Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Well, then I think we should call it a day. I have made my complaints once, and not much has changed. Not enough to give us some motivation, at least.
Jirani has already left, now with Lia gone and Andando showing up once a month I don't think we would have enough material to have it running smoothly again. Feel free if you want to continue it, and even use Venator as an NPC, but I would like to end my participation here too.
We had a great beginning, but unfortunately we lost track mid way. Anyway, it was fun while it lasted. Thanks specially for Ulgulanoth for trying hard.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Yes, a little busy and a little lost, just that.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"Anyway, we've come to the point where we don't know what to do next, do we? We've come here to find the responsible behind the blackscourge, but instead we got mixed with some demons who wanted to sabotage the rebels' plans. Now what?"
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"It's Thassilonian. I've recently become very good at it, by the way." He memorizes it and seeks out the best translation to give the group. "It says To the great king, may he rise again before the skies darken again. That does not sound good."
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"Let me see." Venator approaches to take a look at the locket, but does not touch it, if he can.
Venator speaks Celestial, Common, Draconic, Elven, Varisian, Thassilonian.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"Calm down and take a look inside. Is the box the only thing she left you?"
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"Now what? Where are you going?"
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator is gonna approach one of the creatures, or both of them if he can, and unleash some Lightning Flash upon them!
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Dazzled for: 1d4 ⇒ 2rounds. DC 15 Reflex for half damage and no dazzle effect.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Freaking pugwampis...
Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Venator grants Andando a Bit of Luck, so he could certainly hit one of the creatures, which he believes cancels their bad luck aura.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Venator grants Andando a Bit of Luck, so he could certainly hit one of the creatures.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator is out of patience. "Actually I thought both were trapped. If you had listened instead of acting like a child, maybe Aerodus also would have. Both of you acted in the same way, but it's not his faults his was trapped and yours wasn't."
He takes some time analyzing what exactly are those, before engaging.
Knowledge?: 1d20 ⇒ 12 +8 or +9 depending on which one.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Should I start reading the spoilers?
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator is still not happy. "And what exactly is that?"
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator, once more, takes a disapproving look at Lia. He bows making an extravagant gesture. "Suit yourself" - he says, then moves away to watch over someone who was not so rude, Aerodus. From a few feet away he analyses the puzzle with detect magic.
Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"Nice, great, and just because he stated the obvious does it mean you have to believe in him blindly?" He raises an eyebrow to you. "What if it's a trap?"
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Something in Aerodus' hands caught Venator's attention, but then Lia also had something weird, although not so magically strong as the... puzzle... Aerodus was holding. "Hey guys, could you please stop a minute? What the heck happened when we split? Where did you get that?" First he points to Aerodus' puzzle, then to Lia's scroll tube.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator looks around, but cannot rest like Andando did. "There's something in this I do not like. I feel something is wrong."
He's going to detect magic around the place, to guarantee there's nothing wrong. "By the way, the 2k is mine."
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
I don't think we have much money to do that, but if you feel like it, I'll follow you so we won't split the party again.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
He's still at the boards, so I'm gonna pm him and see what does he decide.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"Andando is nowhere to be seen. We cannot wait for him, we're in danger out in the open." He motions the party to go back to their previous track, heading to the hiding spot.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator realizes how weak he is compared to Lia. "Freaking strong women are freaky."
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
This is not good... thinks to himself the cleric.
"He's gonna be alright but he's paralyzed at the moment. Is one of you strong enough to carry him, or do we need a cart?" Either way he takes a look around, checking if there are any means of transportation nearby.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
What do you mean? Is he down?
Venator approaches the man, worried with his current state. If he's down he will immediately cast Stabilize from afar, to prevent him from getting any worse, but if not he takes a couple minutes to see how is he doing.
Taking 20 on heal for 28 total.
If he's down and still alive Venator will heal him, converting Murderous Command into a CLW.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
He nods to Aerodus and hushes the party forward. "So let's resume taking the good folk to safety, and then we can discuss what in seven seasons happened here. There could be invisible creatures around us, be careful." He takes a look around, just to be sure, and gathers the other ex-prisoners to resume.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Level Up Summary
3nd level: Cleric 2
HP 17+5+1con+1fc= 24 hp +3 toughness = 27
+1 BAB
+1 Fort
+1 Will
Feat: Toughness
+6 Skill Points!
--+1 Diplomacy
--+1 K.Geography
--+1 Spellcraft
--+1 K.Arcana
--+1 K.Religion
--+1 Perception
+1 1st level spell and orison/day
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"I'm alright. I didn't get hurt, what about you guys?"
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator doesn't have a melee weapon at hand, so he is unable to hurt them while they flee.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator grants Aerodus a bit of Luck, so hopefully he can strike with more precision next time.
Next time you need to roll a d20, roll twice and take the higher.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator moves toward Lia and touches her, granting a Bit of Luck.
Next time you need to roll a d20, roll twice and take the higher.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Without having many attack options, Venators try to hit them with the same weapon, but this time he takes a good aim and shoots!
L.Crossbow: 1d20 + 1 ⇒ (16) + 1 = 17 Damage: 1d8 ⇒ 6
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Although he know it's highly unlikely he will hit, Venator reloads his crossbow and shoots again, hoping for a miracle.
Xbow: 1d20 + 1 ⇒ (8) + 1 = 9! Damage: 1d8 ⇒ 5
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator tries again, now that the creatures are no longer focusing him.
Crossbow: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d8 ⇒ 5
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Fortunately Venator has his Mage Armor up, so it protects him from the sudden attack. He takes a step away from it, recharges and shoots again his crossbow, this time at the recently arrived ex-invisible creature.
Crossbow: 1d20 + 1 ⇒ (4) + 1 = 5
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Perception check: 1d20 + 4 ⇒ (1) + 4 = 5
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator moves closer to wherever they are and shoots at the imp, trying to kill it.
Crossbow: 1d20 + 1 ⇒ (18) + 1 = 19 Damage: 1d8 ⇒ 1
Have you visited the discussion thread recently GM?

Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Ok, I realized something. I'm not very excited about clicking on the updates of this campaign. I see them, but I don't click them until I have absolutely nothing to do (or until several days have passed and my hopes are up that I will have something to do in the game). Also, I just realized why I'm doing that: it's because not much happens whether I'm here or not. Seriously, even if I come here three times a day, still not much happens. I remember very little about what our group needs to do, because since there's not much to write, read or answer when I'm going to post, I do not revisit the other posts and end up forgetting it some time after it.
Looking at Venator's posts I got the feeling that something is wrong, and now I'm organizing the thoughts to try to help making this better than it is at the moment. Venator is the character I'm spending less time with, and I don't think that is entirely my fault, as I explained above.
Some of my characters, like Pretty, require essays to keep going with the flow, but all I need to keep going with Venator is to come here every two days and roll a dice... like I did the last three (or four) times I came into this thread...
I do suggest you take more liberties when narrating the game, Ulgulanoth, and please feel free to roll dice for me (initiative, perception, mistery dice, whatever). I used to be very happy in a campaign (Argan is mine) that did not require any dice to be rolled by me. Back then I did not even see the results, still, I trusted the GM was rolling them and I had a lot to worry about, since there were actually things happening around me. In the present case, I'd rather LOSE initiative and see what the dragons did already and be allowed to act, than to come here to roll a single dice and wait until the next day to have an answer or maybe something else.
I wouldn't like to leave you guys, so that's why I'm posting this. I hope we can get to an understanding (or if you don't feel like me and I'm just annoying you feel free to say it). There's been 14 months we've been playing this, and we're still level 2 and with no idea of the big picture inside the game. I personally have no idea of what "Trail" the Pathfinders are following now, since we started looking for the source for the blackscour (or something like that) and arrived here seeing some devils and lost our path when talking to some rebels who we should betray since were pretending to be working the imps, or whatever, and now we bought a fight against the hellknights, which would be fine by me, if I knew WHY are we doing it...
By the way, I have no idea where, why and how do I see Jirani, if we are inside or outside the gates, if the ex-prisoners are still with me, where is the rest of the party and where did those dragon came from, since I usually do not read any spoiler addressed to other people... I'd appreciate it if you could detail it a little further.
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"Sure. Nothing will get in the way."
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
What are we waiting for again guys?
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Completely harmless d20: 1d20 ⇒ 6
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"Good idea. Unless there is an entrance that we could use and not be seen at all."
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
K.Arcana: 1d20 + 8 ⇒ (18) + 8 = 26
Venator also takes a quick look to find that out. "It doesn't matter. We're still taking the risks. Let's go!"
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
"We should leave this place, before reinforcements come looking for them. Of course we have time, but we are a large group, and pretty easy to follow. We should gain ground on them while we still can."
Cleric 1 / Wizard 1 | HP 18/18 | AC 15(13) | T 11 | FF 14(12) | CMD 10 | Fort +3 | Ref +1 | Will +8 | Init +1 | Perc +4 | SM +8 | BoL 6/7 | AF 7/7 | Channel 2/3 | LF 7/7
Venator wants to ensure all the prisoners are there, so he plans on doing something really sensible. "Ok, guys, please all of you, gather close to me so we can heal your wounds! It will help you with the pain and with the wounds, so we will have a safe journey back home!" He waits until all the prisoners are close and while they gather starts to look after the prisoners, one by one, to check if their quarry is among those.
When everyone is around him, he channels Desna's energy to heal them!
Channel: 1d6 ⇒ 6
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