Glorious Reclamation Sergeant

bluedove's page

* Pathfinder Society GM. 2,268 posts (7,657 including aliases). No reviews. No lists. 1 wishlist. 8 Organized Play characters. 23 aliases.


RSS

1 to 50 of 2,268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

The terrific tag-team of Tucci and Kasin quickly bring down the escaping rats. It's a Rodent eat Rodent world...

GM Rolls:

Rats Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22
3d20 ⇒ (19, 6, 15) = 40

Rumble's shout takes it's toll but there are still a few rats scrabbling around down there.

Veronica and Ellie still have actions.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Veronica Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
MacLaren Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Tucci Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Ellie Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Rat Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Rats Initiative: 1d20 + 6 ⇒ (11) + 6 = 17

Mac is the first to act, summoning his faithful friend, Rumble. Unfortunately, summoning is slow as spells go and the rats sense the danger and begin to move. Another wriggles free of the root cellar while the first rat gives a squeak of alarm and flees the broom wielding cook, causing the assistant on the table to scream as it moves toward her. The rat makes it as far as the double doors leading into the Mess Hall, but has exhausted it's tiny rodent paws for the moment.

Round 1
-------------------
MacLaren - casts summon monster v
Ellie - casts detect magic, no magic detected
Rats In Cellar 1d4 ⇒ 1
Rat 1 - withdraws
➤Tucci
➤Veronica

Round 2
-------------------
MacLaren - moves, opens root cellar door, directs Rumble to shout
_Rumble - moves, shouts for 11 damage
➤Ellie
Rats In Cellar
Rat 2
Rat 1
Tucci
Veronica

So since summoning takes a full round, I put us back to starting positions. Tucci, Veronica and Ellie have the chance to stop Rat 1 before it escapes the kitchen on it's turn in Round 2.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Not enough time tonight to get a post up moving us into initiative but wanted to give some information. Nothing magical about the rats and a root cellar is little more than a recessed storage cabinet. I'll allow it has a ladder leading down and is 10' x 10' x 10' with and that's generous proportions.


1 person marked this as a favorite.
Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Sorry for my delay, MIL was in the hospital this past week. She is better and home now, thankfully. Quick post now just to get us moving again!
@Aurelius, while speaking is a free action, there is a limiting factor of only 6 seconds in a round. How about just post banter once per round along with your own action. ^_~

The Squire in Blue keeps up his following five foot step and The Shrike sidles into a flanking position with Fellzir. He scores a particularly pernicious strike, and while the squire was still on his feet, a glance back at the masked attacker menacing him sends him faint and he crumples to the cobblestones.

Blue (-2hp-4-8, -5-5NL, Shaken 2/6 rounds, unconscious, stable)

The cloud has expanded for the last time. Sercrutio, Aurelius and Amala are up, Sercrutio still needs a DC 14 Fort save to act normally.


1 person marked this as a favorite.
Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Veronica Ferra wrote:

Having run a long Kingmaker game, I noticed that the modules are pretty bad about giving guidance about how much time you should have for kingdom building between adventures. If you speedrun the modules, the kingdom won't have enough time to build up and then you get rolled up when you are supposed to go to war. I feel like ideally a kingdom should have about a year of building for each module, maybe more if the players really want to play out the expansion of a sprawling nation.

This matters because it's kingdom building that lets you make the facilities that give you the bonuses to kingdom stats. There is no other way to offset permanent penalties to kingdom stats. If we take, say, a permanent Loyalty hit due to a kingdom event, that penalty is with us forever. It's basically stat damage to the kingdom: The kingdom is always worse than it would have been without taking the hit. The only way to offset it is to build settlements where you build structures that provide bonuses to that stat, and your kingdom will always be worse than one that didn't go through the changeover.

So, we should do everything we can to avoid taking permanent kingdom stat penalties, and if we take them, we have to budget for making buildings just to shore up the penalties, which is a huge cost because at this stage we have so little money and time that we basically eat up our budget for months just to pay for those costs.

Fortunately, vacancy penalties are transitory, and go away when you fill the spot.

The party did spend a full year of downtime developing the Barony before diving into book 2. I apparently linked the wrong post earlier, This is the most recent Kingdom turn(#13). Despite it having been 20 months ago in real time, it's only been a few weeks of game time while the party did some more exploration and clearing threats. I think shorter periods of downtime focused on governing throughout the rest of River's Run Red will work well. This is the last week of Rova (September) and the party needs to spend 7 days per month attending to their Council duties. Just to be on the safe side since date tracking wasn't very clear around the time I took over.

On that note, @Albert and @Vinni, how much time will you need for your crafting projects? Albert, you can utilize any materials that aren't too prohibitively expensive to expect them to be in storage. As for the money, I'd expect Andreas to pay for costs from his personal funds unless it's a gift. He's already getting it significantly cheaper if you aren't charging for your labor.

Don't worry Vinni, it's not meta-gaming to examine the Kingdom building rules. Indeed, as a member of the Ruling Council, it's your job to have some understanding of the mechanics so you can make informed decisions about the direction to take the Kingdom in the future. That said, there is a LOT to understand. The previous GM provided most of the relevant information for the players in the links at the top of the campaign with the Kingdom tracking spreadsheet "Sword Marches Stats" and the document "Kingmaker Campaign Rules". The latter does seem to have been copied from another campaign and only partially edited, so you might see story/NPC spoilers there. You can try sticking to keyword searches to avoid spoilers or I'm happy to answer questions myself. If you have access to Ultimate Campaign, the rules are included in that book with no Kingmaker specific content.

Regarding events that may inflict permanent penalties to Kingdom stats, you can all rest assured that I'm not going to rely on a singular random roll for anything that could result in serious damage. There is a provision to convert anything actionable into an encounter rather than have it occur off-stage with no PC agency involved. I much prefer this option and find it tends to result in more favorable outcomes. ^_^


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Rillka Cloudhopper wrote:

If there is a replacement; do the abdication penalties apply? Or is that only for a PC simply leaving a role unfilled?

Yes, the abdication penalty still applies. I will waive it completely when we transition an Active Player into a role currently filled by a former PC or NPC. So transitioning Vinni in as the Marshal will incur no penalties.

For Saorise, we are transitioning an NPC (Lily) into the abdicated role of Spymaster. Saorise is not the Ruler and will be taking on the role of Grand Diplomat, currently held by a Former NPC (Jackob). So there will be no penalty for Saorise taking the Grand Diplomat role, and the penalty is reduced for Lily to step into the Spymaster role. No initial increase in Unrest and the Loyalty check to avoid the Vacancy penalty for this next turn gets a +4 bonus. The potential vacancy penalty for the Spymaster is Economy decreases by 4. During the Upkeep phase, Unrest increases by 1. But as the Upkeep Phase occurs before the Edict Phase, when we make Leadership changes, that Unrest won't apply until Turn 15. The Economy decrease will kick in before the Income Phase, however.

If Rillka abdicates the Councilor role and Veronica takes it over, this is an Active Player taking over for an Active Player. We still incur the normal +1 Unrest and must make a Loyalty check to avoid the vacancy penalty with no additional bonus, unless Rillka is also stepping into a different Kingdom Leadership role. The potential vacancy penalty for the Councilor is Loyalty decreases by 2. The kingdom gains no benefits from the Holiday edict. During the Upkeep phase, Unrest increases by 1. Same note about the Unrest not occurring until Turn 15 and the chances of needing another Loyalty check this turn is unlikely.

The Loyalty bonus is the Kingdom's lowest stat, but there's a good reason for that. Here is the last posted Kingdom Turn for reference. Loyalty checks are conditional and tend to only be called for when the Kingdom as a whole is in conflict with another territory or we need to resolve an event that impacts the Kingdom negatively. As an example, had the party arrested Grigori and put him on trial when all he had done was speak out against the Leadership, you might have needed a Loyalty check to determine how the populace viewed your handling of the situation. A success would indicate they supported your actions and felt Grigori was deserving of the arrest and punishment. A failure that the people's faith in the Leadership was shaken and Unrest would increase as a result. Turn 4 in this post shows an example of when a Loyalty check was applied to a randomly rolled Kingdom event.

The takeaway here is that we will roll some loyalty checks and most likely will fail them and incur some penalties. But that's no reason to let that influence how you want to play the game. Kingdom building is a LONG game and the results of one kingdom turn will have little relevance in the long term.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Lady Cerise Bloodmourn happily accepts the offer of wine, even requesting a rather expensive vintage of which she is fond, as you complete the walking tour on the way to the Feast. The Lady empties her mug again and goes straight for the rum casks. She throws herself into the revelry with glee, eating with courtly manners and drinking at a rapid pace. When the music turns lively, she pulls Tessa Fairwind from her seat and the pair whirl together, arm in arm, pink-cheeked and laughing like girls. Even the surly, grim-faced Avimar Sorrinash and the quiet, reserved Mase Darimar grow more open and relaxed under the influence of such good food, ample drink, fine entertainment and uninhibited merriment.

Audessa and her troupe are well tuned, playing instruments, singing and dancing in beautifully choreographed arrangements. They chat amiably while serving, clearly familiar with some of your guests.

The Flying Suncatchers are at peak form, first walking the high-wire, then progressing to greater feats of tumbling across the narrow line. They swing and leap, performing artful flips on the trapeze, Olivia performing the most daring acts, her golden spangles flashing as one of her brothers, Gregori, tosses her to be caught by the other, Gaspare. They work with no net, but a sturdily built Varisian woman called Kizzy paces beneath them, her sharp eyes watchful for a misstep. At last such a blunder seems to occur as Olivia falls short of Gaspare's reaching hands and the crowd gasps in alarm as she plummets downward, her limbs outstretched. Kizzy rushes to put herself between Olivia and the hardpacked ground, but rather than a simple catch, she grabs Olivia by an arm and leg and whips the young halfling woman in a swift arc and back up into the air, releasing her to soar back to Gregori's waiting hands. The crowd roars in amazement and relief as the acrobats pose in triumph.

Lady Cerise Bloodmourn applauds uproariously, turning to your party when the noise dies down enough to speak over. "You've put together quite the event here, my compliments! An impressive guest list as well. But I want to know more about you. Let's hear a song or a story of your adventures here on your remote little island, I'm sure you must have found something noteworthy in your exploration."

This event calls for a Performance check, Ellie and/or Eric are welcome to roll the check with the rest of the party contributing details since I know Ellie wasn't present for much of it. Perform can be used untrained, so you may roll to Aid Another and I will also award bonuses for good storytelling. ^_~


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Previous Rounds:
Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5-3-7-15hp, prone, unconscious, dying) - fires longbow vs Amala for 6 damage, draws a potion bottle
Amala (+4-6hp) - rapid shot vs Black for 10 damage
Sercrutio - casts magic missile vs Black for 15 damage, felling her
Red - steps, draws and attacks Green for 5 damage
The Shrike - fires longbow vs Orange for 1 damage
Fellzir - fires crossbow of doom vs Green, misses
Aurelius - delays
Purple - steps, draws, disarm vs Red, fails
Orange - steps to cover, draws and drinks potion
Green (-5hp) - steps, raises shield, LoH for 1hp to stabilize Black
Blue - moves, throws Thunderstone, misses

Round 2
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Aurelius - moves, drawing weapon
Amala (+4-6+4hp) - rapid shot vs Orange for 7 damage
Sercrutio -moves, readies action
Red - attacks Green, misses
The Shrike - withdraws
Fellzir - loads crossbow and moves, calling for Amala to close the bottle
Purple - disarm vs Red, fails
Orange (-4-3hp) - charges Amala, misses
Green (-5hp) - disarm vs Red, succeeds
Blue - smite evil, fires shortbow vs Fellzir, misses

Round 3
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - throws and casts Animate Rope to entangle Aurelius
Aurelius - breaks free of the rope and moves
Amala (+4-6+4-3hp) - steps, rapid shot vs Orange for 14 damage
Red - draws bow, smite evil, fires shortbow vs Amala for 3 damage
The Shrike - readies Longbow attack vs Blue for 1 damage
Fellzir - Crossbow attack vs Blue
Purple - delays…
Orange - moves, draws a potion
Green - draws bow, smite evil, fires shortbow vs Amala, misses, steps
Purple - charging longsword attack vs Amala
The Shrike - Longbow attack vs Blue for 1 damage
Blue - charging longsword attack vs Fellzir for 8 damage

Round 4
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - steps, fires ray of frost at Aurelius for 0 damage
Aurelius - moves, casts command vs Orange, succeeds
Amala (+4-6+4-3-10+11hp) - steps, rapid shot vs Purple for 8 damage
Red - picks up disarmed longsword, moves
Fellzir (-8hp) - steps, calls for help
Orange (-4-3-10-4hp) - double moves directly to Aurelius
Green (-5hp) - double moves, drops bow and draws longsword
Purple (-8hp) - longsword attack vs Amala for 11 damage
The Shrike - moves, intimidates Blue, inflicts 5 NL damage
Blue (-2hp, -5NL, Shaken 1/3 rounds) - longsword attack vs Fellzir for 7 damage

Round 5
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - fires ray of frost at Aurelius for 0 damage
Aurelius (-9hp) - bastard sword attack vs Orange for 17 damage, felling her
Amala (+4-6+4-3-10+11-11+12-14hp) - LoH for 12 hp, steps, rapid shot vs Purple for 12 damage, provoking an AoO from Purple for 14 damage
Red - charges Aurelius for 9 damage
Fellzir (-8-7hp) - steps, draws short sword, attacks Blue, misses
Orange (-4-3-10-4-17hp, prone, unconscious, dying)
Green (-5hp) - moves, longsword attack vs Amala for 8 damage
Purple (-8hp+5-3-9+2) - LoH for 2 hp, longsword attack vs Amala, misses
➤The Shrike
Blue (-2hp, -5NL, Shaken 2/3 rounds)

Fellzir continues to talk a good game, despite not doing any damage to his opponent. The Squire in Green jogs around his fellow to take a slice out of Amala.
Green longsword vs Amala, smite evil, PA: 1d20 + 5 + 2 - 1 ⇒ (16) + 5 + 2 - 1 = 22 Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8

The Squire in Purple is severely weakened and though he taps himself, mirroring the Anti-paladin's self-cure, his is clearly less effective and his wounds take their toll on his swordplay as his strike goes wide.
Purple LoH: 1d6 ⇒ 2
Purple longsword vs Amala, smite evil, PA: 1d20 + 5 + 2 - 1 ⇒ (9) + 5 + 2 - 1 = 15 Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9

Amala takes 8 damage from Green and The Shrike is up!


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Albert Malek Garess wrote:
Albert can also craft the shield itself, so the outstanding issues are material and time. I think one of our sites has a forge?

Yes, I think Kazmuk Doortsgarf established that before he left the game. I think it's reasonable to assume some materials are available to you. Mithral works. Probably not Adamantine, though.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
GM bluedove wrote:
Rillka Cloudhopper wrote:
Rillka has been considering stepping out of the Counselor role if someone else wants to take over.
Was there another role that you would prefer?

There is often a "butts in seats" approach with regard to Kingmaker Leadership Roles, especially where there are vacancy penalties involved. But ideally, the role will also be thematically appropriate to the character. Do be aware that there are rules concerning abdication of a role. I wouldn't apply them when removing an NPC or former PC but they should be enforced for an active PC.

Kingmaker Campaign Rules wrote:
Abdicating a Role: If you want to step down from a leadership position, you must find a replacement to avoid incurring the appropriate vacancy penalty for your position. Abdicating a position increases Unrest by 1 and requires a Loyalty check; if the check fails, the vacancy penalty applies for 1 turn while the new leader transitions into that role. If you are the Ruler, abdicating increases Unrest by 2 instead of 1, and you take a –4 penalty on the Loyalty check to avoid the vacancy penalty. If you are not the Ruler and are leaving one leadership role to take a different one in the kingdom, the Unrest increase does not occur and you gain a +4 bonus on the Loyalty check to avoid the vacancy penalty.

Full Listing of Leadership Roles:

Ruler
The Ruler is the highest-ranking person in the kingdom, above even the other kingdom leaders, and is expected to embody the values of the kingdom. The Ruler performs the kingdom’s most important ceremonies (such as knighting royals and signing treaties), is the kingdom’s chief diplomatic officer (though most of these duties are handled by the Grand Diplomat), is the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the government (such as other leadership roles, mayors of settlements, and judges).

Benefit(s): Choose one kingdom attribute (Economy, Loyalty, or Stability).
Add your unmodified Charisma bonus to that attribute.

If your kingdom’s Size is 26–100, choose a second kingdom attribute and add your unmodified Charisma bonus to that attribute as well.

If your kingdom’s Size is 101 or more, choose a third kingdom attribute and add your unmodified Charisma bonus to that attribute as well.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: A kingdom without a ruler cannot claim new hexes, create Farms, build Roads, or purchase settlement districts. Unrest increases by 4 during the kingdom’s Upkeep phase.

Leadership Role Skill: Knowledge (Nobility)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Consort
The Consort is usually the spouse of the Ruler, and spends time attending court, speaking with and advising nobles, touring the kingdom to lift the spirits of the people, and so on. In most kingdoms, you cannot have two married Rulers and a Consort at the same time. The Consort represents the Ruler when the Ruler is occupied or otherwise unable to act. With the Ruler’s permission, the Consort may perform any of the Ruler’s duties, allowing the Ruler to effectively act in two places at once. If the Ruler dies, the Consort may act as Ruler until the Heir comes of age and can take over as Ruler.

Benefit(s): Add your unmodified Charisma bonus to Loyalty.

If the ruler is unavailable during a turn, you may act as the Ruler for that turn, negating the vacancy penalty for having no Ruler, though you do not gain the Ruler benefit. If you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom’s Upkeep phase or Unrest increases by 1.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: None

Leadership Role Skill: Knowledge (Nobility)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Councilor
The Councilor acts as a liaison between the citizenry and the other kingdom leaders, parsing requests from the commonwealth and presenting the leaders’ proclamations to the people in understandable ways. It is the Councilor’s responsibility to make sure the Ruler is making decisions
that benefit the kingdom’s communities and its citizens.

Benefit(s): Add your unmodified Charisma or Wisdom bonus to Loyalty.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Loyalty decreases by 2. The kingdom gains no benefits from the Holiday edict. During the Upkeep phase, Unrest increases by 1.

Leadership Role Skill: Knowledge (Local)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

General
The General is the highest-ranking member of the kingdom’s military. If the kingdom has an army and a navy, the heads of those organizations report to the kingdom’s General. The General is responsible for looking after the needs of the military and directing the kingdom’s armies in times of war. Most citizens see the General as a protector and patriot.

Benefit(s): Add your unmodified Charisma or Strength bonus to Stability.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Loyalty decreases by 4.

Leadership Role Skill: Profession (Soldier)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Grand Diplomat
The Grand Diplomat is in charge of the kingdom’s foreign policy—how it interacts with other kingdoms and similar political organizations such as tribes of intelligent monsters. The Grand Diplomat is the head of all of the kingdom’s diplomats, envoys, and ambassadors. It is the Grand Diplomat’s responsibility to represent and protect the interests of the kingdom with regard to foreign powers.

Benefit(s): Add your unmodified Charisma or Intelligence bonus to Stability.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Stability decreases by 2. The kingdom cannot issue Diplomatic or Exploration edicts.

Leadership Role Skill: Diplomacy
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Heir
The Heir is usually the Ruler’s eldest son or daughter, though some kingdoms may designate a signif icant advisor (such as a seneschal) as Heir. The Heir’s time is mostly spent learning to become a ruler—pursuing academic and martial training, touring the kingdom to get to the know the land and its people, experiencing the intrigues of courtly life, and so on. Because the Heir carries the potential of being the next Ruler, the Heir’s role is similar to the Consort in that the Heir may act on behalf of the Ruler.

Benefit(s): Add half your unmodified Charisma bonus to Loyalty (rounded down).

If the ruler is unavailable during a turn, you may act as the Ruler for that turn, negating the vacancy penalty for having no Ruler, though you do not gain the Ruler benefit. If you act as the Ruler for the turn, you must succeed at a Loyalty check during the kingdom’s Upkeep phase or Unrest increases by 1.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: None

Leadership Role Skill: Knowledge (Nobility)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

High Priest
The High Priest tends to the kingdom’s religious needs and guides its growth. If the kingdom has an official religion, the High Priest may also be the highest-ranking member of that religion in the kingdom, and has similar responsibilities over the lesser priests of that faith to those the Grand Diplomat has over the kingdom’s ambassadors and diplomats. If the kingdom has no official religion, the High Priest may be a representative of the most popular religion in the kingdom or a neutral party representing the interests of all religions allowed by the kingdom.

Benefit(s): Add your unmodified Charisma or Wisdom bonus to Stability.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Stability and Loyalty decrease by 2. During the Upkeep phase, Unrest increases by 1.

Leadership Role Skill: Knowledge (Religion)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Magister
The Magister guides the kingdom’s higher learning and magic, promoting education and knowledge among the citizens and representing the interests of magic, science, and academia. In most kingdoms, the Magister is a sage, a wizard, or a priest of a deity of knowledge, and oversees the governmental bureaucracy except regarding finance.

Benefit(s): Add your unmodified Charisma or Intelligence bonus to Economy.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Economy decreases by 4

Leadership Role Skill: Knowledge (Arcana)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Marshal
The Marshal ensures that the kingdom’s laws are being enforced in the remote parts of the kingdom as well as in the vicinity of the capital. The Marshal is also responsible for securing the kingdom’s borders. He organizes regular patrols and works with the General to respond to threats that militias and adventurers can’t deal with alone.

Benefit(s): Add your unmodified Dexterity or Wisdom bonus to Economy.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Economy decreases by 4

Leadership Role Skill: Survival
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Royal Enforcer
The Royal Enforcer deals with punishing criminals, working with the Councilor to make sure the citizens feel the government is adequately dealing with wrongdoers, and working with the Marshal to capture fugitives from the law. The Royal Enforcer may grant civilians the authority to kill in the name of the law.

Benefit(s): Add your unmodified Charisma or Strength bonus to Loyalty.

During the Upkeep phase, you may decrease Unrest by 1 (this is not affected by having the Leadership feat); if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: None.

Leadership Role Skill: Intimidate
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Spymaster
The Spymaster observes the kingdom’s criminal elements and underworld and spies on other kingdoms. The Spymaster always has a finger on the pulse of the kingdom’s underbelly, and uses acquired information to protect the interests of the kingdom at home and elsewhere through a network of spies and informants.

Benefit(s): During the Edict phase, choose one kingdom attribute (Economy, Loyalty or Stability). Add your unmodified Dexterity or Intelligence bonus to this attribute.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Economy decreases by 4. During the Upkeep phase, Unrest increases by 1.

Leadership Role Skill: Intimidate
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Treasurer
The Treasurer monitors the state of the kingdom’s Treasury and citizens’ confidence in the value of their money and investigates whether any businesses are taking unfair advantage of the system. The Treasurer is in charge of the tax collectors and tracks debts and credits with guilds and other governments.

Benefit(s): Add your unmodified Intelligence or Wisdom bonus to Economy.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Economy decreases by 4. The kingdom cannot collect taxes—during the Edict phase, when you would normally collect taxes, the kingdom does not collect taxes at all and the taxation level is considered “none.”

Leadership Role Skill: Profession (Merchant)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Viceroy
The Viceroy represents the Ruler’s interests on an ongoing basis in a specific location such as a colony or vassal state. The Viceroy is in effect the Ruler for that territory; her orders are superseded only by direct commands from the Ruler.

Benefit(s): Add half your unmodified Intelligence or Wisdom bonus (rounded down) to Economy.

You may assume any leadership role (including Ruler) for your colony or vassal state, but any benefit you provide in this role is 1 less than normal; if you do so, you must spend 7 days that month performing duties appropriate to that leadership role in addition to the 7 days spent for Viceroy duties.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: If you have no Viceroy for your vassal state, treat it as if it had the Ruler vacancy penalty.

Leadership Role Skill: Knowledge (Geography)
For every 5 full ranks in the relevant skill, the leader increases the leadership modifier an additional 1.

Warden
The Warden is responsible for enforcing laws in larger settlements, as well as ensuring the safety of the kingdom leaders. The Warden also works with the General to deploy forces to protect settlements and react to internal threats.

Benefit(s): Add your unmodified Constitution or Strength bonus to Loyalty.

If you have the LEADERSHIP Feat, the bonus from that feat applies to all kingdom attributes you affect.

Vacancy Penalty: Loyalty and Stability decrease by 2.

Leadership Role Skill: Knowledge (Engineering)

You have met some new NPC allies since your last Kingdom turn such as Tiressia (Dryad Druid), Falchos (her Satyr companion), Melianise (Nixie), Corax (Lumberjack), The Old Beldame (Swamp Sorceress), Jubilost Narthropple (Gnome Explorer), the Lizardfolk tribe, Lady Seraphina Medvyed (GMPC) and the Sootscale tribe of Kobolds.

Then there is, of course, old friends, Oleg and Svetlana Leveton, Kesten Garess (has now settled here and sworn allegiance to the Baron), Akiros Ismort (status is currently undecided iirc, but open to suggestion). Arven is not currently statted, but could be.

I actually think Tiressia would make an excellent Spymaster, especially given the trees themselves act as her informants. But there is the aspect that Fey and Civilized Folk have very different perspectives and priorities.

Lily Teskerten is a very good option too. She's well established as a bar-maid to overhear conversation and has acted as an informant for Saorise before (about Grigori). Her stats are also good for the role and she's ambitious, looking to improve her situation. I like the idea of her achieving that for herself and not through marriage.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

I'm working on a Harvest Feast post but it will take a little time. Let me know if there are any games or contests you'd be interested in participating in. Faiths other than Erastil's you'd like to see represented?

You've already had your home-based event for this month, so this would be a good opportunity to shift into downtime, if you like. Crafting and/or preparing for the next Kingdom turn are good options. Lay some ground for swapping out ruler roles for our new active players. Or we can take just a quick break for the Festival and get back to exploring.

This would be a good time for an encounter with Jhod Khavken as well. Let me know what you want to pursue, feel free to PM if you want something personal to your character.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Since you guys are putting on the feast you are welcome to write something up about the setting. It will probably be another day or so before I can move the plot along.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

GM Rolls:
]1d20 + 1 ⇒ (7) + 1 = 8
1d6 ⇒ 5

Amala, I think you didn't need the LoH at the beginning of your turn. Purple shouldn't have gotten 2 AoOs so the second one was negated. I'm applying it at the end of your turn after the AoO for this round.

Round 5
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - casts magic missile vs Aurelius for 8 damage
Aurelius (-8hp) - bastard sword attack vs Orange for 17 damage, felling her
Amala (+4-6+4-3-10+11-14+12hp) - steps, rapid shot vs Purple for 12 damage, provoking an AoO from Purple for 14 damage, LoH for 12 hp.
Red - charges Aurelius for 9 damage
➤Fellzir (-8-7hp)
Orange (-4-3-10-4-17hp, prone, unconscious, dying)
Green (-5hp)
Purple (-8hp+5-3-9)
The Shrike
Blue (-2hp, -5NL, Shaken 2/3 rounds)

Sercrutio continues to see the battlefield through a haze of rage and fires off a magic missile at Aurelius. He is apparently a ruthless critic of the arts.
Force Damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
Aurelius takes 8 damage.

Amala takes her step back and is followed as expected, the squire in Purple gets in a mighty swipe as she peppers him with two more arrows, he is looking very weakened.
Purple longsword AoO 2 vs Amala, smite evil, PA: 1d20 + 5 + 2 - 1 ⇒ (12) + 5 + 2 - 1 = 18Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (8) + 2 + 2 + 2 = 14
Amala takes 14 damage from the AoO, then LoH to heal 12.

Recognition and conviction flash in the Squire in Red's eyes and his jaw drops as he watches Aurelius fell his Sergeant with a punishing blow. "Foul demon worshipper!" He spits with revulsion. "You taint our minds to turn us against our own. I will cleanse my dishonor in the font of your blood!" He screams as he charges the Omdura and strikes with his longsword.
Red longsword vs Aurelius, smite evil, charge, PA: 1d20 + 5 + 2 + 2 - 1 ⇒ (18) + 5 + 2 + 2 - 1 = 26 Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
Aurelius takes 9 more damage for a total of 17.

Fellzir is up, still threatened by Blue.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Captain Avimar Sorrinash's eyes widen briefly as his gaze lowers to find the speaker. He crosses his arms as he listens to the well reasoned argument and at the mention of "alliances with the local residents", his eyes flicker to the northwest where the great Cyclopean statues stand sentry over the Western shore.

He arches an eyebrow at Mac's mispronunciation of his name as if judging if the slight was intentional or not. Finally, his mouth quirks into a rueful smile in a show of begrudging respect. "Magic is a bit unconventional, though hardly unique. And your ship can serve as an excellent mobile line of defense, if handled skillfully. Well spoken, I'm glad to see the Council's investment in you shows promising returns in the future. To further that end, put this little beauty to good use." He pulls a narrow-necked clear bottle from an oversized coat pocket and hands it over to Tucci, inside it is an intricately detailed miniature sailing ship, appearing as though it must have been built inside the glass as it fully takes up all the available space.

Detect Magic + Spellcraft DC 20:
This is an Impossible Bottle, quite a valuable prize, indeed!

"Satisfied?" Lady Cerise Bloodmourn asks her fellow Councilor, dangling her already drained ale mug from a fingertip. She turns to the hosting party, "Can we move on to the feast now? I do hope you have something stronger than ale on offer. I'm feeling especially parched." She says with an overly affected petulant tone before flashing a grin and winking playfully.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Social skills apply in another event. Looking over your sheets, I think Profession (Sailor) is your best bet. Everyone has it and many of you have a healthy bonus. ^_^


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Previous Rounds:
Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5-3-7-15hp, prone, unconscious, dying) - fires longbow vs Amala for 6 damage, draws a potion bottle
Amala (+4-6hp) - rapid shot vs Black for 10 damage
Sercrutio - casts magic missile vs Black for 15 damage, felling her
Red - steps, draws and attacks Green for 5 damage
The Shrike - fires longbow vs Orange for 1 damage
Fellzir - fires crossbow of doom vs Green, misses
Aurelius - delays
Purple - steps, draws, disarm vs Red, fails
Orange - steps to cover, draws and drinks potion
Green (-5hp) - steps, raises shield, LoH for 1hp to stabilize Black
Blue - moves, throws Thunderstone, misses

Round 2
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Aurelius - moves, drawing weapon
Amala (+4-6+4hp) - rapid shot vs Orange for 7 damage
Sercrutio -moves, readies action
Red - attacks Green, misses
The Shrike - withdraws
Fellzir - loads crossbow and moves, calling for Amala to close the bottle
Purple - disarm vs Red, fails
Orange (-4-3hp) - charges Amala, misses
Green (-5hp) - disarm vs Red, succeeds
Blue - smite evil, fires shortbow vs Fellzir, misses

Round 3
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - throws and casts Animate Rope to entangle Aurelius
Aurelius - breaks free of the rope and moves
Amala (+4-6+4-3hp) - steps, rapid shot vs Orange for 14 damage
Red - draws bow, smite evil, fires shortbow vs Amala for 3 damage
The Shrike - readies Longbow attack vs Blue for 1 damage
Fellzir - Crossbow attack vs Blue
Purple - delays…
Orange - moves, draws a potion
Green - draws bow, smite evil, fires shortbow vs Amala, misses, steps
Purple - charging longsword attack vs Amala
The Shrike - Longbow attack vs Blue for 1 damage
Blue - charging longsword attack vs Fellzir for 8 damage

Round 4
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - steps, fires ray of frost at Aurelius for 0 damage
Aurelius - moves, casts command vs Orange, succeeds
Amala (+4-6+4-3-10+11hp) - steps, rapid shot vs Purple for 8 damage
Red - picks up disarmed longsword, moves
Fellzir (-8hp) - steps, calls for help
Orange (-4-3-10-4hp) - double moves directly to Aurelius
Green (-5hp) - double moves, drops bow and draws longsword
Purple (-8hp) - longsword attack vs Amala for 11 damage
The Shrike - moves, intimidates Blue, inflicts 5 NL damage
Blue (-2hp, -5NL, Shaken 1/3 rounds) - longsword attack vs Fellzir for 7 damage

Round 5
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
➤Sercrutio
➤Aurelius
➤Amala (+4-6+4-3-10+11hp)
Red
Fellzir (-8-7hp)
Orange (-4-3-10-4hp)
Green (-5hp)
Purple (-8hp)
The Shrike
Blue (-2hp, -5NL, Shaken 2/3 rounds)

The Shrike's intimidation tactic pays off as the Squire in Blue is clearly shaken by the encounter. He continues to press the attack against the evil cleric before him.
Blue longsword vs Fellzir, smite evil, PA, shaken: 1d20 + 5 + 2 - 1 - 2 ⇒ (16) + 5 + 2 - 1 - 2 = 20 Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7

Fellzir takes 7 more damage. Sercrutio, Aurelius and Amala are up. The invisible cloud has expanded again. Sercrutio needs a Fort Save vs DC 14 to act normally.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Realized I needed to add Ellie back to active players, hopefully updates will show up now.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

The Lady of Tidewater Rock looks well dressed for the festivities as she greets her husband warmly. "Quite well, I am looking forward to seeing what you've been up to here. I hope the entertainment is worthy, a lot is riding on how things play out." She takes his arm, giving a squeeze to punctuate her last words.

The greetings pass amicably, everyone is eager to begin the tour and enjoying some light gossip as they wait for the Council Representatives to approach. Agasta reminds Mac that Lady Cerise Bloodmourn is truly Galtan nobility, much like herself. But she fell out with family over their expectations for her and with the aid of the late pirate Captain Daerius Wynnt, she robbed them of her inheritance and together they commandeered a new galley from the Taldan navy. With Wynnt's death in battle, she now commands the Come What May herself as a self-made Lady of the Shackles. She is friendly with Tessa Fairwind and there are rumors that her ambitions include displacing Kerdak Bonefist, and claiming the title of Hurricane Queen.

Tucci has heard that Captain Mase Darimar once served under the Master of Gales and has a congenial relationship with the aged druid still. Clearly a half elf, Tucci sees some signs in his coloring and the way he holds his hands that his ancestry might be more exotic than the typical half elf.

With some subtle inquiries, MacLaren learns that Avimar Sorrinash is someone to watch with a wary eye. The Lord of Ollo has a reputation for bloodlust and cruelty. Rumors say he got his start on an Andoren corsair hunting slavers and somehow ended having slain the entire crew of the ship. He bartered the corsair and it's cargo to an unnamed pirate ship for passage to their next port of call. He signed on to crew for the Dogfish and when next the vessel was seen, he was her Captain and the ship's name had been changed to Blood Moon.

The three representatives arrive and Sorrinash hardly exchanges pleasantries before he launches into a speech. "All pirates know the art of raiding and pillaging, but keeping what you take requires a different skill set and few enough have it. What thought have you given to your defenses? What's to stop me from waltzing in here and taking what I please? Hypothetically, of course." His grin is more a baring of teeth as he awaits your answer to this query.

The event poses this as a question of Engineering, but I'll consider other knowledge/profession skills if you make a strong application of it to your argument. If no one passes the DC, he'll propose a practical demonstration next.
Slides are updated with NPC images, quite a lot! And I think I found someone the party befriended who wasn't expressly invited, Pierce Jerrell. You can decide if he's actually here or not. XD


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Eager to be reunited with allies and exchange news, the ships containing your friends and acquaintances arrive early in the day with the three representatives from the Council arriving last and together.

You can make one each of Knowledge(Local), Knowledge(Nature), and Knowledge(Nobility) for information on your Council representatives and/or some Diplomacy checks to gather information. Be specific on who you are gathering info on for each check when utilizing Diplomacy.

Three ships arrive offshore and drop anchor, clearly identifiable by the flags flying from their mastheads. The first is the two-masted brig Blood Moon, flagship of Avimar Sorrinash, lord of Ollo. The second is the galley Come What May, vessel of Lady Cerise Bloodmourn. Finally, the frigate Wavecrest flies the banner of Captain Mase Darimar. Boats are lowered into the water from the three ships and head for shore, their passengers surveying the harbor and port with measured, discerning eyes.

Ran out of time to post images, I'll get those up tomorrow! ^_^


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

I'll hold off on starting the Feast Day till tomorrow just to be sure you had a chance to do everything you really meant to. Since the Tree-Folk are now allies, we can assume they helped you repair the triceratops corral and you now have a dino preserve to present to your guests.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Round 4
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - steps, fires ray of frost at Aurelius for 0 damage
Aurelius - moves, casts command vs Orange, succeeds
Amala (+4-6+4-3-10+11hp) - steps, rapid shot vs Purple for 8 damage
Red - picks up disarmed longsword, moves
Fellzir (-8hp) - steps, calls for help
Orange (-4-3-10-4hp) - double moves directly to Aurelius
Green (-5hp) - double moves, drops bow and draws longsword
Purple (-8hp) - longsword attack vs Amala for 11 damage
➤The Shrike
Blue (-2hp)

Purple longsword vs Amala, smite evil, PA: 1d20 + 5 + 2 - 1 ⇒ (13) + 5 + 2 - 1 = 19 Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11

The Sergeant approaches Aurelius directly as commanded, longbow in one hand and potion in the other. The Squire in Green moves out of the alcove and follows his fellow, dropping his shortbow and drawing his longsword. The Squire in Purple continues to press his attack against the antipaladin, striking her for 11 damage.

The Shrike is up!


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Fellzir the Mysterious wrote:

Questions, not judgements:

Did blue trigger the readied action?
Did purple have Combat Reflexes to get two AOOs on Amala?
Is it really cold where you are? Because wow it's cold here.

I did apply The Shrike's readied attack just before Blue's charge, I just forgot to include it in narration.

Ooh, you got me, combat reflexes is not in play, Amala forget that damage from the second AoO. I got too excited about stepping up. XD

Not especially now. Got more snow and ice than is usual for my area so school has been out and we're not getting enough daytime sunshine to thaw out the roads. Tomorrow should be the day, 40+ degrees(F) predicted.

Why do you say Step Up shouldn't apply to Fellzir? Are you also taking your singular AoO to fire anyway?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Round 4
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - steps, fires ray of frost at Aurelius for 3 damage
Aurelius (-3hp) - moves, casts command vs Orange, succeeds
Amala (+4-6+4-3-10+11hp) - steps, rapid shot vs Purple for 8 damage
Red - picks up disarmed longsword, moves
➤Fellzir (-8hp)
Orange (-4-3-10-4hp)
Green (-5hp)
Purple (-8hp)
The Shrike
Blue (-2hp)

Sercrutio Ranged Touch vs Aurelius: 1d20 + 4 ⇒ (13) + 4 = 17
Cold Damage: 1d3 ⇒ 3
Orange Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
Purple longsword AoO 1 vs Amala, smite evil, PA: 1d20 + 5 + 2 - 1 ⇒ (1) + 5 + 2 - 1 = 7
Purple longsword AoO 2 vs Amala, smite evil, PA: 1d20 + 5 + 2 - 1 ⇒ (16) + 5 + 2 - 1 = 22Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10

Sercrutio steps back and fires off a cantrip at Aurelius, striking him for 3 damage. Aurelius moves away from the confused wizard, commanding the weakened Sergeant to approach. A glazed look comes over her face as the compulsion takes effect.

Amala snaps off two shots at the Purple Squire, taking his attacks in return, each only scoring one hit on the other.
Amala hits Purple for 8 damage, Purple hits Amala for 10 damage.

The Squire in Red gathers up his fallen longsword before moving closer to the enemy. "Sergeant?" He calls in concern, but is unable to do anything to aid her.

Fellzir is up! Blue is threatening him.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Amala Zorex wrote:

She then 5 ft steps back from the guard in purple attire who hurt her and snarls in anger with an altered voice.

“You will die!“

She then starts shooting at the warrior.

As Amala steps back, hoping to give herself some space to fire, the Squire takes an immediate step in pursuit, continuing to threaten her.

Do you continue fire the bow under threat of AoOs?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Here is the graphic in round 3 on the left, round 4 on the right. That is exactly 10 feet of increase, though it does expand out from the radius on ALL sides. But again, it is not a visible cloud, so it would be difficult for your characters to track.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

The sound of a horn peals out from the south-east, which seems to rally the spirits of the Reclamation soldiers. "Clear the lane!" The squire in Purple calls out to the one in Green. The Sergeant in Orange retreats out of the Antipaladin's line of sight and pulls another potion from her belt. Green takes a shot at Amala which fails to find it's target and then steps into an alcove to make way. Squire Purple makes a valiant charge, crying "For Victory, for the Heart!" as he raises his longsword to strike a heavy blow on the archer.
Amala takes 10 damage!

The Squire in Blue follows suit, dropping his bow to charge Fellzir, drawing his longsword on the way and striking at the evil cleric. "You'd best work fast if you intend to kill me. That's the sound of reinforcements on the way!" He says with a triumphant grin.
Fellzir takes 8 damage!

Green shortbow vs Amala, smite evil: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Purple longsword vs Amala, smite evil, charge, PA: 1d20 + 5 + 2 + 2 - 1 ⇒ (19) + 5 + 2 + 2 - 1 = 27 Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10
Blue longsword vs Fellzir, smite evil, charge, PA: 1d20 + 5 + 2 + 2 - 1 ⇒ (17) + 5 + 2 + 2 - 1 = 25 Damage, smite, PA: 1d8 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8

Previous Rounds:
Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5-3-7-15hp, prone, unconscious, dying) - fires longbow vs Amala for 6 damage, draws a potion bottle
Amala (+4-6hp) - rapid shot vs Black for 10 damage
Sercrutio - casts magic missile vs Black for 15 damage, felling her
Red - steps, draws and attacks Green for 5 damage
The Shrike - fires longbow vs Orange for 1 damage
Fellzir - fires crossbow of doom vs Green, misses
Aurelius - delays
Purple - steps, draws, disarm vs Red, fails
Orange - steps to cover, draws and drinks potion
Green (-5hp) - steps, raises shield, LoH for 1hp to stabilize Black
Blue - moves, throws Thunderstone, misses

Round 2
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Aurelius - moves, drawing weapon
Amala (+4-6+4hp) - rapid shot vs Orange for 7 damage
Sercrutio -moves, readies action
Red - attacks Green, misses
The Shrike - withdraws
Fellzir - loads crossbow and moves, calling for Amala to close the bottle
Purple - disarm vs Red, fails
Orange (-4-3hp) - charges Amala, misses
Green (-5hp) - disarm vs Red, succeeds
Blue - smite evil, fires shortbow vs Fellzir, misses

Round 3
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - throws and casts Animate Rope to entangle Aurelius
Aurelius - breaks free of the rope and moves
Amala (+4-6+4-3hp) - steps, rapid shot vs Orange for 14 damage
Red - draws bow, smite evil, fires shortbow vs Amala for 3 damage
The Shrike - readies Longbow attack vs Blue for 1 damage
Fellzir - Crossbow attack vs Blue
Purple - delays…
Orange (-4-3-10-4hp)- moves, draws a potion
Green (-5hp) - draws bow, smite evil, fires shortbow vs Amala, misses, steps
Purple - charging longsword attack vs Amala for 10 damage
The Shrike - Longbow attack vs Blue for 1 damage
Blue (-2hp) - drops bow, charging longsword attack vs Fellzir for 8 damage

Round 4
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
➤Sercrutio
➤Aurelius
➤Amala (+4-6+4-3-10hp)
Red
Fellzir (-8hp)
Orange
Green (-5hp)
Purple
The Shrike
Blue

Sercrutio, Aurelius and Amala are up. The cloud has expanded again and so Sercrutio and Aurelius both need to make Fort Saves vs DC 14 to act normally. If they fail, they will attack the nearest person, namely each other.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Oh what the hell... I last established them in Magnimar but they could be on tour.

Mac and Tucci both pick up a rumor of a troupe of highly skilled acrobats performing at the Mermaid's Bucket of Crescent Harbor billed under the name of The Flying Suncatchers. Most of whom seem to be halfling siblings, led by the beautiful and talented Olivia Suncatcher.

Veronica remembers there is a public arcane library nearby called Mystic's Redoubt.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Amala's arrows mercilessly strike her target, the Sergeant in Orange is clearly weakened, though she still stands.

Red Fort Save: 1d20 + 7 ⇒ (14) + 7 = 21

Squire Red finally shakes off the effects of the Discord Bottle, looking around him in waning confusion and dawning horror. "By the Inheritor, what has happened? What have I done?!"

"Never mind that now, we're under attack. Defend the supplies!" Says his fellow in Purple.

Red pulls his shortbow and his eyes glow with magic as he focuses on the woman pelting his Sergeant with arrows.

Red shortbow vs Amala, smite evil: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Previous Rounds:
Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5-3-7-15hp, prone, unconscious, dying) - fires longbow vs Amala for 6 damage, draws a potion bottle
Amala (+4-6hp) - rapid shot vs Black for 10 damage
Sercrutio - casts magic missile vs Black for 15 damage, felling her
Red - steps, draws and attacks Green for 5 damage
The Shrike - fires longbow vs Orange for 1 damage
Fellzir - fires crossbow of doom vs Green, misses
Aurelius - delays
Purple - steps, draws, disarm vs Red, fails
Orange - steps to cover, draws and drinks potion
Green (-5hp) - steps, raises shield, LoH for 1hp to stabilize Black
Blue - moves, throws Thunderstone, misses

Round 2
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Aurelius - moves, drawing weapon
Amala (+4-6+4hp) - rapid shot vs Orange for 7 damage
Sercrutio -moves, readies action
Red - attacks Green, misses
The Shrike - withdraws
Fellzir - loads crossbow and moves, calling for Amala to close the bottle
Purple - disarm vs Red, fails
Orange (-4-3hp) - charges Amala, misses
Green (-5hp) - disarm vs Red, succeeds
Blue - smite evil, fires shortbow vs Fellzir, misses due to cover

Round 3
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - throws and casts Animate Rope to entangle Aurelius
Aurelius - breaks free of the rope and moves
Amala (+4-6+4hp) - steps, rapid shot vs Orange for 14 damage
Red - draws bow, smite evil, fires shortbow vs Amala for 3 damage
➤The Shrike
➤Fellzir
Purple
Orange (-4-3-10-4hp)
Green (-5hp)
Blue

The Shrike and Fellzir are now up! Amala takes 3 damage. Aurelius is armed and currently threatening Sercrutio.


1 person marked this as a favorite.
Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Probably would be better for posts consisting of only ooc discussion to be posted to the Discussion thread, but we'll stick here for the sake of continuity.

Below is Tucci's post earmarking plunder for the renovations. Since he preferred to spend the full amount without utilizing discounts due to aid and expertise of various NPCs, I'm counting those discounts as "bonus" plunder spent toward the threshold.

Harbor: 5 +1(Sefina) = 6
Fort: 10 +1(Tree Folk) = 11
Feast: ? +1(Audessa) =
Anything Else?

Tucci Hedgehopper wrote:

With regard to the expenditures (link)

We will build a dock in the harbor, for what’s the point of having an island if there’s no easy way to disembark and resupply! There must be trade! Tucci requisitions the full five plunder, even though Sefina is helping. He wants the docks to be more than a simple structure. After all, it’s the first thing guests are likely to see, at least up close, when they arrive. So he wants it to look more impressive!

We will also fully renovate the fort. He’ll work with the Tree Folk, more to cement their relationship than for any actual savings. He’ll do as much as possible with stone (see below) as well.

So that’s 14 plunder spent so far, just to get us up to snuff. I don’t think any of us are ‘crafters’ so I don’t think we’ll be able to reduce the cost that way.

However, Tucci can cast one of these spells each day, and will, during construction.
- Plant Growth (for next year’s harvest)
- Stone Shape (I suspect he’s using this the most)
- Wood Shape (to help Frondir - though I imagine he’s far more skilled)

His goal isn’t to save money, his goal is to enhance. Stone Shape, so we’re using more stone than wood (making Frondir happy). Wood Shape to stretch what wood we do use further. And finally Plant Growth to help any budding farmers get off to a good start. I suspect mostly it’ll be small gardens for now, but we’ll see what the future holds.

Tucci is also correct that selling plunder is more complex than unloading your packs at a market. One point of plunder is worth about 1,000 gp, and takes up 10 tons of cargo capacity, unless otherwise noted. That's not to say that it weighs that much, it's just an arbitrary limiting factor to cover the bases of the sheer variety of goods which might might make up the "plunder" without bothering to spell it out. Also;

Wormwood Mutiny, p62 wrote:

Exchanging 1 point of plunder for

gold requires a PC to spend 1 full day at port and make an
applicable skill check. Regardless of how much plunder the
PCs have, one PC must spend a full day trading to exchange
1 point of plunder for gold. The PC trading also must be
the same PC to make the skill check to influence the trade.

So time spent is a factor as well. Ellie's check accounts for 1 plunder sold at 1,200 gold and 1 day spent haggling. I'll allow that you have that much, supposing you transported lighter, less bulky goods from your supply of "plunder". More would require more time and a cargo hold to work with.

Fortunately, the Feast is an event that allows you to spend plunder directly toward your own ends, utilizing the ambiguous goods toward your repairs, construction, upgrades, foodstuffs, etc. Converting it to cash would actually complicate spending it toward the feast as you would need to arrange delivery and risk delays, etc.

I'll reiterate that I won't spell out the threshold you're aiming for, but I will say that you have made a good start. Remember that overspending will net you a pool of cushioning capable of absorbing any negatives you might incur due to event outcomes during the feast itself. Supplying the feast includes food, drink, and entertainment. As a hint, think Royal Ball as opposed to Back Yard BBQ... ^_~


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Veronica Blackblade wrote:
And getting back to the island, is there anywhere we haven't gone to/stuff left to do, besides the magic circle in the basement? I can only recall the dinosaurs, and I seem to remember us not coming to a decision on them yet?

That's correct. I offered the option to handwave the combat with the triceratops in the broken enclosure given the party can fly and the creatures have no way to reach you. Mac and Tucci seemed inclined to try and repair the enclosure and keep them so they were left alone so far.

Ellie Dewblossom wrote:
@GM: How does bartering for the plunder work again? I can use Diplomacy for that, right?

Yes, in a Metropolis you can haggle for a maximum of 140% value (DC 50). The DC and percentage each reduce by 10 accordingly. So DC 40 for 130%, DC 30 for 120% and DC 20 for 110%. So for selling 1 plunder, Ellie's haggling will increase the amount to 1,200 gp.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Aurelius gives further signs of aggression toward the person closest to him, Sercrutio. The wizard throws the rope and casts his readied spell, entangling the Omdura. But the rope does not hold him long as he breaks free from the binding and advances on his teammate.
Aurelius actions are taken for this round. Same situation pending, he will only attack Sercrutio if he fails his next will save. Sercrutio's readied action moved him to just ahead of Aurelius in initiative.

Purple Disarm vs Red: 1d20 + 4 ⇒ (1) + 4 = 5
Orange Charge attack vs Amala: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Green Disarm vs Red: 1d20 + 4 ⇒ (14) + 4 = 18 Succeeds
Blue shortbow vs Fellzir, smite evil: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 Damage: 1d6 + 2 ⇒ (3) + 2 = 5

The Squires continue to try and deal with their rogue comrade, one of them finally succeeding in disarming their fellow. The Sergeant in Orange makes a bold charge against Amala, drawing her bastard sword to strike, but misses the dexterous archer.

The Squire in Blue continues to advance west drawing his shortbow, his eyes alight with some magic as he narrows his gaze on Fellzir. He looses an arrow, narrowly striking the cleric.
Fellzir takes 5 damage.

Previous Rounds:
Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5-3-7-15hp, prone, unconscious, dying) - fires longbow vs Amala for 6 damage, draws a potion bottle
Amala (+4-6hp) - rapid shot vs Black for 10 damage
Sercrutio - casts magic missile vs Black for 15 damage, felling her
Red - steps, draws and attacks Green for 5 damage
The Shrike - fires longbow vs Orange for 1 damage
Fellzir - fires crossbow of doom vs Green, misses
Aurelius - delays
Purple - steps, draws, disarm vs Red, fails
Orange - steps to cover, draws and drinks potion
Green (-5hp) - steps, raises shield, LoH for 1hp to stabilize Black
Blue - moves, throws Thunderstone, misses

Round 2
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Aurelius - moves, drawing weapon
Amala (+4-6+4hp) - rapid shot vs Orange for 7 damage
Sercrutio -moves, readies action
Red - attacks Green, misses
The Shrike - withdraws
Fellzir - loads crossbow and moves, calling for Amala to close the bottle
Purple - disarm vs Red, fails
Orange (-4-3hp) - charges Amala, misses
Green (-5hp) - disarm vs Red, succeeds
Blue - smite evil, fires shortbow vs Fellzir

Round 3
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Sercrutio - throws and casts Animate Rope to entangle Aurelius
Aurelius - breaks free of the rope and moves
➤Amala (+4-6+4hp)
Red
The Shrike
Fellzir
Purple
Orange
Green
Blue

[ooc]Amala is up![/ooc


1 person marked this as a favorite.
Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Ran out of time to advance the combat today, will get back to it tomorrow!


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Veronica's skill with spellcraft leads her to conclude that the magic circle is still active and is similar enough to the one observed in Sumitha that they were likely crafted by the same entity. It stands to reason that they should connect but there is a fluctuation in the aura. She concludes that it is not safe to use and likely dangerous to attempt to repair without more information.

Looking closer at the aura, she can only conclude that it is easily some of the strongest magic she has ever seen, though she can't determine the school involved.

Mac's idea to block physical access to it until you know more seems like the best approach.

You can try and research the subject again later with access to a library and maybe some scholars to assist the roll if you take good notes.
You guys know Port Peril better than I, are you meant to face randoms when there? I will dig up some more info if you need some input from me for your shopping trip.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Brother MacLaren wrote:

The stairs in B28 go up to... B13? I see that there was a narrow set of stairs there that we never followed. We came to B28 through B31 instead. But it's a reasonable conclusion that those are the stairs from B13.

Can we get a map of the fort?

Full Fort Map

Yes, that is correct. B13 connects to B28. Excavation is a necessary part of the process of fully renovating the fort, which Tucci has already called for and allocated the resources. It's reasonable to assume renovation just hasn't reached this far yet since you weren't sure if it was safe. The unresolved magic circle is the only obstacle to that surety.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

With a few castings, you arrive in the aforementioned ruined Amphitheatre. Warily, you look around you, prepared for the statue to animate and attack but it's graven image remains carved in stone. Only the soft lapping of the water in the pool disturbs the silence.

I think you actually already found everything of interest down here if you looted the vault and Bikendi's corpse. Do you want to check out the magic circle?

DC 25 Knowledge(arcana):
The magic circle should connect to it's counterpart in Sumitha but it is misaligned due to damage from the collapse of rubble from above. It is a Wondrous Item and you believe someone with the ability to Create such could repair it by combining a make whole spell with realigning it to work properly through skillful application of Spellcraft or making Use of Magical Devices.

As it stands now, the magic circle is a hazard and would likely teleport anyone to stand on it somewhere else that could prove dangerous.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Amala's arrows punch through the second Reclamation Sergeant's defenses while Sercrutio prepares to deal with Aurelius, who is apparently affected by the Discord Bottle, indicating it may still be open.

1d6 ⇒ 2
Red Fort Save: 1d20 + 7 ⇒ (1) + 7 = 8
Red vs Green: 1d20 ⇒ 2 Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Squire Red makes another swipe at his comrade but fails to connect this time.

Previous Rounds:
Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5-3-7-15hp, prone, unconscious, dying) - fires longbow vs Amala for 6 damage, draws a potion bottle
Amala (+4-6hp) - rapid shot vs Black for 10 damage
Sercrutio - casts magic missile vs Black for 15 damage, felling her
Red - steps, draws and attacks Green for 5 damage
The Shrike - fires longbow vs Orange for 1 damage
Fellzir - fires crossbow of doom vs Green, misses
Aurelius - delays
Purple - steps, draws, disarm vs Red, fails
Orange - steps to cover, draws and drinks potion
Green (-5hp) - steps, raises shield, LoH for 1hp to stabilize Black
Blue - moves, throws Thunderstone, misses

Round 2
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Aurelius - moves, drawing weapon
Amala (+4-6+4hp) - rapid shot vs Orange for 7 damage
Sercrutio -moves, readies action
Red - attacks Green, misses
➤The Shrike
➤Fellzir
Purple
Orange (-4-3hp)
Green (-5hp)
Blue

The Shrike and Fellzir are now up! Aurelius is armed and currently threatening The Shrike.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
bluedove wrote:

Added the map to the Cellar level of the fort, not completely sure what all you explored, so place yourselves where you need to go. Bikendi would have been in B30

Cellar Map

Soo... what chamber are we starting in?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

This was the first time I increased the radius, even though Amala would have technically opened the bottle prior to your surprise round. Even if I only count the surprise round as half a round, that's a 15 foot increase on all sides. Changing the sides you can't see on the map does have some effect on where the squares budge out too. Aurelius was just standing a bit too close and given it's undetectable, he wouldn't be able to see the boundary of the effect.

Fortunately, he used all his action on movement and will need to fail the save again to actually attack.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Aurelius Fort Save: 1d20 + 6 ⇒ (3) + 6 = 9
After deciding to wait for an enemy to draw closer, Aurelius finds himself changing his mind. Instead he feels a bit fuzzy and a lot angry as he turns back the way he came, drawing his sword as he rounds the corner and closes on The Shrike.

Purple Disarm vs Red: 1d20 + 4 ⇒ (3) + 4 = 7
Green LoH on Black: 1d6 ⇒ 1
Blue Ranged Touch: 1d20 ⇒ 1 Miss Scatter: 1d8 ⇒ 3
Fellzir Fort Save: 1d20 + 6 ⇒ (11) + 6 = 17
The Reclamation troops scramble to get control back over the situation. One of the Squires draws his weapon to try and disarm the one that turned on his fellows. The soldier in Orange takes cover from some of the aggressors, though not from Amala and manages to drink her potion. The wounded Squire raises his shield in defense as he steps and reaches down to touch the fallen Sergeant.

The last of the Squires moves away from the wagon and tosses something toward the attackers. It lands off target on a table used to display goods but still peals like thunder, leaving a slight ringing in Fellzir's ears but nothing more serious.

Previous Round:
Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5-3-7-15hp, prone, unconscious, dying) - fires longbow vs Amala for 6 damage, draws a potion bottle
Amala (+4-6hp) - rapid shot vs Black for 10 damage
Sercrutio - casts magic missile vs Black for 15 damage, felling her
Red - steps, draws and attacks Green for 5 damage
The Shrike - fires longbow vs Orange for 1 damage
Fellzir - fires crossbow of doom vs Green, misses
Aurelius - delays
Purple - steps, draws, disarm vs Red, fails
Orange - steps to cover, draws and drinks potion
Green (-5hp) - steps, raises shield, LoH for 1hp to stabilize Black
Blue - moves, throws Thunderstone, misses

Round 2
-------------------
Black (-5-3-7-15+1hp, prone, unconscious, stable)
Aurelius - moves, drawing weapon
➤Amala (+4-6hp)
➤Sercrutio
Red
The Shrike
Fellzir
Purple
Orange
Green
Blue

Amala and Sercrutio are up!


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

We can retcon a bit and say the ship you saw in the distance was Ellie's, dropping her off early. Added the map to the Cellar level of the fort, not completely sure what all you explored, so place yourselves where you need to go. Bikendi would have been in B30

Cellar Map


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Fortunately, the providers of said GreenWood are more concerned that the wood used remains alive than they are any worldly concept of wealth.

That said, selling those particular ships should probably be discouraged, if we do implement that, lol!

Hmmm, these will make for some high-end bungalows as well! XD


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Amala strikes her target in quick succession, leaving the woman in Black clearly weakened. Sercrutio launches a volley of magic missiles, the force of the impact knocking her to the ground, the potion bottle in her hand clatters over the cobblestones.

The confused looking warrior steps closer to her prone form and his face twists in rage as he draws his sword and slashes at his comrade in Green.
Red vs Green: 1d20 ⇒ 11 Damage: 1d8 + 2 ⇒ (3) + 2 = 5

The Green guard looks shocked and calls out in alarm, "Sergeant Black is down! Squire Red is compromised!"

Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5-3-7-15hp, prone, unconscious, dying) - fires longbow vs Amala for 6 damage, draws a potion bottle
Amala (+4-6hp) - rapid shot vs Black for 10 damage
Sercrutio - casts magic missile vs Black for 15 damage, felling her
Red - steps, draws and attacks Green for 5 damage
➤The Shrike
➤Fellzir
➤Aurelius
Purple
Orange
Green (-5hp)
Blue

The Shrike, Fellzir and Aurelius are now up!


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Veronica Blackblade wrote:

First things first, as we seem to be planning another shopping trip, I'd like some help in defining the state of Mac's crafted items. His post on the request gave the following times:

Gloves of Storing: 10 days normally, 5 accelerated
Phylactery: 11 days normally, 6 accelerated
Luckstone: 20 days normally, 10 accelerated

I'm unsure, however, on how many days have passed. And the times probably have to take into account that we've been exploring and clearing out the island on most days, which means I get only 6 hours of effective craft time per day (2 for working while adventuring, and a block of 4 during the night granted by the ring of sustenance).

We have some wiggle room here because I have not really been tracking time either. My guess is that about a week of gametime has gone by since I took over, event-wise that was tracking the harpy hybrids back to their cave. There should be time to build and craft as needed before the feast event. You could easily suppose you took every other day off and still there would be time. If you guys want to make use of crafting feats, I'm happy to support that.

Veronica Blackblade wrote:
The second point is on the treaty with the treant: I'm fine with handwaving it, but Veronica does have some interest on the subject if we want to discuss it in character: her father is a boat builder, and she would like to bring her family along eventually. But her father would need wood for building ships. If Greenwood can be used for it, and especially if it can keep it's regenerating properties while sailing (even if it means she has to spend sometime researching a possibly magic solution for that), that's absolutely something she'd be invested in. Self-repairing ships sound like a great (and profitable!) idea.

They do! Probably a tiny bit broken, tbh, but again my focus is on an enjoyable story. Coconut palms really are perfect for the thought experiment too given that the living fruit is completely buoyant, often migrates across open sea and can germinate in salt water. Greenwood should have some disadvantages such as being heavier and thus slower as a sailing vessel. I could see utilizing specialized berths that allow them to contact soil directly while docked without being run aground.

Also coconuts can be processed into charcoal for use in cook fires, which is an option for your island's industry and avoiding relying on campfire beads long-term.

There is, of course, also the option of utilizing "plunder" as your source of lumber for building.

I'll also point out that while you spoke to a singular Treant (not that anyone knew that's what he was), he spoke of discussing the terms of a potential agreement with others much like you did. ^_~


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Amala's arrow finds it's mark, drawing an angry yell from her target. The Shrike's shot misses, though only just as Fellzir's thunks into a support post of the alchemy shop. "We've got Raiders! Twelve and Nine o'clock! Defend the supplies!" The woman in Black calls as she raises her longbow to return fire on Amala. She strikes Amala solidly for 6 damage and draws a potion from her belt.

Black Longbow vs Amala: 1d20 + 6 ⇒ (18) + 6 = 24 Damage: 1d8 ⇒ 6

Surprise!
-------------------
Amala - steps, smites, fires vs Black for 5 damage
Sercrutio - casts mage armor
The Shrike - fires vs Orange, misses
Fellzir - fires vs Black, misses
Aurelius - invokes divine favor

Round 1
-------------------
Black (-5hp) - fires longbow vs Amala for 6 damage, draws a potion bottle
➤Amala (-6 hp)
➤Sercrutio
Red
The Shrike
Fellzir
Aurelius
Purple
Orange
Green
Blue

Amala takes 6 damage and she and Sercrutio are up!


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map
Ellie Dewblossom wrote:
(Full disclosure for GM: I have run Skull & Shackles in its entirety for my IRL group [and wound up really envying them for getting to play it!]. If that's a problem I'll bow out again, no hard feelings.)

No objections from me, I'm inclined to say that further entitles you to a player seat rather than disqualifying you. ^_~

I would genuinely wish to read all the Gameplay backlog to fully grasp the party's journey but it's a lot and I'm not sure if it will ever be feasible. Still, Mac has given me some excellent plot points to work from. I'm sure he has the answers for your PC's Meanwhile, back at the ____.

I have a job interview coming up this week and hopefully I will have an improvement in my schedule soon as well. Wish me luck and welcome aboard!

First order of business will be to advance to level 10. ABP means half the usual wealth to build so, 31,000 gp, I think?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Everything looks good, sorry I have been slow to pick up the thread again.

Are we handwaving the treaty with the Tree Folk? Their condition was nonnegotiable but what you might request from them for the promise of not harming the trees was pretty wide open.

What would you like to cover next in Gameplay?


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

GM Rolls:

Orange Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Black Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Red Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Green Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Purple Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Blue Perception: 1d20 + 1 ⇒ (18) + 1 = 19

Aurelius Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Amala Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Fellzir Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
The Shrike Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Sercrutio Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

Orange Init: 1d20 + 2 ⇒ (1) + 2 = 3
Black Init: 1d20 + 2 ⇒ (20) + 2 = 22
Red Init: 1d20 ⇒ 13
Green Init: 1d20 ⇒ 1
Purple Init: 1d20 ⇒ 5
Blue Init: 1d20 ⇒ 1

Orange Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Black Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Red Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Green Fort: 1d20 + 7 ⇒ (18) + 7 = 25
Purple Fort: 1d20 + 7 ⇒ (12) + 7 = 19
Blue Fort: 1d20 + 7 ⇒ (8) + 7 = 15

Surprise!
-------------------
➤Amala
➤Sercrutio
➤The Shrike
➤Fellzir
➤Aurelius

Round 1
-------------------
Black
Amala
Sercrutio
Red
The Shrike
Fellzir
Aurelius
Purple
Orange
Green
Blue

Amala's approach goes unnoticed and she is able to deploy the discord bottle without issue. The gas is colorless and odorless and so the Reclamation soldiers continue about their business, getting ready to move the small wagon. One of them pauses, looking angry and confused.

You get a surprise round on the group before the bottle takes effect.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

The sun hangs low in the sky as you watch from a distance as six armored figures wearing the tabard of the Glorious Reclamation load several crates of potions into a hand pulled cart parked in front of Healthy Heart Alchemicals. There are a few townsfolk milling about but they are gradually returning home for the evening.

Linton Demeer hands one of group a clipboard and she scrawls on the paper before handing it back, likely signing for the receipt of goods and the alchemist gives a nod and a weary salute before returning inside for a well earned respite from his week of overwork.

Map is updated! Place your tokens where you would have waited to observe the pick-up. Remember to make your rolls if you approach under stealth.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Ok, how about this map?

White rectangle will be the cart they will load with the potions.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Building a harbor costs 5 plunder but the cost can be reduced via aid provided by Sefina through her water shaping abilities (-1 plunder), and by a DC 30 Craft check for an appropriate skill. I'll allow shipbuilding to apply here as well as stacking aid anothers onto the best craft roll.

Any exterior structure where you are willing to incorporate living trees or Greenwood with the aid of the Tree Folk will reduce plunder cost. I can see this applying to simple siege weapons and the upper levels of the fort as well. Provided you formalize your treaty. ^_~

Fully renovating to the Fort would normally cost 10 plunder, Tree Folk aid can reduce that by 1 but for further reduction you will need a DC 30 Craft check for an appropriate skill. Here we really need Carpentry, Stonemasonry, etc. You can divvy that cost by level if you chose to leave some unfinished.

Plunder is spent to supply the feast as well and Audessa and her troupe serve to reduce that cost. The marker for success is based on the respect garnered from your guests so some will come from the resources spent to prepare the island and to host the Feast and some from how you handle various encounters during the event.

1 to 50 of 2,268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>