Now that we have lost the stronghold of Baranford what should we do? should we go to Highfolk and tell Flameflower by silver raven or vise-versa?
Also what will our new plan of attack be? shall we go to the vesve and try to thin out the ranks some more as well as trying to gather more info? or shall we head back up to Yatil Mountains and get ourselves's some more info up their?
you all wouldn't be able to function without me why I was the best at letting us all run away you need me so I shall stay with you...plus Grymalkyn being by himself up in that mountin I think that he will go crazy with the loneliness and well I don't want to have to deal with that crazy fool
I am weary of working for this Wizard of Whichfire he has done much harm to the people of these lands and as it has been stated before he is most likely a lich or some monster similar to it
Welcome back Trekkert I have missed you being the only sensible caster in our group and the most important you have saved my life more then once and the others as well now we must venture out and get revenge on the bastard who did this to you and Samhain and we must also protect Ezra
Uh, well, before you try to delete my first post on the Thread, read it over a sec and you'll have all the info I can remember. It seems that when Pelor Resurrected me and I became Ezra, I lost all the specific memories from my life before I used the Darko Nikolaykovic alias.
Okay I have the gist of what's going on so how do we want to deal with this do we want to find them somehow or do we want to wait for them to find us? Each option has an advantage and disadvantage if we find them we will waste our time and energy but we could set up an ambush for when they are weak. On the other hand if they find us then we could be subject to an ambush but we would be able to prepare for them and be well rested.
I for one think we should allow them to find us because if we were go to a base and need to retreat then we would be very easy to surround and concur however if we are in the wilderness we could very easily run into the wilderness and hide at an undisclosed location where we first met could work,to Cpt O'Suggil, where we met up with that mercenary group, or thous farm girls that were raped. What do the rest of you think?
Ezra would you care to explain this? I'm rather curious as to what this message is about and who sent this. Also why did this message declare you as Darko at first?
As for keeping Samhain in check I can't think of anything but if he were to say something stupid we could apologize and then say he was affected by a confusion spell and doesn't know what he's talking about. As for keeping in contact if we can stay in Istivin we could just use the Silver Raven to keep in touch every so often.
Oh yeah, hey Marvin, tell us more about who you are -- all the rest of us gave a bio on this Journal when we first started.
I first came to the Sterich March on behalf of a good friend of mine. She is in a Hag's Coven and One-Eyed Moll was a problem for her coven apparently and she requested I kill One-Eyed Moll. I agreed to do this however when I got to the march I heard that a group of adventurers had already taken her out making my journey pointless. I decided I would stay in the march for a few days and then head back home. However I met a group of adventurers and decided to help them in their quest to destroy The Azure Prince and the Wizard of Witchfire Mountain. My patron spells are the Elementals I have my skills in the knowledge skills mostly and my hexes are Flight, Healing, and Slumber.
Grymalkyn maybe you have not the powers in the arcane that I do! Also you need not keep your eyes on me for I am not the one who wants the powers of the Wizard of WhichFire Mt. you are.
CN Human rogue 1 |HP 16/16 | AC 17 (18 while holding the cape defensively) | Speed 25 feet |Fort +3; Ref +8; Will +6; +1 vs. traps
About Costolian Milotti, The Tattooed
Costolian Milotti, The Tattooed Thief
Human rogue 1 (Lost Omens Character Guide)
CN, Medium, Human, Humanoid Heritage versatile heritage
Background varisian wanderer
Perception +6 (+7 to find traps)
Languages Common, Draconic, Varisian
Skills Acrobatics +6, Arcana +4, Circus Lore +4, Deception +7 (+8 to checks to Feint while holding the cape defensively), Diplomacy +7, Intimidation +7, Medicine +4, Occultism +4, Performance +7, Society +4, Stealth +6, Survival +4, Thievery +6, Underworld Lore +4
Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Other Items leather armor, dagger, rapier, backpack, bedroll, belt pouch, belt pouch, caltrops, chalks (10), climbing kit, dueling cape, flint and steel, rations (1 week)s (2), rope (foot)s (50), sheath, silver religious symbol, soap, thieves' tools, torchs (5), waterskin, purse (11 gp; 8 sp)
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AC 17 (18 while holding the cape defensively); Fort +3; Ref +8; Will +6; +1 vs. traps
HP 16
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Speed 25 feet
Melee [1] dagger +6 (versatile S, agile, thrown 10 ft., finesse), Damage 1d4 P
Melee [1] rapier +6 (disarm, deadly d8, finesse), Damage 1d6 P
Ranged [1] dagger +6 (versatile S, agile, thrown 10 ft., finesse), Damage 1d4 P
Arcane Arcane Tattoos DC 20; Cantrips (1st) electric arc
Arcane Sorcerer Spellcasting DC 17; Cantrips (1st) detect magic, mage hand
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Ancestry Feats Arcane Tattoos[LOCG]
Class Feats Trap Finder
Skill Feats Fascinating Performance, Pickpocket, Subtle Theft
Other Abilities component substitution, eldritch trickster, field-commissioned agent, horizon hunters champion, imperial, rogue's racket, sneak attack
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