Balazar's Eidolon

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RPG Superstar 8 Season Marathon Voter. Organized Play Member. 135 posts (145 including aliases). No reviews. No lists. No wishlists. 1 alias.


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I had forgotten about the Specific Overrides General rule. You are right, this could easily be interpreted as an example of that in play. I'd still love an errata or a definitive answer at some point but I'm willing to accept that as an answer for the time being. Thank you for your input.


I have a question regarding the spell Divine Wrath.

Core Rulebook, Pg. 332 wrote:

Divine Wrath

You can channel the fury of your deity against foes of opposed alignment. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose. You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save. Creatures that match the alignment you chose are unaffected. Those that neither match nor oppose it treat the result of their saving throw as one degree better.

Divine Wrath says it deals "4d10 damage of the alignment you chose" so that means if I chose Law, it would deal 4d10 Law damage. Now, after this the spell goes on to say that it can't injure creatures who match the chosen alignment and that creatures who neither match nor oppose suffer reduced effects of the spell. Now, the confusion comes in when you look up Alignment Damage.

Core Rulebook, Pg. 452 wrote:
Weapons and effects keyed to a particular alignment can deal chaotic, evil, good, or lawful damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.

This means that if you choose law, you only injure chaotic creatures, because the spell deals Law damage. But if that were the case, why mention all of the stuff after the damage type? It reiterates that the spell can't injure creatures who match the alignment, but then also adds that it has reduced effect against creatures that are neither opposed nor aligned, which isn't something Alignment Damage does.

There is another spell, Divine Decree, which functions very similarly to Divine Wrath, but it inflicts untyped damage. This makes sense with the difference in effect being purely based in the text of the spell.

So, here's my question. How does Divine Wrath work? Is it supposed to function like Divine Decree? Is Divine Decree wrong? I can't actually find a third spell with this mechanic to compare to. If Divine Decree if wrong, are these spells exceptions to how Alignment Damage normally works?


What was the thought process behind the usability of witch hexes? Many of them state something along lines of, "a creature cannot be the target of this hex again for 24 hours." To my knowledge, they are the only class feature or ability with that wording. Why the distinction from the usual "once per day" limitations?


Wrag wrote:

1. Ranger

2. Cleric
3. Barbarian
4. Sorceress

By the way,

Do they choose Iconics random, or those they think are the best fit for the campaign?

Somewhere in the forums, I believe in the Ask James Jacobs thread, the team has commented that iconics for a given adventure path are selected based on 2 major elements. How thematically appropriate the character is, and how recently they've been used in other Paizo material. I would quote that but I cannot find the post at the moment.


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gustavo iglesias wrote:

That's why the article is so good. Zombies are unnatural because they are of dual nature, living and dead. But they have been with us so long, that they have their own class. Zombies are zombies, which are different class than, say, vampires or ghosts. You don't see a zombie and think "oh, he is 50% human, 50% corpse". You see him and think "he is 100% zombie"

So to make zombies creepy again, you have to mix them with other things that belong to different classes, with unnexpected and unnatural descriptors for a zombie.

A zombie isn't creepy anymore. But what about a zombie rocking a cradle? What about a zombie reading a book? What about a zombie cooking? Or painting a scene of when he was alive? What about a zombie playing with a doll?

Curse of the Crimson Throne Spoilers:
In Curse of the Crimson Throne, there is a scene where the party enters a fancy manor house in search of a young musician who performed at a masquerade at the manor a few days ago. When the party arrives, the place seems to be abandoned from the outside. However, when they enter the main hall, the are met by the gruesome scene of 3 pairs of clearly dead and diseased nobles dancing a clumsy waltz in the middle of the entrance hall amid the corpses of other party goers. I recently ran this encounter and my party was thoroughly creeped out by the scene. As they traversed the manor, they discovered other such scenes. Two zombies arguing about "politics" in gruff grumbles and moans while being waited upon by a third. Another plucking at a harp for the entertainment of a row of corpses lined up in the audience chairs.A group of four eating dinner, the butchered remains of several other corpses, in the dinning room with poorly managed knives and forks. My party loved it, I loved it, and the manor has gone down as one of our favorite encounters in any game I've run.

I believe the reason for this is because of what you said above. By locking certain creatures into certain behaviors, actions and roles, you make them predictable and quantifiable. Every so often, mixing things up and subverting a player's expectations of how a creature should act can do wonders for setting a mood, especially when it comes to creatures that are "supposed" to be scary. The example I provided above is one, but the vampire that hunts in broad daylight, the werewolf that is more sane during the full moon, or the flesh golem that acts and talks like a living child are also excellent examples, at least one of which has actually been used by Paizo.


Pg. 118 and 119, In the "Temple Under Alert" segment on page 118, the book refers to he Gray Maidens in area G2. On page 119 it says there are four Queen's Physicians.

Given that on page 118 it says that there are only five Queen's Physicians active in the temple and these four bring the total up to nine, the Queen's Physicians in area G2 are probably supposed to be Gray Maidens.


You say that the LG character is the healer? Does that make them a cleric? A cleric who worships a god in LG/NG range probably wouldn't go for the mercy killing. I think a cleric of NG deity would be even mroe against the idea than LG. A cleric of a LN deity might be open to the idea.

Without knowing specifics, I'd say a LG GMPC likely wouldn't be the one tho bring up mercy killing as an option, but might be open to it if somebody else spoke up about it. It largely depends on their personal moral code and whether they believe they can keep themselves and their allies safe from the flesh eating child.


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I'm still fairly early on the campaign but I have wrapped up the Fishery at this point. My battle with Gaedren was deliberately anticlimactic. Gaedren is an old man, well past his prime, I wouldn't expect him to put up a good fight, and he didn't. One of the party members was almost feeling sorry for him when he all but threw himself on the bloodrager's blade at the end. As the life was slipping out of him I had him chuckle one more time and mutter something about "seeing if Hell was any better than Scarwall". In my version, he was part of a group that traveled through Belkzen once upon a time and stopped by Scarwall to get out of a massive storm. That night all of his companions died and he barely got out alive. He was picked up by a patrol from Lastwall and eventually made his way to Korvosa. That experience started tipping him from 'selfish ass' to 'cynic with no regard for any life but his own.' This has allowed me to foreshadow Part 5 while adding some depth to his character. The party will encounter his old companions amongst the undead of Scarwall and can learn what happened to him there.

Don't know if this will help anyone, just my thoughts on the topic.


With the release of Horror Adventures, there have been a lot of interesting concepts to mull over and new rules to consider incorporating into campaigns. Most interesting to me, is the new disease material. The book contains brand new diseases as well as templates that can be applied to a disease to make it more lethal, virulent, or pretty much anything you could want from a disease.

Seeing this new material gave me an idea for plague scenario that I could run in one of my campaigns. With that being said, there is no precedent in any source book I have access to for how to handle a large scale plague on Golarion so... I turn to the forums.

The major question I pose to you is this: "How would magic fundamentally change a quarantine scenario?"

For more specific details: This event will be taking place in Magnimar, therefore, there are 5 major religious orders/tamples in the city (Abadar, Iomedae, Desna, Erastil, Calistria) with the potential for numerous smaller ones. There is a school of arcane magic as well as numerous environmental factors within the city, such as the cliff that breaks the city into parts and the river that runs through the middle of it, all of which should be considered. The disease in question has an onset and frequency of 1 hour. It spreads through contact and builds up anger in people, increasing odds of spreading by encouraging fighting and physical contact while slowly killing people. The average person is likely to die within 5-7 failed saves. The disease is "new" which is to say this is it's first appearance in the setting so people won't know what it does immediately or how to deal with it.

If you were in charge of setting up and maintaining the quarantine with these details in mind, how would you do it? What steps would you take, and by extension, what steps should I take as GM?


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My party should be reaching Renchurch in another 4-6 weeks or so. Really looking forward to fooling around with all of the awesome material there, especially this. My party is one that very much likes to take breaks and handle things at their own pace, but they are very under equipped to deal with large numbers of haunts. Hopefully, this will encourage them to take a few more risks and push through rather than take their time.


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Hello Paizo forums. I'm looking for a bit of help. I have a group that is, after two and half years, finally about to hit module 6 of Kingmaker. As we'll soon be wrapping up, I want this last module to be particularly memorable.

I've been trying to assign each of the many bosses in this module with one or more musical themes to play alongside them, most of which have been pulled from various video games. I have most of them picked out, but I'm struggling to find appropriate music for The Knurly Witch, Ilthuliak, The Wriggling Man, and Nyrissa herself.

Any ideas would be appreciated, as well as a link to the music.


Claxon wrote:

Nope!

Quote:

Conjuration

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

You can't teleport a creature into mid-air either.
The line that you bolded only has to do with creatures or objects being summoned to your location from elsewhere. Teleport and Dimension Door move something from your current location to another location. Neither bring something into being or transport something to your location. It is possible to end up inside another target when using Dimension Door, and rules for that eventuality are stated in the spell description:
Quote:

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Also, Dimension Door has two methods of picking a target location, visualization of target destination, or specifying a direction and distance you want to travel. You could very easily say that you want to travel 150 feet up and 50 feet to your right. Teleport requires visualization, but if you look up, you can see exactly where it is you want to go and can visualize it appropriately. I can't see why you'd be using Teleport with this tactic, but it is possible.

Marathon Voter Season 8

I would greatly appreciate it if you could do an edit for my Serpentine Stave. Short stories and fiction are awesome, but I'm a bit more interested in improving my item creation skills. Having someone with as much experience as you taking a stab at fixing my item would be amazing.

Marathon Voter Season 8

Serpentine Stave
Aura moderate varied; CL 11th
Slot none; Price 85066 gp; Weight 5 lbs.
Description
This staff is composed of intertwining reeds and branches. The head of the staff is roughly crafted to resemble a serpent, fangs bared.

Neutralize poison (1 charge)
Poison (1 charge)
Slay living (3 charges)

As a standard action the wielder of a serpentine stave can expend one or two charges from the staff and drop it in an unoccupied adjacent square to animate the staff for one minute. While animated the staff has the stats of an iron cobra without the find target special quality and with an intelligence score of 0. If two charges were expended, the staff is treated as either an adamantine cobra or mithral cobra. When animated, the staff is automatically filled with 3 doses of black adder venom. The staff is mindless and incapable of acting unless its owner spends a move action to command it in any given round.

While animated, the staff can expend charges stored within it to cast neutralize poison, poison, and slay living as if it were being wielded. The staff uses its own caster level and the relevant casting stat of its owner to determine the strength and save DCs of the spells.
If the staff is reduced to 0 or fewer hit points while animated the staff reverts to an inanimate state and cannot be animated again for 24 hours. If the staff is reduced to 0 or fewer hit points while not animated, it is destroyed.
Construction
Requirements Craft Staff, animate objects, neutralize poison, poison, slay living; Cost 42533 gp

Marathon Voter Season 8

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Pretty sure I found the item with the longest name that other's have been referring to.

Marathon Voter Season 8

I've seen this one item 12 times and it's so obvious it's a joke item that I groan every time I see it. Hasn't stopped me from voting for it 10/12 times.

Edit: Woo, Dedicated Voter!

Marathon Voter Season 8

I know a few Paladins round about level 7 who would love to get their hands on a weapon that powerful AND inexpensive.

Marathon Voter Season 8

"Alright, this item looks simple, flavorful, not Superstar but certainly ni... NO! Why'd you do that! You ruined it right at the end!"

Marathon Voter Season 8

Is there something on the website that tracks how many votes you've made? I haven't been doing it manually, but I'm kind of curious now.

Marathon Voter Season 8

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The black raven wrote:

I do not know how you guys do it really.

After going through the compulsory 2 wondrous items, I had an interesting object paired against a wall of text. After that, the next two pairings were average to bad against the same. And I just could not keep on voting. After only 3 votes.

That was 4 hours ago and I feel like trying again but I fear the same will happen quickly :-(

Inspirational music, rewards at set milestones, and sheer stubbornness.

Marathon Voter Season 8

Just found a surprising well balanced time item... Want to vote for it, but the other one is so cool and so much more applicable at low levels...

Marathon Voter Season 8

Clouds Without Water wrote:

We need more polearms!

I've seen one really cool polearm. Bit underpriced for what it did, but cool nonetheless.

Marathon Voter Season 8

I really like how mine came out and my pit crew is highly optomistic. I'm less so, but still looking forward to seeing what happens.

Marathon Voter Season 8

Ring of the Elements
Aura moderate evocation; CL 6th
Slot ring; Price 15,000 gp; Weight

Description
This brass ring is etched with depictions of erupting volcanoes, tornadoes and other natural disasters.

A ring of the elements must be worn for 24 hours before it begins to function.

The ring grants its wearer resistance 5 to acid, cold, electricity, or fire, chosen by the wearer. Only 30 points of damage may be resisted in this way each day. As a full-round action the wearer may change which type of energy they have resistance to.

Whenever damage is resisted using the ring, it stores the absorbed energy within it. As a standard action the wearer may release all stored energy in a 10 ft. radius burst around themselves. This burst deals 1d6 points of damage for every 5 points of energy absorbed to a maximum of 6d6. This burst deals damage of the type that the ring is currently set to absorb. A DC 14 reflex save halves this damage.

Construction
Requirements Forge Ring, Draconic Reservior; Cost 7,500 gp

Never got around to polishing this idea. Wanted to do more with it, incorporating Elemental Aura into the crafting requirements and adding a secondary effect depending on the type of damage the burst did.

Marathon Voter Season 8

skyshark wrote:
As a first time contender, should I include an explanation of cost for my item, since I have not found pricing anywhere for one of its particular ability, or only submit the exact text (name, cost, construction, etc.) for my item in the submission?

Don't include an explanation. Just submit the item following the appropriate template. As long as you believe the price makes sense, somebody who looks it over should be able to see where you are coming from and why you priced it as such.


Name: Ultimus
Race: Human
Classes/levels: Fighter 2
Adventure: Haunting of Harrowstone
Location: Harrowstone Top Floor
Catalyst: Piper of Illmarsh/Father Charlatan
The Gory Details: Ultimus was haunted by Father Charlatan. During the fight against The Piper of Illmarsh the Father knocked him out ad left him an open target for the stirges while the party tried desperately to deal with the Piper, a being they thought was a ghost, not a haunt.

Name: Daniel
Race: Human
Classes/Levels: Cleric 2
Adventure: Haunting of Harrowsone
Location: Harrowstone Top Floor
Catalyst: Piper of Illmarsh
The Gory Details: The party spent too long trying to deal with the Piper through conventional means. None of their attacks had any effect. When Daniel and Malto were short on hitpoints they decided to flee, only for Daniel to be trapped by the Piper once again and sucked dry.

Name: Ricros
Race: Dwarf
Classes/Levels: Fighter 3
Adventure: Haunting of Harrowstone
Location: Harrowstone Basement
Catalyst: Slaughter Man
The Gory Details: Ricros took several magic missiles to the chest, dropping in the first round of combat. He remained unconscious throughout. At one point, the party wizard, Malto took Ricros' only healing potion and drank it himself rather than feed it to the fighter. Shortly after, the Slaughter Man popped out of a wall next to Ricros and used his corrupting touch to finish the job, gloating as he did.

Name: Petrokalous
Race: Human
Classes/Levels: Inquistor 4
Adventure: Trial of the Beast
Location: Road to Lepidstadt
Catalyst: Orcs
The Gory Details: After meeting the Crooked Kin, the party decided to travel with them. On the road to Lepidstadt they encountered a small war party of Orcs from Belkzen. Rather than forming up with the Kin and the rest of the party, Petrokalous decided to charge the Orcs, got surrounded, knocked out, and Coup de Graced. The rest of the party was unable to do enough damage to take the Orcs out of commission before they finished. 1 other near party death and 3 Kin near deaths from that encounter.

Name: Alyara
Race: Catfolk
Classes/Levels: Rogue 4
Adventure: Trial of the Beast
Location: River between Morast and the Burial Island
Catalyst: Old Red Maw
The Gory Details: I used a named urban legend of a crocodile as the one that attacked the Beast while he was fleeing from the mob at Morast. On their way back to Morast, the party encountered it. One of their coracles was eaten forcing Malto and Alyara to jump. Alyara ended up on the other coracle, Malto ended up in the water. Alyara tried jumping on the crocodile to save Malto's life, fell off, and became the new target of the crocodile. A bite and a tailslap later, and she's floating in the water, dead. Was later reincarnated as a Hobgoblin. Still alive.

Name: Nisha
Race: Tiefling
Classes/Levels: Slayer 5
Adventure: Trial of the Beast
Location: Hergstag
Catalyst: Attic Whisperers
The Gory Details: I used Rakshaka's rewrite of the Hergstag section of the module. Nisha ran off on her own after getting into a fight with Malto, Alyara, and Virian. She was ambushed near one of the corn fields by two Attic Whisperers after stepping into a bear trap. She was put to sleep and then coup de graced.

Name: Virian
Race: Aasimar
Classes/Levels: Oracle 2/Wizard 3
Adventure: Trial of the Beast
Location: Vorkstag and Grine's Chymical Works
Catalyst: Grine
The Gory Details: During the fight, Vorkstag had managed to get through the defensive lines, putting himself next to Malto, Virian, and Alyara. Malto almost pushes him into a vat of acid with hydraulic push, Alyara deals a decent amount of damage, and Virian steps up to heal Alyara. Vorkstag whacks Virian with the poisoned mace and he fails each of his fortitude saves, slowly withering away as combat drags on. When combat ends there's still 3 ounds left on the poison and he is no long physically capable of passing the save. Malto runs back to the groups cart to bring antitoxins, only to find that Virian has expired by the time he returns.


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Alright, so I had been planning on running a group of four level nine characters through the Tomb of Horrors for the purposes of a playtest. One one of my players however, was so interested in his character build that he asked if we could do a solo adventure just to test him out before hand. I ended up running him through the Entombed with the Pharaohs as a result.

He was playing a level 9 Skald themed after Ronnie James Dio. Over the course of the module, the Skald proved to be an incredibly resourceful class. Having access to the Bard Spell List gave a huge amount of magical versatility. He was able to deal with undead, swarms, outsiders, and constructs simply by making going over his spell list. Throw in Spell Kenning and he always had a spell for any situation, even if he didn't need it.

Ragesong worked quite well. It was able to give him a much needed boost to his combat ability when he didn't have the spell for the job.

Mechanically, within the realms of this small playtest, the Skald looks to be a fairly versatile class capable of dealing with numerous situations whilst alone or with a group. I'll have data on the group playtest within a couple weeks but it does seem like he will synergize fairly well with melee combatants of both the Tank and DPS variety. We'll see.


Putting my Necromancy skills to use a bit here.

I just had an argument with a friend over this topic. We can both agree that Evil is represented by Red and Chaos by Orange but are having difficulty with the other two. Every time I have dealt with someone who can Detect evil, under any DM, they have always told me that Good is Blue, and I've never had a situation for Law but I believe it to be White.

My friend thinks the Good is Green and Law is Blue. Thoughts?


JRutterbush wrote:
These aren't archetypes.

True, but they are Alternate Classes. A Samurai is an Alternate Class to a Cavalier and is therefore technically a Cavalier. I have proceeded to assume that as they have specifically been called Alternate Classes that they do qualify for things that their base components qualify for, in this case, feats that require Fighter levels. I will continue to assume this until there is an official ruling on the matter.


They do. All Lycanthropes have the ability. What makes you think otherwise?


Male Human College Student 4

Yeah, sorry. I only recommended it because it's a social situation. We get all the information we need more quickly this way. Also, if you don't want to roleplay out the five different social encounters, you can slim down on the time spent divided by just having us roll diplomacy checks to gather information.


Male Human College Student 4

Running the door over with his eyes, Miles finds no traps once again.

Miles & Aerin

Spoiler:
The both of hear something that almost sounds like whimpering coming from the door halfway down the hallway. The door that Aerin happens to be standing right next to.


Male Human College Student 4

Perception Rolls

Miles:1d20 + 6 ⇒ (9) + 6 = 15

Treygan:1d20 + 0 ⇒ (1) + 0 = 1

Aerin:1d20 - 1 ⇒ (15) - 1 = 14

Rauno:1d20 + 0 ⇒ (5) + 0 = 5


Male Human College Student 4

Perfectly understandable Miles.

Miles

Spoiler:
Miles runs his eyes over the door, finding nothing out of the ordinary or seemingly dangerous.

Miles tests the latch experimentally and finds that it gives easily. The doors opens inward towards him so he gives it a tug.

On the other side of the door is a very short hallway ending in another door. On the left hand wall is another door about halfway down the hallway.


Male Human College Student 4

A brief investigation of the room turns up nothing but rags, bones, furs, and filth.

The only other door in the room leads out onto the walkways. Stepping out you all move a short distance down the walkway before coming up against the next door. Pushing it open reveals a smaller room than the last, about ten feet by ten feet, with another door on the far side of the room. The room has only 2 chairs for furnishings. There are numerous windows on all sides of the room, except the far wall, affording the room an excellent view in practically every direction.

Map of the area is up on roll20 if anyone wants to take a look.


Male Human College Student 4

Miles

Spoiler:
A brief investigation of the pit reveals the burnt remains of 18 small creatures. A slightly longer investigation reveals that these bodies are the remains of goblins. It looks like someone tried to cremate the bodies but did a poor job and merely reduced them to charred corpses.

Taking a twenty over this whole area will take a very long time so I'm going with the rolls.

Looking over the ground level of the village shows that a great struggle occurred here recently. There are foot prints visible that do not belong to goblins. All of them that do not come from goblins are medium sized and the same shape size as each other, but you can't identify what they might belong to.

The ladder that you scale is rather creaky but it does support your weight. The door at the top opens easily enough and you are able to clamber inside. The building has a bit of a low roof, not low enough to make you uncomfortable, but still pretty low. The building is a single room, sparsely decorated with furs and bones. Six small, haphazardly constructed beds are placed seemingly randomly around the room.


I'd be very interested in giving this a try. I'm thinking a support caster, either Cleric or Druid. Once I have a solid concept down I'll post it.

Edit: What about Devils? Are they going to be an influencing factor in this campaign?


Male Human College Student 4

The village is eerily quiet. The pool that lies in the break in the wall is still and un-moving. Not even a breeze can be felt. All of the buildings, except for the collapsed and destroyed one, stand on stilts that extend fifteen feet into the air. You can walk underneath the raised buildings and walkways with ease. There are numerous ladders, 8 to be precise, that allow access to the raised platforms and walkways.

Just inside the the destroyed gate is a small, fence enclosed pit in which there appear to be several mostly cremated remains.

Just tell me what you wish to investigate and I'll give you a more detailed information. Roll perception checks when you decide what you want to investigate. If you want to move up to the walkways/buildings just pick a number between 1 and 8. These are the ladders going from north to south. Ladders 1, 3, 5, and 7 all lead up to doors. Ladder 8 leads nowhere, it's leaned up against a wall of one of the buildings. And the remaining ladders lead up to a walkway.


Male Human College Student 4

Miles leads the group to the viewing spot he found near the entrance of the village. You all lie low, waiting and watching.


Male Human College Student 4

Sorry for not pushing us along yesterday. Senior events are seeming to take up more time than school itself did. Good news is after Sunday I will have no more obligations and I will be able to relax and focus on other things like D&D.


Male Human College Student 4

Miles, I have gained infinitely more respect for you. That sounds quite impressive. I would love having you as a frequent player. You remind me a lot of one of my RL players. The first game I ever DM'd he was an Unseelie Psion/Rogue multiclass. That sounds exactly like the kind of things he would get up to. At level one, he cleared a room of bugbear with out attacking it or using powers. He latched onto the things belt and pretended to be the grass that the bugbear was cutting. He managed to get the bugbear worshiping the grass before telling it to run off and find it's master. Main enemy of the arc shows up, completely unawares, surprise round, team takes him out before he gets a spell in edgewise... I'd love to put the two of you in the same room.


Male Human College Student 4

As much as I would enjoy running Kingmaker, I refuse to DM more than one PbP game at a time. Things do not end well for either game. Not to mention I am DMing a RotRL in real life and working on a homebrewed AP. I have a quite a bit of DMing going on already and adding another to the list just seems like a bad idea. I might run Kingmaker after Jade Regent is over, but not until then at the earliest.


Male Human College Student 4

I know how you feel. I've wanted to DM a Kingmaker game as well for some time so I've familiarized myself with everything. I know the kind of pain you must be experiencing.


Male Human College Student 4

Miles

Spoiler:
Miles takes a quick look around for a good spot to lie low and easily observe the village from. You notice an area maybe 60ft. or so to your right that is heavy with undergrowth and looks like an ideal location for all of you to hide and still see the village from.


Male Human College Student 4

Alright Aerin, looks like the cloak is yours, please add it to your inventory and update your stats.


Male Human College Student 4

Miles

Spoiler:
You find a suitably large stick and chuck it at the pool. It lands squarely within the confines of the pool and makes an audible splash.

Waiting briefly, you see no movement among the raised huts and walkways, or along the ground.


Male Human College Student 4

Miles

Spoiler:
You more forward carefully, doing your best to remain quiet and hidden. Unfortunately the foliage is working against you and there are some points where you can not help but make noise. After a minute of this slow and careful pace the village comes into view.

A filthy village-fort surrounded by a crude wooden palisade sits atop a low hummock of solid ground. A wooden gate in the north wall of the palisade lies in shambles on the ground. Nearby, a large, algae-filled pool on the northeastern side breaks the palisade and allows a clearer view into the village’s interior, which consists of a collection of ramshackle huts connected by wooden walkways, all built on thick wooden stilts. One of these huts seems to have recently collapsed and lies in a pile of rubble. There is no sight of any goblins.


Male Human College Student 4

The four of you set back off along the path, making your way out of the swamp. You pass by the area where you found the foot print and find that it is still there, prominent enough in the wet ground.

You finish back tracking out of the marsh and reach the Lost Coast Road once again. Turning south, you proceed along the road, reaching another path that leads into Brinestump after about 10 minutes of walking. Rauno can identify this as the Old Fishing Trail.

19 minutes on the Old Fishing Trail leads to a divergence in the path that is marked on the map although the map does not show where this divergence leads to. Another 2 minutes of walking and you reach a point where proceeding any further down the path would likely put you in sight of the village.

Aerin leads you off the path and, using the map as a guide, leads you all to a hill with a great big tree atop it in the approximate location of the x on the map. This takes maybe another 5 minutes to find. By the time you reach this tree, the sun is nearing its peak in the sky.

To be precise, it is 11:21 in the morning.


Male Human College Student 4

Expressing interest... Details?


Male Human College Student 4

Taking care of it OOC is fine. That's usually how loot is divi'd up anyways.

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