hole. Maybe we could ask at the Seekers' Lodge? If the late Vanderborens were in good standing with the Seekers, they might be willing to help us out with some information."
"Why don't I take Gwlybwr out to the market to see what sort of clothing we can find, and we'll ask around while we're out and about. In the meantime (or nicetime), why don't you and Uro head to the Seekers' Lodge?

Will it be too much of a pain if we split the party for the investigation?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"Lucky for you," Korynne starts, only mildly freaked out by Gwlybwr's new form, "I have a soft spot for orphans and people who help me escape from certain doom. That journal of yours was a holy text of Zuoken. One of those self-perfection kind of deities - the journal's full of meditation stuff and disciplined fighting techniques, that sort of thing. It's written in Baklunish, and I took some notes, but I couldn't do a full translation before my spell ran out. I can probably get back to the Daventry's estate and snag a language dictionary for you. Guaranteed to be in good condition! I'm pretty sure Lord Daventry owns most of the books in there for decoration, so they're all pretty much pristine.

"I'm with you on finding Vanthus, first, though. We could try asking around the market again, but I'd rather not end up trapped in another hole. Maybe we could ask at the Seekers' Lodge? If the late Vanderborens were in good standing with the Seekers, they might be willing to help us out with some information."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I'm not sure how I would calculate it, but isn't a constant resistance spell essentially a cloak of resistance +1? If you made it x times per day, you could probably bring it down from the usual 1000 gp price. But maybe things work differently in KF since there are more saves.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I'm not sure we ever negotiated an explicit amount in text. Just that we would pay him.

Do we want to restart our search for Vanthus before the next day?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

So what steps do we want to take next, once Wil is feeling less unconscious-from-bodily-horror? We probably found Shefton's murdered body when we left Parrot Island. Since that lead is cold, and the murder unlikely to be investigated very thoroughly in Shadowshore, I was thinking we might try the Seekers' Lodge. Hopefully the parents Vanderboren left on good terms...


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HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I do really like the numen/mojo rules. It's convenient like a magic mart but basing it on being cool instead of shopping feels better. Plus it means we can afford more parties!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Aside from healing naturally from sleep, Korynne had one channel left after we left Parrot Island. She can spend a few more for healing in the morning as well, depending on how many nights we've stayed here already.

Channel Energy: 1d6 ⇒ 5
Channel Energy: 1d6 ⇒ 4
Channel Energy: 1d6 ⇒ 1
Channel Energy: 1d6 ⇒ 6


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I'll mark off an even 25 for tips, damages, lost change, and some upfront pay for the room.

So our saves won't go up, because now we're CR 1 creatures, but they'll all increase by 1 next level?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5
Andostre wrote:
murderous command + unwitting ally = HILARITY

I'll try to work on getting my save DCs up. :D

Speaking of blowing our gold on parties and drugs, what's the gold cost for a drunken night of celebrating being not dead and eaten by zombies?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Will save: 1d20 + 5 ⇒ (5) + 5 = 10

Korynne nurses a cup of coffee as she finishes scribbling down some notes on some useful scrolls that she's picked up. She winces at a pain behind her eye and pinches the bridge of her nose with her thumb and forefinger. I guess celebrating barely surviving by trying to kill myself with alcohol was...in retrospect not a great idea.

As the fish monster bursts into the room, she yelps and accidentally knocks over her coffee, although luckily her scrolls only become damp around the edges. "What?!-- But Jym's banjo soothes her panic, though, and she just gives a pained look at Wil. I guess he had a bigger rager than I did... "Poor fellow," Korynne observes, snatching a napkin and blotting her spilled coffee. "Uro, put him back to bed. I'll come by later to check on his bruises. Once this headache subsides..."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Level up completed!

Max HP: half hit die + favored class = +4

BAB: +1

Saving throws: +1 Intuition and Will ...?

Spell capacity: 2nd; new 1st level spell added to prayerbook: Murderous Command

Archivist bonus feat: Selective Channeling

Numen:
Command-activated light hat: 450 numen
Scroll collection: (will calculate this once I have them all)


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I'll have my level up completed tonight. Thanks for the suggestions! I'm debating whether I should use numen to give my hat an at-will light orison, rather than just stocking up on sunrods. Or do I need Imbue Item for custom things like that?

Has Korynne had a chance to look over Wil's journal?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

So, as a 2nd level Archivist, I get a bonus feat! However, the Kirthfinder feats are pretty substantially different from the Pathfinder ones I'm used to. I'm also not super familiar with playing full casters yet either. Anyone got any suggestions? Any neat Divine feats? Is it too early for Imbue Item or metamagic?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5
Jym Withawye wrote:
Korynne the Well Read wrote:
"Now!" she begins enthusiastically, "once Wil gets back, let's murder Vanthus!"

Jym blinks.

"Orrrr, we can legally have him arrested!"

"Sorry, all that time in the dark left me feeling a bit revenge-y. I'm sure we can come to some sort of satisfying compromise."

Korynne listens to Gwlybwr's tale sympathetically, and nodding answers, "Of course! I owe you my life, and besides, you seemed like a decent sort even before that. I'll take a look - if I can't read it either, I know a spell that can help."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

We did it!

Thanks for your patience, Kirth. It's not easy to GM something this complex at a table, let alone in PbP. I appreciate you helping us figure out how to not die!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

As Korynne and Jym crest the top of the trapdoor, the librarian crawls over the top and lies down on the ground, tired from sprinting and trying to calm her terrified nerves. The light of the sun and the smell of fresh sea air revive her quickly, and she jumps up to throw her arms around Uro. "Ha ha ha! We're alive! You're a literal life saver, Uro!"

Giddy with her state of not being dead, she beams at her teammates and looks to the horizon, glad to be in an open space again. "Now!" she begins enthusiastically, "once Wil gets back, let's murder Vanthus!"


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

It seems like our current plan is as good as it's going to get. Once we're both on the rope, Uro can start pulling us up, for whatever good it'll do. I can channel when I'm up the rope a little, to try to stave off any damage to Jym. I don't think it will do a whole lot to stop the zombies, though. Shall we try it?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Nope. I only get one per day and I used it to hide and survive when we first ran away.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Won't they catch up if I don't cast light, since we have to move slower in darkness anyway? Would going back for the already lit pebble give us more time to get to the rope before the zombies catch up?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I'll do that, then! We can probably fast forward the round-by-round of us double moving to the first room. Should we roll to climb the rope?

Seeing Jym struggle to catch up and the darkness ahead, Korynne takes a deep breath to steady herself before casting another spell for light on her hat. Oly, I hope you're getting me out of this one alive...

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