Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Hello, folks.
Regretfully, I have to bow out of this game. Recent developments in real life have made it difficult for me to focus on it and find my groove, and while it is a wonderful game, I don't think it is the right fit for me at this point.
I've enjoyed playing with you all, wish you all the best, and hope to play with you in the future if our paths cross.
An especially heartfelt 'thank you' to GM Wolf for taking me in, and my very sincere appreciation for all the work you put into this game - incredible stuff!
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
At the north gate, Vesi rushes towards the breach in the wall, trying to see if the army of creatures was heading this way. It was heartbreaking to see the injured and the dead, the broken wall and buildings.
The druid attempts to organize the defenders - civilians into helping each other away from where they might be in harm's way if another attack happens, the soldiers and militias into barricading the gap as best they could.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Perception:1d20 + 13 ⇒ (2) + 13 = 15
Vesi is overwhelmed by the chaos at the North Gate. They rush towards the biggest fire, creating water to help put it out. Once that is done, the druid moves towards the breach in the wall, trying to see if any more enemies are trying to come through.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi heads towards the place where the colossal creatures made a hole in the wall, although the undine is unsure how they can help just yet. Perhaps healing injured soldiers and bolstering the morale of the defenders.
I thought the hole in the wall was at the north gate.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Realizing that running atop the wall wasn't a feasible strategy, Vesi looks for the nearest stairs to descend to street level, then tries to cut through the city towards the north gate.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi continues to run along the top of the wall towards the North Gate, trying to get close enough to the colossal creatures to target them with her magic.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi is going to move in range of Command Animal and cast it on the closest colossal creature, dashing if needed. They seem the highest priority right now.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi pauses in their reforestation efforts to target one of the colossal creatures with a holding spell, hoping to at least delay them for a little while.
Cast Hold Animal, DC 17 Will or be paralyzedfor 7 rounds (new save each round).
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
The sudden growth of plants gives Vesi an idea, and the druid gestures towards the area, whispering under their breath.
"Not only they will find it difficult to pass through, but they may get poisoned by the plants."
Cast Sickening Entanglement in a 40-ft. spread at the front of the Plant Growth area. DC 17 fortitude or be sickened while in the area and for 1d4 ⇒ 1 rounds afterwards.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi would prefer to stay on the wall and support with healing/summons/putting out fires.
And as a newly-joined player I'm not sure what everyone's combat capabilities are, but if you think Vesi would be better suited elsewhere please let me know.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Perception from the walls:1d20 + 13 ⇒ (10) + 13 = 23
It was hard to see through all the smoke as Vesi squints towards the waiting forces. They had never been in a situation like this before, so the undine looks to Quince and the others, hoping they had some sort of plan.
"What should we do now? Can we send for reinforcements through the portals? Do you think they will besiege the city?"
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Gathering the moisture from the air, Vesi unleashes a powerful jet of water straight at the front ranks of the attacking forces, careful to avoid Quince's fiery walls.
Casting Hydraulic Torrent, bull rushing everything in a 60 ft. line (or until it encounters something immovable).
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Unless more pressing tasks call them elsewhere, Vesi is excited to take part in the first stages of the monastery building, providing water to the workers and craftsmen and cooking nutritious, filling meals for them. The druid can also help with drafting plans and making detailed maps of the surrounding region to mark resources of interest - natural springs, woods for timber, good stone for quarrying.
Is the monster attack happening in Elkheart or Varnhold?
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Minister of Forestry and Agriculture. :D
Vesi is happy to stay an advisor for now, but in the future either Councilor or Grand Diplomat. Since the kingdom is already pretty committed to living in harmony with nature, I don't feel the need to be very active in that area.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Holding a half-eaten pastry with mushroom and herb filling, Vesi cheers at the end of Quince's speech. "Hear, hear!" The druid stuffs the rest of the pastry in their mouth and claps enthusiastically.
Craft, mapmaking:1d20 + 9 ⇒ (10) + 9 = 19
After the ceremony ends, Vesi presents Lykan and Quince with a carefully drawn plan of Varnhold as it currently stands. "I'm no urban planner, but this may help you decide how to develop the town further. I was perhaps thinking we could have a herbalist here, but I understand if there are other priorities."
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi's mouth falls open at the sight of the dragon. "Is that really... Oh, wow." Approaching gingerly, the undine greets the newcomer. "I am so sorry, I forgot your name as well! I'm Vesi, Quince's cousin. Is that really a dragon? What's their name? How did you meet?"
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
"That's right. You saw how easily my friends beat you. We are here to defend those who live here peacefully. If you make trouble, you're toast." The undine accompanies their stern words with a decisive nod.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi offers the spriggans some food from their pack once they drop their weapons, continuing to chat with them as they eat, trying to find out if they live in the area and if there is a way for them to be less hostile and dangerous to passers-by.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
"Look, we can't let you ambush people and kill innocent travelers! Now a bunch of your friends are dead, and what have you accomplished? But if you're hungry..." Vesi glances at their cousin, then pats their stuffed satchel meaningfully, waiting for Quince's approval before offering food to these unfortunates.
If Quince lets Vesi feed them...
"Why don't you all drop your weapons and come have a snack with me, hmm? What do you all eat? Are you vegetarians? If not, I have some jerky I can make into a nice stew, if you wait a bit. Do you like spicy food?"
Diplomacy:1d20 + 23 ⇒ (8) + 23 = 31+2 if they are fey
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi trudges towards the spriggans, stopping a short distance away, fists on their ample hips. "Well, why were you shooting at us? We haven't done anything to you!" The druid glances sideways at their companions. "We were just defending ourselves."
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
"What? Why?"
That's all Vesi manages to say, confusion written clearly across their features.
What are those? Why are they attacking us?
Moving closer to where Dinenen, Quince and Jorne were doing battle with the suddenly enlarged creatures, Vesi goes down on one knee, placing a palm flat on the ground, entreating the plant life in the area to help their comrades.
Cast Sickening Entanglement to catch as many spriggans as possible without hindering the party members, DC 17 Reflex to avoid being entangled, and DC 17 fortitude save to avoid being sickened.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
"I can try talking to them?" Vesi suggests, leaning over the sinkhole again to peer down. "If they were created from earth and water... well, the latter is my native language."
In Aquan, the undine calls out to the mud elementals.
"Hello? Are you alright down there? We do not wish you harm. Would you mind if we talked for a bit?"
Should there be an encouraging response, the druid asks a few basic questions, like who they are, how they got there, if they need anything and what their intentions are.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
"Are they a threat? Any idea how they got there?" Vesi thinks for a moment. "If someone who is not a giant falls into this hole, I doubt they would survive long enough to worry about the mudmen." The undine looks at Quince for a decision.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
"I think this would require a lot of work to address, but it may get worse over time as the water further erodes the earth. Perhaps the signs are enough for now, and we can come back later with tools and workers to shore up the hole."
Vesi peers into the depths of the sinkhole again.
I do wonder where the mudmen came from. There may be more of them where we cannot see them." Vesi describes them in detail to their cousin and the others, in case someone might have an idea what the creatures were.
Did they react at all to our presence? Do we get the sense they might be intelligent?
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi's entire face lights up at the suggestions of flight. "Truly? Oh, I would love to! And you are correct, considering the abundance of mud at the bottom, we may be dealing with water-based erosion."
Once the undine is flight-capable, they waste no time in heading towards the bottom of the sinkhole, careful to stay out of range of the mud people/elementals, and using their magic to bring some light into the area.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Rolled a 26 in the previous post.
Vesi sighs as they finish their examination of the wagon. "No clues about who the people were, I'm afraid. If we ever come across their next of kin, perhaps we can give them some of this." The undine gestures at the three chests still drying after being washed, the glint of silver and copper coins inside.
The druid turns to their cousin. "Quince, do you know if there's a trade route that goes through here? Perhaps we can figure out where they were coming from and where they were headed."
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi sighs. "I wish things didn't end up this way. I don't know if they could have been made to understand that eating people is bad, but that's not a risk we could take, considering the threat to locals and passing travelers."
The undine goes to poke around the wagon carried by one of the ettins, hoping to discover more clues. Then they glance at the sinkhole.
"I hope we can do something about this, so that people don't fall in. At the very least put up some warning signs."
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi maneuvers so that she has a direct line towards Quince's target while avoiding Quince himself, and gathers the same sort of power she used to give the ettins a shower - but now in a powerful torrent that slams into the giant creature, hoping to create an opening for their cousin.
CMB Bull Rush:1d20 + 12 ⇒ (9) + 12 = 21
Casting hydraulic torrent, can bull rush creatures of any size, hopefully it gets pushed back and triggers and AoO from Quince.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Sense motive:1d20 + 16 ⇒ (11) + 16 = 27
Before Vesi can object to Quince's plan of action, the others erupt into movement, attacking the ettins.
"That's not what... I had in mind." The undine sighs, muttering to themselves. "At least they had a good meal and a bath, I suppose."
Vesi can't let the others fight by themselves, but the druid is reluctant to harm the creatures which whom they had been conversing only a moment before. Still, they could do something. Calling upon the primal energies of the wide, open space, Vesi targets Quince with a burst of speed.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
"Oh wow, three days, big sleeper! Heh." A smile frozen on their face, Vesi retreats out of earshot of the ettins, then signals some of the others, whispering.
"What do you all know about ettins? I'm pretty sure one of the heads on... I forgot to ask their name, the one with the helmet on, the other one's name is George. Anyway, I'm pretty sure the other head is dead."
The undine gives them a wide-eyed look, glancing at the ettins now and then. "So, what now? They ate some people and horses, we can't really let them roam free and kill more people."
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi does their best to conjure some water so that the ettins can wash and drink, trying to keep the conversation going and the ettins' thoughts from turning towards making Vesi and the others into dessert.
"A meal on wheels? You mean the wagon? What was in it?" Vesi glances at the other ettin, the silent one. "Is your friend alright?"
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
As the ettins emerge from the hole and their size becomes very apparent in the light of day, Vesi feels rather apprehensive and tries to give them plenty of space. Out of the corner of their mouth, they ask Quince. "How's that food coming along? I am starting to feel like an appetizer."
Louder, Vesi tries to keep the ettins engaged while the food is made ready. "Feels good to be out of that hole, eh? How did you end up there, anyway? Anything interesting to see? Would you like some water to help wash off some of that mud?"
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Rolling a few SMs as Vesi converses with the ettins.
Sense motive:1d20 + 16 ⇒ (11) + 16 = 27 Sense motive:1d20 + 16 ⇒ (16) + 16 = 32 Sense motive:1d20 + 16 ⇒ (19) + 16 = 35
"We have food we can share, and we can try to help you get out. Just please don't try to eat us, alright? Can you climb trees?" Vesi shouts down the hole again, then an idea seems to occur to them.
"Is there water down there that bothers you? I can try to make that go away, at least for a while."
The druid turns to the others, while also scanning their surroundings, lowering their voice to a normal level. "If them trying to get out made the sinkhole bigger, the edge of it may not be able to support them when they do climb out, if they do. So we should try to figure something out for that situation. Unfortunately my magic cannot help with that, my affinity is with water, not earth."
If Kendryl flies down to negotiate, Vesi will cast enhanced diplomacy on him - +2 to one Diplomacy or Intimidate check.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi relays the ettins' words to their comapnions.
"They say they are hungry, are asking if we have any meat, and, uh, they are complaining about over-moisturizing."
The druid then shouts down the hole again. "I hear that exfoliating helps! And it may seem counter-intuitive, but a light moisturizer is quite essential as well! Anything we can do for you?"
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Earlier, with Quince and Dinenen.
Vesi listens to their cousin's impassionate speech about the history of settling the Greenbelt, looking thoughtful. As they prepare to depart, the druid leans in to whisper to Quince.
"I didn't know what I would find when I made my way to your domain, but I am happy that I did. You are truly a good person, and seem to surround yourself with good people. I would like to help, if I can." The undine winks. "And I hope we come across fey here as well, I find them fascinating."
At the sinkhole
Perception:1d20 + 13 ⇒ (18) + 13 = 31
Leaning cautiously over the edge to peer into the depths of the sinkhole, Vesi points. "There's a few someones down there. The smaller ones I cannot make out clearly, but two of them are huge, with four heads between them and... made of mud? Very curious."
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi greets Lykan cheerfully, seemingly unfazed by the elf's unusual appearance.
"I hear that you enjoy the outdoors. I do as well, and I'm looking forward to explore these lands!" Vesi looks to the west, following Quince's gaze. "Oh, I've missed the mountains." They take a deep breath, the congested quality of their voice gone. "I like the air here."
With a last look around Varnhold, the druid is ready to go.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
Vesi brushes some dirt off their trousers.
"Vordunadely I didn't vall vrom very high ub!", the undine jokes, then promptly sneezes. Keeping their distance from the other mounts, Vesi takes in the new sights, spinning around as they try to capture everything all at once.
Bluff +14, Diplo +23 (+25 vs fey), Disguise +10, Heal +12, K. nature +13, Ride +8, SM +16, Spellcraft +13, Survival +13, Swim +14, UMD +16
With a click of the tongue, Vesi gets Possum moving forward, the lizard's body undulating as it approaches the obelisk. The undine hesitates for a moment before reaching out to touch a hand to the stone.