Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Completely understand. Still planning to be here in January. This year has been crazy, and though my area is starting to get back to normal, stuff is still messed up. Hope your situation turns around.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Well, Good Luck going back to the schoolyard. It was a lot of fun playing with Caspian!
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Take your time recovering. We'll be here. Good luck out there!
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Wishing you the best, Dak!
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Once divided, it comes to 2698 gp, 4 sp, and 8 cp. Call today to get your free share. We will not be held responsible for any mismanagement of funds once it has been received. As for Rossana, a nice Charisma Headband would do, but that would need Eagle's Splendor.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Now you can. In the other tabs, I was simply adding it all and then deleting the items once we agreed to sell to keep the tabs free of sold clutter. However, I just add a calculator to the Totals tab. Now you can type in "Selling" in the Owner column and it will calculate the value in gold for you. Once we sell it, we can delete the 'selling' items to clear up clutter.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
The tab marked LOOT is the old table, that I'm not sure is updated anymore. The tab marked Totals, or the Loot Table, works by automatically adding the 'value' of an item to a person's totals when an 'Owner' is typed in for an item in the other tabs, such as typing Rossana in the owner column for a short sword. Unsold items adds the values of all items in the Valuables tab that have 'no' typed into the sold column.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Understood. Make sure not to overextend.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
We have an unidentified wand of shocking grasp and a ring of protection +1. We also have the Envoy Ring and Crossbow that are not fully identified.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Next would be the mill improvement, and visiting the Pump IC to find out what's wrong there, right?
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana quickly joins in by organizing the workers and doing her best to learn about the people they were now over. Not used to any type of hard labor, Rossana assists by patching up the worker's threadbare clothing while overseeing the projects. When the materials to fix up the manor suddenly come in, Rossana quickly takes charge in renovating the old place. With the fey's help, the place is soon looking much better than before. She also helps Capricia out a bit by giving her a few tips on Sylvan, though Rossana's natural affinity for the language makes her tips a bit less than helpful. Caspian: Rossana is quite surprised to find the quick deliver of the building materials. "Thank you, Caspian," Rossana says, a small smile on her face. "You did not need to go out of your way for your brother. However, it is very kind of you to do so. And it has been a pleasure to have you with us."
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Oracle 5 HP: +6 Spells:
Skills:
Feat: Point Blank Shot
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"Then we have a deal, young sirs," Rossana says, shaking the little fey's hand.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana nods along with Caspian's explanation. "Princess Eutropia wishes for the good of the people, like us. We're hoping to show her way by helping the people here. I'm not sure how we can prove we're not the wrong hands except by showing you with our actions. I hope that our intentions will carry across in that." Sense Motive: 1d20 + 9 ⇒ (12) + 9 = 21
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"So do you think these are our 'ghosts'?" Rossana asks, staying a few steps away. Cats generally didn't like her, unlike dogs. We'll need a new name for the next one. There's Bun-Bun the Second or Bun-Bun-Bun.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"Let's try to make another small offering, and if nothing happens, we'll try to check out the small hole below," Rossana offers as they return to the manor. After collecting some food, some flowers, and some nice looking pieces of scrap cloth from her sewing case, Rossana tries to call out the mysterious occupants. "Hello, again. It seems that we still aren't too welcome yet, but we really do hope to be friends. We don't plan to make you leave, and can even provide help if you want. We're here to help the townspeople get back on their feet, so it would be wonderful if we could find a way to work together." Diplomacy: 1d20 + 13 ⇒ (4) + 13 = 17 while just speaking to thin air, most likely.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana mulls it over a moment, then nods. "We can hire someone to watch her afterward, but we can have her lead us to the pump for now, since she'll know it's exact location."
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana nods at Sir Caspian's advice. "You might be right there. However," Rossana adds, turning to the woman, "I do not wish the first ruling to be so harsh, nor to fail to offer her one last chance. Lady Lucinia, we are planning to revitalize this town; to give it a second chance to be a better home for the people here. In lieu of that, I wish to extend you a second chance as well. Should you decide to change and prove yourself in the helping of bettering this town, I'm sure you'll find a much better and more comfortable way of life as a citizen. However, if you so wish to continue to act in such a degrading manner, then you will be forced to leave this place. "The town may not change overnight, but with a bit of time, we'll have this place bustling once again. And right now, you may be able to be part of the turning point of this place; to carry the same story of redemption this town will soon have. So what do you say? Will you lend us your assistance in creating a better life?" Diplomacy: 1d20 + 13 ⇒ (20) + 13 = 33
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"It seems you realize that your actions have caused issues for the town, then," Rossana points out. "Maybe some time fixing the town instead will help your outlook. Lady Onara, let's have her assist in our new projects alongside the others. Sober, of course. This will serve the community while keeping her under a group watch."
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"Miss Lucinia Meg, I am Lady Rossana of house Thorn and the new overseer of these lands. Do you know why you were arrested for?" Rossana asks.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana nods. "We can do it now."
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"Alright, sounds like we're in agreement. We'll have the people start on revitalizing the farms and then the mills. Once that is done, we'll get the roads and houses repaired to working condition," Rossana tells Lady Onara. "Hopefully, this place will be bustling once again soon." "As for us, let's stop by the manor to greet its occupants again before checking the pump to see what's wrong with it," Rossana suggests to the group. The masks were our first loot in forever! The Pump sounds promising for more.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana gives a curtsy to the woman before sitting. "There does seem to be some spirits or tricksters around the manor, but I'm sure we'll find a way to get along. The town seems to need our attention a bit more." Seems like going farming basic, mill, then civic improvements is a good start to remove Gone to Seed. Any ideas out there?
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana votes for Onara as well.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"You're a bit better than expected," Rossana comments to Caspian as the dance comes to an end. Her attention is immediately taken by the quite overly ornate masks Lord Bartelby suddenly produces. This thing is worth a fortune! Rossana vainly tries to keep her tail still as she accepts the precious item. As things soon begin to wind down afterward, Rossana decides to make her exit for the evening. After a great hunt and a better dance, Rossana returns to her room exhausted, but feeling quite satisfied. Rossana rises early to greet and make promised appointments with the fellow attendants of the ball. With a much more packed schedule for the new future, Rossana returns to the carriage. "All in all, I believe we did quite well the past few days," Rossana comments to the group. Our first loot in forever! Whoop!
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Going up to Sir Caspian, Rossana gives him a formal curtsy before taking his hand. "Shall we begin our triumph?" Dance Off Rolls: DMB: 1d20 + 9 ⇒ (3) + 9 = 12
DMB: 1d20 + 9 ⇒ (7) + 9 = 16 DMB: 1d20 + 9 ⇒ (11) + 9 = 20 DMB: 1d20 + 9 ⇒ (3) + 9 = 12 DMB: 1d20 + 9 ⇒ (18) + 9 = 27 DMB: 1d20 + 9 ⇒ (16) + 9 = 25 DMB: 1d20 + 9 ⇒ (10) + 9 = 19 DMB: 1d20 + 9 ⇒ (6) + 9 = 15 DMB: 1d20 + 9 ⇒ (17) + 9 = 26 DMB: 1d20 + 9 ⇒ (10) + 9 = 19 We might make it to round 4?
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana is content watching the performances, especially when Sara takes the initiative to go on stage. When Caspian nudges her, Rossana tries to wave it off. "I'm more used to the duet type of dance..." However, looking down at her flowing butterfly dress and feeling a bit antsy, Rossana decides to give in and move up onto stage. Once on stage, Rossana has the music start up fast and flowing as she performs one of the signature dances of Shelyn meant for a single dancer. The dance represents the beauty of nature, suitable for the country area. As the music comes to an end, Rossana will give a delicate curtsy and leave the stage. Dance: 1d20 + 13 ⇒ (10) + 13 = 23 As she returns to the group, Rossana throws a glance over at Caspian. "I'm sure Sir Caspian has something to offer, as well, right?" Rossana poses with a small smile. Gojira!
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana smiles at Caspian's offer. "Well, you've shown you don't have two left feet at the least. I will take you up on the offer, Sir Caspian. I quite enjoy a good Dance of the Phalanx. It seems your brother still enjoys some of the traditional entertainments of the capital." It seems we can get a DMB of 9. Rossana's 3 Dex with Caspian's 3 Int, plus 2 for Know (Noble) and 1 for Perform (Dance). In total the points add up as such for each slot as partners:
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana is quite excited at the exclamations of their catch, her tail swishing in pleasure. Once Sara asks for the man's release, Rossana turns to him with a smile. "Looks like you've got your freedom, sir."
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Bringing along with the intent to get him cleared of anymore 'punishment'.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana quickly rounds up the dogs and gets them ready to go once more. "So all ends well. This was a great hunt," she comments. "Now, do we know our way back?" Survival: 1d20 ⇒ 16 to determine way back to the manor
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana keeps an ear turned toward the man while she focuses on healing the wound on Caspian's leg. After healing the majority of it, she casts Prestidigitation to clean it up and make him presentable once again. "There. That should do for now," Rossana comments as she finishes. CLW (Caspian): 1d8 + 4 ⇒ (1) + 4 = 5
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana gives a small howl upon the creature crashing down. Her excitement keeps her unable to talk for a few more moments, but once she calms a bit, she rushes up with a grin. "Of course. We'll show them what a real hunt is like!"
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
What a trophy this one will make! Rossana thinks as she shoots another bolt. Crossbow: 1d20 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana winces as she sees Caspian's wound, but reloads and fires again, hoping to take the beast down soon. Crossbow: 1d20 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Well, that isn't good, Rossana notes as the creature regains its sights. She sends another crossbow bolt as she hopes Bimble's spell will reblind it. Crossbow: 1d20 + 7 + 1 + 1 ⇒ (14) + 7 + 1 + 1 = 23
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Quickly reloading, Rossana takes aim and fires once again, hoping her spell lasts a bit longer. Crossbow: 1d20 + 7 + 1 + 1 ⇒ (17) + 7 + 1 + 1 = 26
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana manages to fire off one shot and reload while trying to maneuver and get into position. Crossbow: 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana will be focused on crossbow fire and staying in a clear line of sight but out of melee.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Good luck, but stay safe and healthy first and foremost! Don't worry too much about Capricia in the meantime. We'll have a line of suitors for you to choose from when you're back. XD
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Seeing the creature fly up into the air, Rossana quickly positions herself and sends out a wave of greenish energy to her allies. Moving into position to Cast Bless on all party members. +1 on attack rolls and fear based saving throws.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
With the creature thankfully blinded for the moment, Rossana raises her crossbow and raises at the beast before quickly reloading. Crossbow: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Excited at the sudden appearance, Rossana claps her hands together with a short series of barks. When she flings her hands out, a golden stream of glitter flows out and swirls around the manticore, leaving it shining brightly as they approach. Standard: Casting Glitterdust (Will Save DC 16 or blinded)
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana sits during the wait feeling a bit overdone with her riding outfit, though at least it was more fit for traversing in the woods than a dress. She keeps her crossbow and other items on her, though, fully hoping to run into Sir Titus' 'vicious beasts'. Upon the Purple Finch's return, Rossana replies, "Those are the most adorable names. I can lead the dogs if we're in agreement. I get along with canines rather well, even if we don't keep any at home." Crouching down, Rossana scratches Bark-tholomew behind the ears. Handle Animal: 1d20 + 0 + 4 ⇒ (13) + 0 + 4 = 17
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"It would be best to take part," Rossana comments. "It would save face, and if we were to catch something of actual value, it may even win us some favor with the local nobles. What do you think, Sir Caspian?"
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana's tail droops as both what anticipation and slight excitement she had vanishes. "This is an affront to both our abilities and justice system," Rossana comments, not caring to whisper like Sara. "You can do this in the city as a guard everyday if you wish to hunt and punish criminals. The countryside is meant to be more wild. Mayhaps we can find a bit of game along the way during this 'hunt,' and obtain a real prize." Sense Motive DC 15: Rossana seems to have been instinctively anticipating the hunt without realizing it.
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Going ahead for Rossana's second round as well to possibly speed us along. Glad for Sara's assistance, Rossana takes a moment to create a clear topic and begins to add in on the local traditional dishes as the three converse. History: 1d20 + 5 ⇒ (14) + 5 = 19 to influence Lady Voinum
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
Rossana attempts to start a conversation with the Baroness, but finds herself too distracted at avoiding the many dead fish with their smell to think of any decent topics on history. Instead, she busies herself with hiding her nose behind a napkin masked as simply wiping her mouth off often. Knowledge (History): 1d20 + 5 ⇒ (1) + 5 = 6
Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 | Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) | Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up
"Quite well," Rossana replies to the Count, glad for any distraction from the...display of food. She didn't prefer fish, and it was much worse to watch it slaughtered and shown off in front of her. A light breakfast would have to do her. "Will we be able to choose our mounts for the ride today?"
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Female :D Check out my fetching opercles!
Your last moments of mortal life, as far as you can tell, were hellish and specifically tailored to your circumstances. Indeed, they were a tale only you could tell (and probably should, in spoiler form), but nothing in those last, screaming seconds could prepare you for the overbearing silence that now greets your ears. There isn't even a whisper when you open your eyes again, and though you are free from pain, you lie on something stiff, uncomfortable, and cold. Whatever you were expecting next, it wasn't this. Opening your eyes, there is an overwhelming mass of gray and dull brown. You are staring into the rafters of a dusty chapel, and while there are broken windows that should allow natural light in, there is only the dusty white of an overcast sky... and possibly snow...?
Female :D Check out my fetching opercles!
Nestled in the bustling Merchant Quarter of Absalom, the Hookscratch Inn is a large establishment that caters to the adventuring crowd. Boasting a large cellar full of exotic ales and live entertainment, most non-council members of the Grand Lodge have attended at least one night of merriment here. It is a primarily oaken building that boasts a sturdy construction and pleasant aroma. There are enough tables present to comfortably accommodate up to 70 patrons at any given time. Most nights, however, it isn't that busy. A sizeable stage takes up the corner of the dining area, and two log staircases are located on either side of the wide bar.
There are 14 rooms on the second floor, and one large sleeping area on the third. The live-in staff have their own quarters off of the common area. The cellar has a sub-basement, but only the inn's jovial owner and bartender, Miss Crimson, has the key.
This is an announcement for those of you who are hankering to get a little rp in without too much conflict. I will be creating a campaign thread which runs on the pathfinder ruleset based in Absolom. The Hookscratch Inn. I merely will create the setting, run the bartender from time to time and create events, but you will for the most part be expected to police yourselves. Almost any PC can enter here, but there are a couple of rules:
Anyone who wishes to "apply" to have a character who wishes to work in the tavern may post here. I need:
To apply, you just have to ask. If I don't have any takers, that's okay.
I know I've done this before, but I am a relatively experienced dm and have recently come into a lot of free time. Most non-weekends I am available, and I have a hankering to terrify a select few characters with a surprise. A short horror campaign made in the vein of Silent Hill or Fatal frame.
The crunch:
Characters will be made from a 20 pt buy. Level 1 in any non-advanced class. No races with darkvison will be allowed, though low-light is acceptable. 2 traits. Players may have mundane gear worth up to 500 gp. Players must be able to post at least twice a day.
Would anyone be interested? It's a first come, first serve.
I have this love of strong, One Piece-esque bonds formed between characters. I also prefer that my adventuring party has a couple with one another even before they go adventuring. When possible, I like characters, then, to have met already when I start a campaign. A lot of people don't like doing this, and I think it has to do with character development, but there are some characters that don't mesh well if they don't have an established relationship. My discussion questions are thus:
How close do your parties typically get? Does this closeness or lack thereof alter your gaming experience? Have any of you actually had a game that functioned when the characters all hated one another's guts? (Mine only ended in bad blood between players irl, but I didn't tell them to hate eachother.)
Female :D Check out my fetching opercles!
The last thing you can remember might vary, but you know that things have gone horribly awry when you can feel yourself falling through space and time. The feeling is almost nauseating, provided your physiology allows for such a condition. And it's a 20 foot drop. 1d6 lethal and 1d6 non. When it stops, you realize you've fallen out of the sky onto wild, fragrant grass. There are stars overhead, but if you've any knowledge of astronomy at all you know that they are in the wrong places. Crickets chirp in the distance, but you can imagine you've chased yours away. A pile of bones lies not too far away. Conditions are dim light. You might need a light source to get much farther. Less than ten meters to your right, you see an old building the right size to be an inn. It's overgrown in places, but intact, and a single door remains open, hanging slightly off its hinges. A single water pump covered in cobwebs stands next to ancient stairs. In the distance to the left, a mountain looms, the snowy tips glowing with starlight and moonlight. Forests surround beyond the clearing in every direction. The moon is odd, though. It's enormous and violet and covered in what looks to be swirling vapors.
I'm going to start a walk-in style rp that can take as many adventurers as possible as long as they're approved, and any Gms who wish to practice following the same guidelines. It will take place in an enormous demiplane off of Golarion that your character will have gotten to by mistake. It was created by a cabal of powerful wizards before earthfall and is rather close to the size of a planet itself. Meaning that you're in an abandoned inn in the middle of pretty much untouched wilderness with no one but your fellow adventurers who also ended up their by mistake. There will be wondrous creatures, exploration, and survival. I will take a variety of characters and gms and will set this up right away. Just run what you'd want to be past me and I'll drop you in at point alpha.
Hello, my name is The Elusive Trout. I am a hobbyist gm who would like to create a walk-in sort of rp using the pf system. The rules would be simple. You create a character or scavenge an old, rejected, or unused one, and if you post it here, I will check to see if it, at least cosmetically, will function in a completely random campaign where you will be flying by the seat of your pants. It will take place in Golarion, so you don't have to worry about that. I will be starting you out in a rural village in I can only take five of you at a time.
Your level would start at one. I'm toying with two locations to start with: Bag Island, or Maheto, in Taldor.
So your best friend just got eviscerated in front of you. Your party blew up. Your captain/lord/leader exiled you for reasons that weren't your fault.
Thoughts?
I have several questions as a player, and please bear with me... what traits do you consider before you call someone an attention hog? Are they generally disagreeable?
I'm checking interest in a pBp set in the desolate plane of Abaddon, as per the Third Book of The Damned in the Pathfinder library.
-Characters should start out at level 5, and I'd want to have a party of at least four, and at most seven. -This will utilize the 20 point buy system, and there are no limits on dumped stats, but please limit your max in any stat to 20. -All Pathfinder player races are a-okay. |