Jadrenka the Maiden

Ventiine's page

Organized Play Member. 153 posts (5,099 including aliases). No reviews. 1 list. No wishlists. 4 Organized Play characters. 11 aliases.



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Kingdom | Hex Map | Combat Map | Quests

I'll try to update tomorrow


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Update tomorrow after work


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Back from the conference. I'll update tomorrow


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Prepping a post now. Sorry for the absence. I have a conference this weekend


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Oops, I missed the spoiler! Thanks, Rhiann! I'm going to ninja my post now


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✧˚ · . The Thorn Ford Camp ೄྀ࿐ ˊˎ-

When Erik returns from scouting, the group solidifies a plan. Keila and Doug are gagged and tied to a tree so they won't be tempted to interfere. The horses are also secured at a safe distance.

Alyssa spends time talking to Keila, proposing an idea the bandit had perhaps not considered before. (Change attitude Diplomacy DC19, Alyssa Pass) The woman silently looks up at the half-elf sorceress. She seems to be thinking but you're not sure what about.
Alyssa's reputation with Keila (NPC bandit) improved from Unfriendly to Neutral.

Erik sneaks through the wood toward the most external lookout (K3). He's impressively stealthy.
Teal Perception (on platform) DC27: 1d20 + 0 + 4 ⇒ (15) + 0 + 4 = 19
And the teal bandit doesn't seem to notice him.

GM Screen:
Adela: 1d20 + 0 ⇒ (13) + 0 = 13
Alyssa: 1d20 + 2 ⇒ (9) + 2 = 11
Erik: 1d20 + 5 ⇒ (12) + 5 = 17
Liz: 1d20 + 4 ⇒ (16) + 4 = 20
Lucky: 1d20 + 3 ⇒ (13) + 3 = 16
Rhiaan: 1d20 + 3 ⇒ (15) + 3 = 18
Blue: 1d20 + 5 ⇒ (2) + 5 = 7
Yellow: 1d20 + 5 ⇒ (12) + 5 = 17
Purple: 1d20 + 5 ⇒ (13) + 5 = 18
Green: 1d20 + 5 ⇒ (12) + 5 = 17
Orange: 1d20 + 5 ⇒ (17) + 5 = 22
Teal: 1d20 + 5 ⇒ (6) + 5 = 11
Kressle: 1d20 + 1 ⇒ (13) + 1 = 14

In the Surprise Round, Rhiann leads the assault with an arrow whistling through the air! Despite the tree cover, the projectile strikes the teal bandit in the torso. The bandit nearly loses his balance but catches himself on the tree trunk before toppling. Erik sends his own arrow, striking the already injured bandit. His body collapses on the platform, dead.

Surprise Round
Liz 20
Rhiaan 18
Erik 17
Lucky 16
Adela 13
Alyssa 11

Round 1
Orange 22
Liz 20
Purple 18
Rhiaan 18
Erik 17
Yellow 17
Green 17
Lucky 16
Kressle 14
Adela 13
Alyssa 11
Teal 11 (12 damage, dead)
Blue 7

Bold may act!


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Kingdom | Hex Map | Combat Map | Quests

✧˚ · . Camp ೄྀ࿐ ˊˎ-

After Adela channels, Doug (4/9 HP) groggily sits up. He appears fatigued. Keila (8/9 HP) seems to relax as well. The party takes turns watching the camp while the others sleep. Neither of the bandits gives you any trouble.

Camping Wandering Monster DC86-100 (Hex #16): 1d100 ⇒ 55

The night passes without incident.

ೃ⁀➷

✧˚ · . The Thorn Ford Camp ೄྀ࿐ ˊˎ-

Today is Wealday (Wednesday), the 16th of Calistril (February), 4710.

Everyone gathers their gear and sets off around five in the morning. You arrive at the bandit camp around ten. You seem to have the upper hand, as nobody in the camp appears to be on high alert. There is one bandit stationed at each platform (K2 & K3). You think you could attempt to sneak closer without someone noticing. (Read: Stealth checks are an option) All of the bandits appear to have identical outfitting except for a woman with two handaxes (black border). She appears to be giving orders as the others check their gear or are dressing game. (I'm giving you all this information with the assumption someone snuck around to scout. This is your scout report.) Keila and Doug seem to have been honest with you. From the bandits' numbers, the remaining third of their group appears to be out hunting. If Doug had made it back, you think their numbers would be doubled here with everyone on high alert.

Overall, the Thorn Ford camp is relatively large, and well defended by numerous hidden platforms placed in the trees. The camp itself is about 60 feet from the Thorn’s north bank - a path winds alongside a shallow creek that leads directly up to the campsite. This path continues for another 200 feet north of the camp before turning into a standard game trail. See Combat Maps (link) for a description of each point of interest. It's quite the operation and you can understand why Oleg and other travelers have had such trouble.

I placed the party on the map, but feel free to move your token to a preferred area. For simplicity, let's rule that if you are within 60 feet of a bandit, roll a Stealth check against their Perception. The bandits on the platforms are 20 feet up, so they have a bonus.

I don't want to rush you, so you are free to do all your preparation measures. New Combat Map (link)


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Kingdom | Hex Map | Combat Map | Quests

I'll update tomorrow


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I will try to update tomorrow night. I had my irl Pathfinder group tonight and I work at the county fair tomorrow


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Ok, I will work on adding that, Erik.

Update in Gameplay later today. No reason to delay if we are good to go


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Kingdom | Hex Map | Combat Map | Quests

Excellent, Erik!

Let's plan to officially get rolling by Monday, August 28th. I think that's a good amount of time to finish up the Kingdom Sequence.


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Kingdom | Hex Map | Combat Map | Quests

@Angus, we could start a Discord channel if you all want. Let's wait until more people chime in.

For the Kingdom Turn Sequence, try to have it done by the time we start posting in the Gameplay thread. Depending on what you buy, it may impact gameplay.


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Kingdom | Hex Map | Combat Map | Quests

@Angus, I do have Discord. My original handle is Ventiine#9252. I think it's just Ventiine now.

@Rhiann, thank you for the repost! Yes, the Leadership feat definitely fits with his Aventure Path! Go for it!

I have invited Ever_Anon's gnome bard, Lucky Bignoodle, to the table. Welcome!

This weekend I'll take a close look at everyone's characters and see where we are with attendance. Hopefully, it won't be too big of an owlbear.


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Kingdom | Hex Map | Combat Map | Quests

@Angus thanks for asking, but I think my initial Discussion post is already asking a lot of you all. I like cavaliers. I actually played a mounted paladin build which was similar to a cavalier in the tabletop Wrath of the Righteous. My feats were: Power Attack, Mounted Combat, Ride-by Attack, Spirited Charge, Furious Focus, (and at 9 the GM let me homebrew Monsterous Mount Mastery to replace Loyalty as my Tier 2 Mythic power.) I rode a horse, then swapped to a griffon at level 9.

Let's set the character deadline for Monday, August 21st. If we need more or less time we can revisit that arbitrary date.

I will open the Gameplay between Saturday, August 19 - Monday, August 21st. This is because I want to make sure I know who all the players at the table are going to be.


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Good question.

Discussion, please. I don't want to draw attention to the recruitment thread.


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Chaotic Good Half-Elf Sorcerer/1

Fiona withdraws from the makeshift infirmary to follow the others out. She moves 25 feet from the doors to stand near the halfling. She reaches out, touching him, "I'll watch your back if you watch mine."

She casts Resistance on Tacitus.


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Chaotic Good Half-Elf Sorcerer/1

I made a loot sheet! (link)


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✦ Talmandor's Bounty: Accusations! (area O) * ˚ ✦

This is a very heated argument that may come to blows in mere moments. You can't take a 10, unfortunately.

There are multiple conversations going on between the two groups as you approach.

"Harcourt Carrolby is a bloody coward! There's no way he'd be here fighting - so I know you're a fake!" From under his helm, you can see Luetin's face and neck are red with anger.

Harcourt sneers, "And Leutin's such a blundering idiot he leaves his door wide open! I bet his son is one of them too!"

One of the colonial soldiers standing next to Harcourt speaks up, "Leutin's too busy to fix my armor. Sounds like a scam to me!"

The carpenter waves her hammer threateningly at the soldier, "Oh, shut your trap! You tried to pay me with a rabbit pelt instead of money, you fraud!"

"Leave my son out of this!" Leutin bellows, "I hope you creatures have tongues because I'm going to enjoy cutting out yours!"

Becky's threats land on deaf ears. Mauro, Asher, Talath, and Crispin attempt to break into the argument, but it's not until the two groups look like they're about to exchange blows, that Cirok gracefully steps in. He grabs several hands, initiating warm handshakes and clapping the highly agitated colonists on the back.

The two groups stop mid-argument to stare open-mouthed at Cirok as he makes his way to each individual. Both groups seem utterly perplexed by the sudden turn of events. Cirok comments on the trustworthiness of a man being based on the grip of their handshake, defusing the situation. His logic seems to appeal to both the noble-born Harcourt and the manly Leutin.

"Yes, well, I suppose I should have known Leutin was real. He's just as stupid as ever." Harcourt sniffs disdainfully.

"A firm handshake, indeed! Hah hah hah," Leutin twists the tip of his thick mustache, placated by the suggestion that he has a manly handshake.


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Chaotic Good Half-Elf Sorcerer/1

The half-elf chases after the fleeing orcs. She directs her hands and chants, sending another Magic Missile barreling at the closest orc! "No survivors!"
Magic Missile : 1d4 + 1 ⇒ (4) + 1 = 5


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I'll update late tonight. I hope everyone had a great Superbowl Sunday! :D I ate soooo many wings


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Chaotic Good Half-Elf Sorcerer/1

Happy Friday everyone!


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Chaotic Good Half-Elf Sorcerer/1

Fiona moves 25 feet to stand behind Érme and casts Resistance on Érme. "I believe in you," she whispers.


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Chaotic Good Half-Elf Sorcerer/1

The half-elf hops off the back of the third wagon. She listens as the catfolk gives his assessment. "Bloody Claw orcs? Their name is befitting of their actions." At a slight distance, she looks over the mangled corpses. While the others whisper, she decides to rip the phycological band-aid right off: "Hey... Jasper, was it? That one looks awfully similar to yourself. Were they family? I'll help you bury them."
Diplomacy: 1d20 + 3 ⇒ (11) + 3 = 14

GM Tribute wrote:
To the left stands a third wagon, apparently undamaged but awash with blood. Large spots of blood also dot the surrounding area, but you see no sign of the bodies anywhere. Cargo from the three wagons lies ransacked and scattered across the roadway, but little appears taken. You note numerous arrows lying among the cargo, several charred near the arrowheads.

"Any idea what they were hauling?" Fiona bravely walks toward the scattered objects, her eyes scanning the goods. She begins to chant with her hand outstretched over the ransacked items.

Spellcraft DC15:
Fiona cast Detect Magic on the ransacked items.

When she hears someone shout SCOUT, she whips around, duster wrapping around her legs from the momentum. She looks around to try to spot the danger.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Are the wagons on the map ours or are they the attacked ones?


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No worries, roll4initiative! Happy gaming!


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Thank you, Asher :)

I believe we also have a sixth joining us for book 3: roll4initiative. They reminded me about PFS Chronicle sheets so I'll have to remember to send them out to those who want them at the end of book 3.


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What are some classic, standalone scenarios that represent Pathfinder the best?

Background
I'm a librarian at a public library and we are lucky enough to have a 3D printer. I'm printing generic adventurer minis on the 3D printer for a free miniature painting program. With each miniature, patrons will receive a premade character sheet matching the mini they painted. The painting program will have at least 30 seats, so my goal is to print at least 50 minis and limit the class selection to 4 or 5 (so far: paladin, rogue, sorcerer) and races to 2 to 4 (so far: human, dwarf). I don't want to make the selection too complicated.

Conveniently, our Summer Learning theme is Community, so I've decided to follow up the free miniature painting with at least two one-session adventures where they can use their painted miniature to play. Although ambitious, I want to have six seats for each program session.

  • It doesn't matter if it is 1e or 2e.
  • It will be low-level characters.
  • Humor is a big plus for kids.
  • The youngest player might be 10 (maybe a little younger if with a parent.)
  • We'll be playing during the Summer.
  • Scenarios holding up alone/stand alone would be best.

Any additional ideas or suggestions are appreciated.


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I went back and added in loot on the "Book 2 (GM Copy)" page of our Loot Sheet. Feel free to compare what I have with your own sheet. When I'm feeling motivated I'll add in the rest of the gold values; I mainly just wanted to make sure everything was listed.


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Here is Rosabel, the Duel-talent Human Cleric of Sarenrae
Rosabel looks like this (link) and her armor looks like this (link)

Build:

Str 14+2=16, Dex 12, Con 13, Int 10, Wis 16+2=18, Char 14

Brief Backstory: After a fallout with her older brother, whose next in line for the title, Rosabel has little choice but to try her hand at adventuring. She believes nobody is beyond redemption and is an optimist at heart.
Traits: loyal, forgiving, unwavering faith
Flaws: idealistic, stutters when stressed or overwhelmed

IC: Rosabel smiles, revealing her perfect, white teeth. "It doesn't matter where you've been or what you've done. If you open your heart to Iomedae, her redemptive light will embrace you." The petite cleric extends her hand to the child, "come. Let's return to the stall and pay the merchant for that bread. My treat." She holds hands with the child through the busy streets to the market square. Noticing the child's nervous expression, she gives the small hand a reassuring squeeze.

AC: 10 +6 (Armor) +1 (Shield) +1 (Dex) = 18
HP: 1d8 +1 (Con) = 9/9

Initiative: +1

Touch: 11
Flat-footed: 17
CMB: 15
CMD: 14

BAB: +0

Fort: +2
Ref: +0
Will: +2

Alignment: NG
Domains: Glory & Sun
Traits: Alabaster Outcast (haven’t decided on family), Seeker

Skills: (2 +0 Int +1 FCB = 3) Diplomacy 2+1+3+1=7, Know. Arcana (free) 0+1+3=4, Know. Religion (free) 0+1+3=4, Perception 4+1+3+1=9, Sense Motive 2+1+3+1=9

Channel Energy: 7/day
Cantrips: Light, Guidance, Resistance
1st Level Spells: Bless, Shield of Faith

Feats: Extra Channel

Inventory: Noble’s Outfit, (Alabaster Outcast trait), Signet Ring (Alabaster Outcast trait), Breastplate (Alabaster Outcast trait), Gold Holy Symbol of Iomedae, Scimitar, Buckler, Masterwork Backpack, Pouch with 70 gold


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I'm dotting for interest!


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It's been about a week - these are the submissions so far. (Hopefully, I didn't miss anyone)

Character Submissions
EdelsmirgeTeddy Ruxsbin, Fey Bloodline/tattooed Kitsune sorcerer
Ventiine Fiona Hallowswift, Arcane bloodline Half-elf Sorcerer
KazmanaughtBrin Nonst, a changling cleric or antipaladin
CuchulainnKehlysch, a Dark Tapestry Oracle/Aberrant Human Sorcerer
Ariarh KaneNeia Dem, an alley witch elf
MusImp Lemayian, a monk zen archer Strix
TazoZatinya, a brawler/mesmerist nagaji

Interest
SodiumTelluride
chillblame - orc brawler or a halfling rogue/sorcerer (shadow bloodline)
Zayne Iwatani
Sensen
AGM Lemming
JonGarrett - Drunken Brute Barbarian
polyfrequencies
Steffanio
goodwicki/The Tick in the Barrel


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Robert Henry wrote:

For anyone keeping score: Kingmaker 10, Skull and Shackles 6

GM Ventline, thank you for being straight forward on your preferences. A quick question for clarification. You said no 'pet-heavy' builds (Like Packmaster Hunter) May I assume that includes builds that have multiple animals or ones that have exotic unrealistic creatures?

So, a paladin that selects a horse at fourth level, a ranger with an animal companion, a halfling Cavalier mounted on a dog might be considered. Whereas a cavalier mounted on a griffin may not?

Also, any directions on races, starting ability scores or background traits?

I don't like multiple pets because it gets chaotic on the battlefield with already having six players. I also assume people will want to use summon nature's ally on top of having a companion. Any pet is fine - dino, fantastical, etc.

If a hunter has his animal companion and then a non-combat pet(s), that would be fine. Perhaps as story fluff your character has a couple of mousers.

No aasimars, 20 point buy, two background skills. Everything will be detailed in a new thread when my current table is nearly finished.

I'm rethinking crafting due to input.


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I hope you all have been well. I will have an update coming later today. I appreciate everyone's patience


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HP 19/19 | AC 15 FF 12 Touch 13 | CMB 1 CMD 14 | Fort +3 Reflex +5 Will +9(Immune Sleep) | Init +9 | Perc +12 | Low-Light Vision Neutral Elf Witch/4

Happy Saturday! And tomorrow is Halloween! :D


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HP 19/19 | AC 15 FF 12 Touch 13 | CMB 1 CMD 14 | Fort +3 Reflex +5 Will +9(Immune Sleep) | Init +9 | Perc +12 | Low-Light Vision Neutral Elf Witch/4

Round 2

Seeing the proficiency of the purple corbie, Elvina casts Misfortune on the creature! (roll twice and take the worse result)

Then, the witch steps ten feet back, giving her allies more space.


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HP 19/19 | AC 15 FF 12 Touch 13 | CMB 1 CMD 14 | Fort +3 Reflex +5 Will +9(Immune Sleep) | Init +9 | Perc +12 | Low-Light Vision Neutral Elf Witch/4

Round 2

With her hex resisted, Elvina turns to her other skills. She reaches into her adventuring sash to pull out a vial. During the search, Hedgie pokes his head from under the flap to investigate his mistress' actions.

Elvina uncorks the herbal mixture and gives it a quick sniff to make sure it's still good.
Profession Herbalist DC15: 1d20 + 10 ⇒ (5) + 10 = 15


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HP 19/19 | AC 15 FF 12 Touch 13 | CMB 1 CMD 14 | Fort +3 Reflex +5 Will +9(Immune Sleep) | Init +9 | Perc +12 | Low-Light Vision Neutral Elf Witch/4

The elf releases the tension on her light crossbow, storing the bolt and slinging the weapon across her back. "Riftun makes some good points. We should finish what we've started." She casts Dancing Lights and moves the will-o-wisp-like orbs to float 10 feet in front of Yuto, who's leading the march.

Even in the daytime, the spell was helpful. While cleaning out an old armory in an elven outpost in Mierani Forest, Elvina had almost become overrun by a swarm of spiders resting in the crevices of antique armor. She wasn't about to be surprised by creatures masquerading as a shadow.

A greenhouse? Elvina looks up at what would have been the glass ceiling, following it down to the remaining walls.
Knowledge Nature (type of untanned furs): 1d20 + 10 ⇒ (10) + 10 = 20

The marching order sounds good to me!


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HP 19/19 | AC 15 FF 12 Touch 13 | CMB 1 CMD 14 | Fort +3 Reflex +5 Will +9(Immune Sleep) | Init +9 | Perc +12 | Low-Light Vision Neutral Elf Witch/4

Happy Saturday everyone! I hope everyone has had a good weekend so far! :D


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HP 19/19 | AC 15 FF 12 Touch 13 | CMB 1 CMD 14 | Fort +3 Reflex +5 Will +9(Immune Sleep) | Init +9 | Perc +12 | Low-Light Vision Neutral Elf Witch/4

Man, yesterday I went down the Paizo drama rabbit hole


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HP 19/19 | AC 15 FF 12 Touch 13 | CMB 1 CMD 14 | Fort +3 Reflex +5 Will +9(Immune Sleep) | Init +9 | Perc +12 | Low-Light Vision Neutral Elf Witch/4

At my weekly Runelords game. I will post when the session finishes


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HP 19/19 | AC 15 FF 12 Touch 13 | CMB 1 CMD 14 | Fort +3 Reflex +5 Will +9(Immune Sleep) | Init +9 | Perc +12 | Low-Light Vision Neutral Elf Witch/4
Aganhei GM wrote:
Just a few minutes ago, Shalelu, Ameiko, the heroes of Brinestump (who Elvina knows as Yuto, Teruko, Torra, and Hana), and the mysterious young Minkaian woman Amaya left the caravan, heading towards the ruined settlement of Brinewall. [...] Shalelu, Amaya, Koya, and Sandru are back, the other elf holding Ameiko in her arms. Koya looks around before her eyes light on Elvina. "Ah. There you are, Elvina. As you can see, we have a bit of a problem. It looks like Ameiko's been afflicted by some sort of curse or enchantment, and I can't do much to help her yet. She's not at risk." The younger woman adds hastily, "But she isn't conscious, and I need more time to figure out what's going on. Amaya, Seishin," who Elvina remembers is a priest of some foreign god, "and I will be looking after her here - and I'd like for you to go with the other four to help keep them healthy." Koya offers Elvina a tired smile. "Is that alright with you?"

Elvina approaches Shalelu Andosana, who's carrying an unconscious Ameiko Kaijitsu. Elvina has a hand in her adventuring sash, searching for a herbal remedy when the other elf has requests other plans. Elvina peers curiously at her longtime friend. "Of course."

The elf gently brushes a strand of hair from Ameiko's face to examine her expression. She wouldn't question if her skills were better here. Shalelu was a skilled adventurer and had a keen eye for assessing situations like this. With nothing more than a nod, Elvina dashes off towards the direction Shalelu and the others came.

Slender ears bouncing, the elf spots Yuto, Teruko, and Torra grouped together. She slows her run, looking around carefully as she reaches them. "Shalelu sent me. I saw what happened to Ameiko. Are you all alright?" Her concern sounds genuine.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19

Hedgie, sensing his mistress has stopped sprinting, pokes his head out of the leather flap of her adventuring sash. His nose rapidly sniffs the air before looking up at Elvina with a disapproving expression as if to say I wanted to stay on the caravan.


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Oops, I meant -18 not -22.

Did you all see Arby's is selling d20? Lol...


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Gosh, that's so true. There are posts and there are quality posts. The two are completely different


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To Recap

Early morning a small band of skum attempted to raid Talmandor’s Bounty. The party dealt with the intruders swiftly and discovered a map carried by one of the skum. The party decided to follow the map and came across several ruins.

Along the way, the party discovered a temple to Acavna, goddess of the moon and defensive battle. Two fervently faithful celedons greeted you, keen on sharing the knowledge of their goddess and their Azlanti language.

You also observed a swarm of metallic balls widely patrolling (like some kind of defense system) the area as you approached the tower marked on the skum’s map. The tower turned out to be the Spindlelock Research Facility, which was guarded by several skum, lead by their leader Urlgryber. And at the top of the tower, you found Rayland and Eliza, two colonists from the first expedition.

The Spindlelock Research Facility was a boon of ancient history and technology. There were books on the creation of ioun stones, operational clockwork servants, recording gems, and a tank with tubes and pipes with an elemental inside cleaning and circulating the water!

Recap May 25
Recap March 26
Recap March 21
Recap March 13

-----

Talmandor's Bounty

The party leaves the Research Station Spindlelock (area p) with Rayland, Eliza, and the two reprogrammed clockwork servants.

The group passes the celebrants (area n) on their way back to Talmandor's Bounty. Ariel and Urlana are happy to see you and recognize Eliza even blindfolded. The two don't seem bothered by the fact Eliza is blindfolded and gagged. They only seem to care about sharing their knowledge of their goddess Acavna. They make you promise again that you'll come and visit soon.

The smoke from the town square bonfire is a welcome sight as the party finishes their trek back to Tamandor's Bounty. Several settlers jog over to greet you when they see Rayland, Eliza, and the two clockwork servants. Someone runs to find Ramona and the colony leader appears with several soldiers, including Carver Hastings and Medrinnah Harleau's father.

It's impossible to keep away the commotion and excitement. Soon, it seems like all 50 of the other settlers are all outside, crowded around you. Rayland and Eliza aren't trying to escape, but Rayland turns his head towards the various voices as if listening intently.

Ramona eventually disperses most of the crowd and you all go to one of the small houses off the main street (area 14). The soldiers are still present and Ramona has invited the two clerics, Kurvis Nurpico and Eamon Caranth to examine Rayland and Eliza.
Kurvis Heal: 1d20 + 10 ⇒ (10) + 10 = 20
Eamon Heal: 1d20 + 6 ⇒ (5) + 6 = 11

Kurvis looks up from his examination. "We need to wash the slime off of them. It's making them weak - look at their skin."

"I'll get a bucket and soap," Eamon volunteers.

While Eamon fetches the supplies, Kurvis announces he's going to cast Communal Protection from Evil. However, even with the cleric's spell, Rayland and Eliza can't seem to break the spell that's been cast on them.

Ramona decides Rayland and Eliza will remain here after they've been washed. They'll remain bound, gagged, and blindfolded and soldiers will rotate shifts watching them.

You're extremely tired, but you feel oddly stronger. The party is now level 4! In addition, after returning, you have one month of downtime for professions, learning Azlanti with Ariel and Urlana, assisting the colony, strengthening relationships, etc.


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GM Screen:
Eliza: 1d20 + 13 ⇒ (1) + 13 = 14

Upper Observation Deck

To recap...

The party would remember Rayland Arkley was Talmandor Bounty's governor, the leader of the first group of colonists. The party explored Rayland's house (area 9 in Talmandor's Bounty) and found a sheet of folded parchment resting on top of a crossbeam that turned out to be the Talmandor's Bounty colony charter. The party also found a silver pocket watch and a traveling spellbook.

There was also a note buried at the plum tree (area 17) that mentioned both Eliza and Rayland. Link to note (Here) One of the logbooks detailing daily events in the colony since landfall had an invisible arcane mark inscribed on the inside of the back cover that read "plum tree" which is how you were able to find the note. The logbooks were located in the Government House (area 10), where the colony charter should have been. You would know the Government House holds all the colony's legal documents and would have been accessible by any government official, including Rayland, whenever they wanted.

More recently, the party learned Eliza Haniver ran into the two friendly constructs of Acavna. The two constructs expressed concern over Eliza who'd promised to return but never did.

Becky Beys wrote:
"How did you escape now?" Becky asks. "Did we accidentally hit a button or pull a lever that opened your prison?"

Eliza responds to Becky: "We were captured and have been held here as prisoners by skum. Did you all kill the skum warriors downstairs?" Eliza and Rayland had been sitting against the wall of this floor; Eliza and Rayland stood up when you arrived at the top of the stairs. Both have slimy sickeningly translucent skin. The exposed muscle tissue and circulatory system reveal their skin to be practically transparent. (They look exactly like their pictures from the previous post.) Eliza continues, "Thank you for rescuing us! And praise Erastil!"

You can see where Eliza and Rayland are standing on the map.


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Whenever you have free time, could you all double-check to make sure the quick reference information under your character name when you post is up-to-date? I frequently reference it instead of clicking on your character profile; it helps me out a lot. (I know everyone's is probably correct, but just to make sure!)

Please correct me if I'm wrong, but I believe due to Becky's buff, the attack will miss Asher. Due to flatfooted only excluding Dex and dodge bonus to AC. I made an ooc note in the proceeding post

Since March 3th, I’ve posted 342 times over 136 days. That’s about 2.5/day. I’m really happy we’ve been together this long already! :) I’m feeling reinvigorated as we near the end of book 1!


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Paladin/6

"I am not fond of this cold," Tegan complains. The wizard tugs the hood of her traveling cloak tighter around her neck.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

Are we in a Surprise Round? Like, do the people who made the 15 Perception get to act? Or are we in Round 1?


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I love Barnaby. Of course! :)


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I would love to be a player at a Kingmaker table too!


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Paladin/6

The dice roller requires a sacrifice! Blood for the Blood God!


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I'm not sure if it's a spoiler or not, but are plants and animals in danger in the first book? I'm afraid I don't know much about the AP