Barbarian Feat 8, 1 action called Thrash.
Bard Feat 18 called Eternal Composition
Looking at the Half-Orc. Before, I chose it and picked the low-light vision and orc toughness. Now it appears I'll be losing the orc toughness part but have no way to gain that back. However, I do get an additional feat that I would have otherwise not had - so its a bit better in the regards to getting more things.
There is an Orc Ancestry feat though that grants low-light vision (Orc Sight), so that is a bit redundant for the Half-Orc now. Though it does provide dark vision if you already have low light.
I've also signed up at the urging of my husband. I love to write, and have done lots of various types of fantasy stories for many years (none published as of yet). I'm relatively "new" to tabletop rpg, starting briefly with 4e and some 3.5 about 7 years ago. We discovered pathfinder shortly after and have been playing that since.
I signed up to learn more about writing in this particular style with the hopes maybe one day getting something published. So add me to the list of interested in the publishing side. But I wouldn't mind a few tips in the other either.
I too went with the Adivion and the Professor knowing each other. He even showed up at the funeral at the start as one of the attendees. After HoH, I had Kendra move to Caliphas with Adivion helping her get resettled (and even a romance develop between them). It helped that one of my players was moving after book 1 so I had her character go with Kendra to Caliphas. We role played that side of things so her character got to know Adivion's good side.
That character soon rejoined the party (as the player moved back in town) by the start of Book 5. It was quite amusing to see the reactions everyone had as the other 2 characters knew Adivion was behind things and all the 1 character knew was that Adivion was a great conversationalist and was going to marry Kendra.
I've ran Carrion Crown, the first 2 books of Rise of the Runelords and am in the process of running Legacy of Fire and Mummy's Mask. I am currently playing in Curse of the Crimson Throne and Wrath of the Righteous.
My favorite will likely always be Carrion Crown - likely due to it being my very first game as a GM and the PCs that were in it were very memorable. So many fun stories that we still share today.
I'm thoroughly enjoying all of the various stories so its hard to list out which are better than the others for me. That said we are looking forward to continuing through our list of APs we want to play (Skull & Shackles, Reign of Winter, Giant Slayer, Iron Gods, Shattered Star, Hell's Rebels, Hell's Vengeance and likely many more to come).
The finished product - an illumination of the KOTC charter.
We are also busy crafting good things in game too, come visit us on our website and see what we are all about. We are always looking for new members!
I died 6 times trying to get to Keepers Pass when traveling in a group of two. And then went out with the group of 12 and died five more times on our way home in the same spot.
I lost quite a bit of resources (and equipped items due to durability), but it was sure a lot of fun going out hunting despite that loss.
Ogres as far as the eye can see is quite the sight!
I've been trapped in a few holes, a few evasion helped. One was a deeper trench. I don't know if the trick still works but this was how I got out of the hole:
Logged out. Then when I logged back in, after hitting "enter world" I immediately pressed and held the up arrow. It seemed that you could move before the terrain loaded (even though you can't seen anything but the loading screen). When I was able to see the game, I was out of the hole.
I would repost the one of mine that got the most favorites but it would be really long. It was the Visitors Guide to Keeper's Pass "brochure" at 6 favorites.
The next highest was at 5 which I am sharing because out of context its amusing (it was posted on a different forum about Bastardhall):
It was a blast. I happened to be the one who lit the fire and be the one to die in said fire. Turning on the party was quite fun ;).
As a record, we, Keepers of the Circle and by extension the settlement of Keeper's Pass, are Neutral Good.
We have our own rules for our own Settlement, and in this case Erian is letting everyone know what that law is - that we do not support aggression in our territory.
If companies decide not to follow that law, then we will respond to protect our Settlement. (Ie you attack us, then we will attack you. But if you do not attack us, we will not attack you).
I don't see how we can't have our own rules and be in an Alliance with others. It's not about being a neutral party here - we do not allow aggressive measures by our members against anyone who didn't aggress first regardless of their alignment.
This. Having the Thornguards be "better trained" to protect people in town will help. While no where can be truly safe, there should be some measure of safety in one's own town to be able to do what you need or want without having to constantly be next to the computer to defend yourself because someone else wants to fight.
You call it combat, but I call it harassment because one party is not wanting a fight and there is nothing short of logging out and not playing that will fix it at the game's present state.
I know there are a few in Keeper's Pass that have not been enjoying being shot at or killed in Keeper's Pass. The complaints I have been hearing are from those that were trying to either craft or had to step away for something in RL and came back to find themselves dead are not thrilled.
I'm fine if both parties wish to duke it out, or if someone is jumped in the woods by a bandit (hazard of living in the River Kingdoms), but having people be harassed in town is not something I care to see.
Howdy folks. Just wanted to thank Nihimon, Decius, Banesma, Sspitfire, Locas Took, Ahnold and Danielle for running with our party from KOTC in killing off some mobs. We all took down the hex from 100% to 63.3% in about 2 hours (total of 13 people with some coming and going).
Looking forward to hosting another hunting party tomorrow starting at Keeper's Pass Vault!
Section 1: Overview of the Circle:
NAME: Keepers of the Circle
The Keepers of the Circle is a society of individuals who seek to improve life for all while maintaining individual rights and life, as the highest values. We encourage advancement in all areas and hope to grow a community of involved people. All are welcome in our ranks so long as these goals are respected.
The Circle itself is a representation of Life. As such, those who are Keepers of the Circle support that which advances all life. The Circle of Life is made up of Rings, each of which covers a different aspect of Life. Every member of the Circle, whether a basic member, the lead representative of a Ring, or the representative of the entire Circle is important and all are necessary to keep and maintain the Circle.
No member of the Keepers of the Circle is warranted to aggress against an individual (where aggression is the initiation of force, the threat of force, or fraud). This does not mean that Keepers cannot defend themselves, others, or property. Protection of one’s own life and property, or another’s, is permitted and encouraged by many Keepers.
The Eight Rings:
Ring of Steel:
Ring of Light:
Ring of Shadow:
Ring of Wood:
Ring of Crystal:
Ring of Earth:
Ring of Gold:
Ring of Iron:
Section II: Definitions for this Document:
Member: the individual out of game controlling the character(s)
Section III: Organizational Structure:
Each Member may have only one character holding the rank of Warden or higher. All other memberships (be it with one or more characters) are limited to Keeper only.
The Inner Circle - This group, made up of the Guardians plus the Sentinel and the Watcher, is tasked with overseeing all aspects of the Circle and represents the leadership of the Circle as a collective.
•Sentinel - As the central representative for the Keepers of the Circle, the Sentinel sits at all Circle meetings as both facilitator and mediator, ensuring an equal voice among all participants. The Sentinel also serves as a Chief Representative of the Circle to all outside organizations, serving alongside other Ambassadors, Consuls and other envoys when present, with signatory authority to bind the Circle to agreements. This Member holds no membership in any one Ring as he or she must serve as the voice of all Keepers regardless of Ring without bias, but may participate in Ring discussions.
•Watcher - The Watcher oversees implementation of all decisions made by the Inner Circle to ensure results are gained in a timely fashion. In the absence of the Sentinel, the Watcher serves in the Sentinel's place and bears all of the Sentinel's powers and responsibilities as needed. The Watcher also heads a group of Wardens responsible for guiding and welcoming Initiates, known as the Wardens of Welcoming. This Member holds no membership in any one Ring, as he or she must serve as the voice of all Keepers regardless of Ring without bias, but may participate in Ring discussions.
•Guardian - As the elected representatives of each individual Ring, the Guardians are the primary voice for the Ring in the Inner Circle. With general direction from the Sentinel regarding the Circle's policies and goals, the Guardians are responsible for the organization, structure and activities of each Ring. This Member may not hold membership in any other Rings, as he or she must serve as the voice of all Keepers in the represented Ring without bias, but may participate in Ring discussions.
Warden- These senior members of the Circle work to accomplish the goals provided by the Inner Circle. The number of Wardens are divided evenly among the Rings based on the number of overall membership. A rank of Warden may be required for some Ring positions as determined by that Ring's sub-charter. Each Member may hold a rank of Warden in only one Ring.
Keeper - Keepers form the base membership of the Circle and have access to a majority of the resources and benefits of the Circle. They serve in one or more Rings, working to accomplish each Ring's specific goals under the guidance and support of the Wardens and Guardian. Each Member may hold the rank of Keeper in multiple Rings, but membership ina Ring is not reqired in order to participate in most Ring-related activities.
Initiate - Any individual wishing to join the Keepers of the Circle is welcomed as an Initiate. After an Initiate indicates which Ring he or she wishes to join, a Warden from that Ring (or an available Warden from another Ring if none are available from the chosen Ring) agrees to a Sponsorship. Initiates then undergo a waiting period to allow for sufficient screening and familiarization. During this time, the Initiate is encouraged to participate in activities in-game and in the forums, and the Initiate may also need to fulfill any Ring specific requirements to join that Ring. The Ring of Shadow uses this waiting period to clear the Initiate of any security concerns. Once the Initiate is cleared, the Sponsor presents the Initiate to the Watcher's Wardens of Welcoming to determine if the Initiate is ready to be presented to the Guardian to be accepted as a Keeper. Membership requirements for each Ring are specified in each Ring's sub-charter.
I haven't entirely figured out what I want to do for my main character, Nadya. Possibly rogue/aristocrat. But as with all characters, I will likely change my mind a thousand times before we start playing.
I do know that my DT is going to be based off of a tabletop character I had by the name of Falita. She was a dervish dancer bard in that iteration, so I will see what I can do to replicate it here.
I can see how people can feel overwhelmed. I know not everyone in my group is as active as others and that's okay. Those active are those who like to talk, theorize, etc. Can't really formalize everything until we are actually there in game. I want to encourage all who are casual to have fun just as much as I encourage the really active folks to have fun.
An even better poem by one of our new members:
Circles of power,
So what is this non-aggression thing that we value so highly? I can tell you what it does not mean. It does not mean that we will stand idly, to let the world pass us by. It does not mean standing by while another is hurt, or letting another hurt us.
What it does mean is that we will not go out and threaten your lands. We will not go out and attack a traveler just because he or she has what we want. If we see someone being attacked unfairly we will step up to help them. If a friend is being attacked, we will step in to help. If something is going to threaten our home or our friends, we will stand up to defend. We do not initiate, but we do not lie down and let it happen. We stand together, we stand firm. We protect those we care about. That is what we mean by non-aggression.
If this is something you agree with and wish to uphold, we will gladly welcome you in with open arms - be it as a fellow resident of Keeper's Pass, or a visitor to our great settlement.
A Visitor's Guide to Keeper's Pass
Planning to adventure in the Echo Wood Region of the River Kingdoms? Do you need a place to stay, or to call home? Then come check out Keeper's Pass! We have something for everyone.
Keeper's Pass is a bustling town founded by the Keepers of the Circle during the early days of the second landrush. The members of this organization wished to build a settlement promoting freedom and non-aggression. Keeper's Pass recognizes and celebrates the diversity that is prevalent in the River Kingdoms, and so all races are welcome to visit and live within the town.
The ruling structure is a representative democracy. Those companies that choose to join Keeper's Pass during the landrush will gain a seat on the Settlement Council. The voices of all people are important to the ruling body of Keeper's Pass, and all citizens are invited to bring new ideas and concerns to the Council for consideration.
Keeper's Pass is a neutral good settlement valuing personal freedom and the adherence to reasonable laws. All who do not seek to threaten this balance are welcome within.
Keeper's Pass believes that its citizens should be free to worship any of the non-evil gods they choose. Shrines and temples may be seen to a variety of the good or neutral gods as visitors walk the streets.
How To Get Here
Keeper's Pass is centrally located on a rocky plateau, accessible by passes to the north, east and southwest. The eastern pass falls under the aegis of Brighthaven, capital of The Empyrean Order and a co-member of the Roseblood Accord along with the Keepers of the Circle. The southwest pass more properly falls in the domain of the town, rising up just south of the marshy lands that are home to Toad Hollow. The town is working diligently to ensure that the roads from all passes are established and well maintained for ease of travel.
What To See
One can take in the breathtaking views of the southern forest as well as catch a glimpse of the town of Phaeros, capital of The Seventh Veil and a co-member of the Roseblood Accord. Turning toward the town, one can visit any of the eight Districts, each one associated with the eight Rings of the founding company. As the town was built to be a major trade and crafting hub for the region, one may be drawn toward The Golden Ring Market in the Gold District. We welcome all visitors to come visit this market, where items are brought in from not only the local towns but from all across the Echo Wood region of the River Kingdoms. Another site not to be missed is the forges and the craftsman shops in the Iron District. Here, brilliant craftsman work on their wares and sell them to the public. Some may even host tours of their shops to the curious. But these are just a few of the many places one could visit in Keeper’s Pass!
What To Do
Aside from sightseeing in the area, Keeper's Pass provides many other activities. If you are tired and wish to relax for the day with good food and drink, a tavern just may be your answer. Do you like social events or parties? Then keep an ear out for various socials and contests held by different Districts. And don't forget to check out the annual Festival of the Onion, an event steeped in fun, games, and tradition. There is something for everyone, from those interested in a little roleplay to those who prefer a lot of roleplay.
Where To Work
Construction, hunting, and gathering are just a few of the activities that are hosted in the Earth and Wood Districts. Every District has work to be done, so Keeper’s Pass can accommodate almost any interest.
Security is a priority for Keeper's Pass and two Districts provide protection for the citizens and visitors of the town. You may often see members of Steel patrolling the streets inside and outside the walls. Occasionally you may see a flicker in the shadow, but often times you won't even see members of Shadow keeping an eye on anything going amiss. Know that with both of these groups on the watch, Keeper's Pass cares for your safety.
If you are starting to feel unwell, or perhaps you need someone to talk to, make sure you stop by the Light District. The members of this area are there to help in whatever means they can. Many of the more prominent temples will be located in this District if you wish to improve upon your spiritual health.
Do you value freedom, and non-aggression? Do you wish to help build a great safe-haven and encourage advancement in all areas while growing a community of people? Then Keeper’s Pass is for you! All companies who choose to live in Keeper’s Pass retain their individuality; there is no requirement to join the Keepers of the Circle to live here. We respect and cherish diversity and want Keeper’s Pass to be a place for all neutral and good –aligned people to flourish.
If you wish to join with us in Keeper's Pass, you may contact either Erian El’ranelen or WxCougar in PM on the Paizo boards, or come visit us at our website at Keepers of the Circle.
What You Can Expect As A Charter Company
As mentioned earlier in this guide, companies that choose to join during the second landrush gain a seat on the Settlement Council. These companies also receive return aid in building their own settlements should they choose to expand into new homes of their own down the road. All companies, whether they join before or after the landrush keep their autonomy and are able to take part in conversations dealing with the settlement.
We hope you enjoy your stay here in Keeper's Pass. And we hope you consider us as your home or base of operations so long as you respect life, freedom, and non-aggression.
*Disclaimer: All events and names are subject to change due to weather conditions or Council decisions. Thank you for listening.
We, the Keepers of the Circle, have reviewed the terms of the Roseblood Accord within our organization and are greatly in favor of the document. We too desire to see positive gameplay flourish in PFO, and are willing to help lead by example wherever we live and travel.
We formally request that we be added to the list of organizations supporting the Roseblood Accord as we believe we can work toward the mutual success of all parties involved.
The Keepers of the Circle
Name: Keepers of the Circle
The Keepers of the Circle is a society of individuals who seek to improve life for all while maintaining individual rights and life as the highest values. We encourage advancement in all areas and hope to grow a community of people. All are welcome in our ranks so long as these goals are respected.
The Circle itself is a representation of Life. As such, those who are Keepers of the Circle support that which advances all Life. The Circle of Life is made up of Rings, each of which covers a different aspect of Life. Every member of the Circle is known as a Keeper, whether you are a basic member, the leader of a Ring, or the Sentinel. All are important and all are necessary to keep and maintain the Circle.
Our goal is to maximize freedom of choice while respecting the Non-Aggression Principle. No member of the Keepers of the Circle is warranted to aggress against an individual (where aggression is the initiation of force, the threat of force, or fraud). This does not mean that a Keeper cannot defend themselves, others, or property. Protection of one’s own life and property, or anothers', is permitted and encouraged by many Keepers.
The Eight Rings:
Ring of Steel: The militant arm of the Circle, the Ring of Steel has the purview of Conflict; Conflict is an integral part of life, and the Keepers of Steel are those members dedicated to the
Ring of Light: The Healing arm of the Circle, the Ring of Light has the purview of Aid; Aiding those who need it is a principle that advances life. However, this does not incur a mandate for Keepers of the Light to help anyone at any time; they retain their right to choose who and how to aid. Keepers of the Light are called on to heal in times of conflict, to provide advice and succor to both Keepers and outsiders.
Ring of Shadow: As aid and conflict are a part of the Circle, so are stealth, surprise, and the use of less than lawful means to achieve ends. The purview of the Ring of Shadow is Stealth; Keepers of Shadow act as the equivalent of covert operations for The Circle. Keepers of Shadow are called upon to enact retribution against single targets, to disrupt supply lines of forces hostile to Life, and to reclaim objects that have been taken from their rightful owners amongst other things.
Ring of Wood: The world is not fully cultivated, and much of it remains untamed. Keepers of the Wood have purview over the Wild, the uncontrolled (by civilization) forces and locations of nature. Keepers of the Wood are called upon to hunt for food, to see off monsters and hostile creatures, to scout for the Circle, and to guide travelers and Keepers into and through the Wilds safely.
Ring of Crystal: Magic is a powerful force in this world, and in many cases draws this power from life and by the living. The purview of the Keepers of Crystal is arcane magic and its use, research, and advancement. Keepers of the Crystal are called upon by the Circle to lend magic-muscle in times of war, to enchant items, to protect Keepers and others from darker magics and the use of magic to destroy life. Keepers of the Crystal, like all Keepers, operate with a great deal of freedom - but their abilities can be the critical difference in a time of crisis and they are saddled with the responsibility of wielding the forces of creation.
Ring of Earth: For life to thrive, there must be a solid foundation. The purview of the Keepers of Earth is construction and farming. Keepers of the Earth form the solid basis upon which the life of all Keepers resides, providing food, shelter, and sundry other mundane - but no less necessary - services. Keepers of Earth are well respected for the infrastructure and power that they retain, forming the structure upon which other Keepers rely. Keepers of the Earth are called upon by the circle for the raising of buildings and walls, for the construction of roads, for their crops, herbs, minerals, and obtaining of metals.
Ring of Gold: Sacred to the Keepers of the Circle are the individual rights of all sentient beings. Fundamentally, contracts show respect for those rights. Keepers of Gold are those who engage in mercantile transactions on behalf of the Keepers as well as those who represent the diplomatic arm of the Circle. Keepers of Gold are known for strictly adhering to their contracts, for providing information to the Circle and for maintaining relations with other groups and nations.
Ring of Iron: It is with the advent of tools that sentient races were able to rise from primitivism into an age of advancement and prosperity. Keepers of Iron have the purview of crafting-weapons, plows, pots, lanterns, shields, all things - Keepers of Iron wield their tools in a war to make something greater than the sum of its parts. They are called upon by the Circle to provide equipment, tools, and advanced items in conjunction with the other Rings, and to maintain the Circle's inventory and logistics.
More information can be found on our website Keepers of the Circle.
Inspired by other campaign journals, I decided to share my group's quest through Carrion Crown and beyond. I hope it will inspire others (and/or amuse them) in their own planning of this AP. Many additional ideas I used came from the message boards on pazio.com. Too many people to thank individually, but THANK YOU for your great ideas! Other ideas came from the organic development of the AP itself, and the crazy antics of my players.
I first decided to do Carrion Crown when I was intrigued by the subjects of each book. I'm not usually a fan of the horror genre, so it struck me as funny that I was drawn to this particular AP. I also had never played in a published adventure before (only home brew games and only since 2008), and I had never GM'ed before. I decided to take it on when everyone in my group encouraged me and thought the AP sounded fun. The only thing that really worried me was Book 4. I wasn't sure what to make of it, but as I read it more, the more interesting it became. And while it is "lovingly" called the "Book That Never Happened" by the players, everyone did enjoy it.
As a note, there will be spoilers for Carrion Crown (obviously), but also for Carrion Hill and The Harrowing. I inserted both of these modules into the story (one during the AP and the other just after it). As for a real world timeline, we started the AP in September of 2012 and we are still going currently in what I call "Post AP".
I will first post general back-stories for the different characters and then start in on the story itself. To keep it from being a giant post, I will spoiler tag each posting - and it will be split by sessions. This will take a bit of time as I go back and rewrite the old reviews of our sessions into a narrative. So keep checking back, I hope to post the entire thing.
So my party decided to investigate Thistletop because the Varisians lost their horse. Amusingly this was their primary objective until they got further in and remembered this was the headquarters of those that launched the attack on Sandpoint. But that's besides the point...
The group consists of a Dwarven shield fighter, an Elven arcane archer, a Vanaras zen archer and a Halfling rogue who uses a bow. They captured Gogmurt and he led them to the bridge and warned them about the weight limit before taking off. So while the group argued who was going to go first, the arcane archer decided to go first and headed off with the zen archer not too far behind him. The plan was that the fighter and rogue would wait until the other two got across, but they were noticed and the goblins and dogs came to play. They took care of one of the goblins leaving a free dog who came onto the bridge with them (so now we have three medium sized creatures). The archers up on the tower saw them and started firing as well. Concern abounded that the goblins would cut the bridge so the fighter ran onto the bridge... Apparently forgetting that a dog had joined the others. This snapped the bridge.
The two archers both kept a hold of the bridge and the dwarf made his save to get back onto the other side. This effectively split the party in two. Our arcane archer managed to use grease very effectively and took out a goblin and goblin dog in the process. This gave the Vanaras a chance to get up onto the edge and up the side of the tower to take care of the others.
Meanwhile, the other two were trying to figure out how to get across. The dwarf had the halfling shoot an arrow into the other side with rope tied to it. She rolled very well and I said that the arrow was now stuck to the wood post. The halfling was able to tight rope easily across the way and make it to the other side. The dwarf then proceeded to tie the rope around himself and jump off the edge to the stunned expression of everyone else. Needless to say, he did not make his save to take less damage by slamming into the cliff and knocked himself unconscious. So the party had to deal with a few dogs (which they managed to keep busy by feeding them) and pull up the unconscious dwarf before the arrow snapped. It was not a situation I had expected to happen, I can say that, but they managed to survive!
I also remembered that I borrowed heavily from the several Assassin's Creed soundtracks too. They have a wide variety of moods for use.
Investigations This makes good background music for investigations, or maybe a watery area too.
My group has also on occasion used Michael Jackson's Thriller for our more light hearted undead fights. Each campaign features it at least once.
I don't think we've had a session without someone cracking some joke that put the whole table into tears. I'll share some here that I hope will give people a chuckle.
-A homebrew campaign set on Golarion. Through a series of events, Rovagug was released from his prison and we had to help fight. Each time we hit him he would laugh. Despite thinking we'd all die, we couldn't keep a straight face when one of the players spouted out that it was "Tickle-me Rovagug".
-My strix inquisitor in Curse of the Crimson Throne has a small joy in scaring people. Earlier in the first session she jumped on a table and I rolled very well for her intimidate check. Then later on she had another opportunity to scare someone by jumping on a table. Unfortunately I rolled a one for her acrobatics on the not-so-sturdy table. Needless to say, my intimidate check was null and void due to the undignified sliding off the desk and falling in a poof of feathers.
- A fun event in Carrion Crown
spoiler for background.:
During Trial of the Beast, the paladin took his turn on the stand to tell the story of what happened at Hergstag. They found the bodies of the kids and the paladin wanted to bury them properly. When he finished saying that they found the children he then said, "We then took the bodies and buried them in their graves. At least, we think we buried them in the right graves." He said it so innocently that I couldn't even come up with a rebuttal as the prosecution.
- In the Carrion Crown campaign I stuck Carrion Hill into the line up. There were necrotic trees in one part of the module and the Paladin was contemplating them. Out of character, the player said the Paladin was contemplating what would happen if a paladin peed on a necrotic tree, would it be considered holy water? All the funnier when we learned that the paladin "human" was actually an aasimar later on in the campaign.
-Carrion Crown Illmarsh
whole comment a spoiler.:
The party learned that the church in Illmarsh was not what it seemed after doing some stealth searching. They were turned away and the sorcerer went invisible to see what was going on. Returning that night, the cultists demanded to know why the party was there. The paladin replied with: "We're here for the Dagon service since you wouldn't let us in the Gozreh service."
I've never read the Prince of Wolves, but this is what I am doing in regards to Galdana....
Considering Galdana is such a ladies' man I too wondered about why he didn't have any heirs. Perhaps he was rather careful not to produce heirs, or just has a difficult time "propagating".
What I did was have him have one bastard daughter whom the PCs met in Lepidstadt. Galdana knows about her, and she's not too keen on him (since he never has married her mother even though he still sees her from time to time). The daughter ended up getting in a relationship with one of the PCs so it makes it all the more personal that she's going to be the one AA kidnaps since he gave up on Galdana as being a "worthy vessel".