AGsPFS Rise of the Runelords/Jade Regent

Game Master Molotof

This is the combined run of the Runelords and Jade Regent via a magical carnival.

Map of Varisia
Map of Sandpoint Hinterlands
Map of Sandpoint

Group Loot/XP

Roll20 Link


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Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Yes. Why do you ask?

And yes, talking to #1 after I confirm their surface thoughts match their BS.

Grand Lodge

Well I don't know why you'd want to beat that hornet's nest, but what f$$@ do I care if ya kill yourselves, but I wouldn't bother with them horses. Little f&+~ers set up all kinds of traps against them. Like I said they like to kill them and lay them eggs. Best to go up the river, they ain't fond of swimmin' seeing as how they heads are too fat to swim good and they get them spindly stupid arms flailing all over the place. That there is some good advice; from one friend to another, see. I coulda just let you ride on in there with your pretty clothes and listen as you fell into this or that trap, screaming 'why didn't I listen to ole Slip when hes was trying to save my ungrateful skin?' But heres I am being all neighborly while these ropes cut into my skin. How about you take that damn boat there and let us go? No harm no foul

Slip you dumb sumab$@&$, what are you doin? Daddy died for that skip and you gonna just give it away to these western peiceo...

Rogert! Shut, the, f!#*, up and get the fat our of yer ears. Would you rather die fer nothin? You as dumb as you is stupid.

They argue back and forth slipping more and more outta common to so backwood slur that sounds more and more like banjos played by wasps.

Grand Lodge

Depending on what time you would like to leave and by which route, river or horse, you have approximately eight to ten hours of rest. Let me know who keeps watch when and who is set to guard the brothers. That would be two separate tasks as one person would need to be up on the bridge and one below watching the brothers, should you choose to keep them over night.

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

In Tian: Would you mind if I slept tonight? Healing the half-orc, horses and pirates have drained me.


Male Half-Orc Bloodrager 3 (hp: 34/40 | AC: 15/13 | T: 11/9 | FF: 14/12 | Fort: +8 | Ref: +2 | Will: +1 | Init: +1 | Perception: +2 | Darkvision)

Rogert, I don't think I'm done with you yet. You stabbed me with your sissy little sword and got a lucky shot in my tendon. You think I'm a wimp? I'm going to show you how a real pain feels.

Assuming nothing stops him, Brawncho beats the dumb one into unconsciousness.


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Slothy, I think it's reasonable to say we need to post 2 guards, but it looks like Brawncho has presented us with an alternative.

When you give me GM info, I'm probably just going to assume you're talking through Slothy.

Brawncho, give him another few punches, make sure he's good and out. And during your watch maybe come down her and give him another punch or two.

Turning to Slip...
Slip, I appreciate your advice. We'll take it under consideration. I certainly see your point about the danger to the horses. But first, we need to resolve how things go tonight. Let me try to speak in terms you will understand. You've been, as you say, "neighborly" and so Brawncho hasn't felt the need to pummel you into submission yet like he did your idiot brother. But if you stop being "neighborly", like by trying to get out of those ropes, making a bunch of noise, hurting anyone in our group, etc, then Brawncho will likely change his mind and beat you into dreamland as well. Or he might just tear you in half. Who knows.

In the morning, we'll let both of you go. If you've been good, you'll have a good night's rest, we'll make sure you're healthy enough to travel and leave you with the horses to get home. You can even have old Gilly, just take care of her. And after we've finished with the goblins, we'll probably just abandon the skiff here, it's no use to us after this mission anyways. So you can just come back and get it in a week. If you haven't been good, then we'll knock you both out, Gabby will eat your ears, and we'll leave you tied up under the bridge where, if you're lucky, you'll eventually wake up, untie yourselves and stumble home before getting eaten. But if I were you, I wouldn't like those odds.

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

Perception: 1d20 - 2 ⇒ (12) - 2 = 10
Saio, limps to Brawncho, touching his face, and whispers to only him:
Brawncho-kun, beating this man will not return your strength and will only give me more work. Do as you wish to hurt me as well? No if you wish to punish this one, do so with honor for the crimes he performed against his people. Murdering them in cold blood for a simple boat and the death of his father in that misguided path. Your strength will heal in a matter of days, I will help you. This one will live with his crimes for the rest of his days. That is punishment enough.
Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24
She beat this DC by 23, Brawncho finds it harder (-2) to resist Siao's requests for 24 hours. (Gregarious (Ex))

Here, I have made you a poultice for that wound. I need you to perform light activity for eight hours. I will treat to your wound while I meditate and pray. Or if you like you can beat on this man and I will not work on your wounds. The choice is yours.

Long Term Heal Check: 1d20 + 5 ⇒ (19) + 5 = 24
If Brawncho rests/performs light duty for 8 hours, he heals 6 hit points and 2 ability score points along with his rage/spells.

She removes the life link from the horses and pirates, places them back on team mates and begins meditation and prayers for the night. Soft whispers and slight jingling of bells are heard.


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Seeing Brawncho start punching and cursing, Saio walk up to talk to him, and Brawncho look confused and sheepishly back down, Mortimer concludes Saio is being protective of the prisoner. So postpone his last post until this prisoners dilemma is resolved.

In Tian:
Saio, I also don't like to see a prisoner mistreated, but that one lacks honor and knocking him out will make our lives considerably easier. It seems like Brawncho can do this and then rest for the evening while Larry stands guard. That will make it easier for us to keep an eye on the other one who has at least some semblance of common sense, even if his behavior is crude.

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

In common:
You are correct Sensei, but this one is wounded. Have him do his duty without making the injury worse, and then he is mine. I do not care for these honor-less, um, 同系交配の, do with them as you will. They have performed crimes beyond my humble mercies and spat on my hospitality (referring to healing them and them being rude in return).

Grand Lodge

Nighttime disruptions:

Shenanigans: 1d100 ⇒ 74/Shenanigans: 1d100 ⇒ 68/Shenanigans: 1d100 ⇒ 58

Stealth/Escape: 1d20 + 2 ⇒ (12) + 2 = 14/Stealth/Escape: 1d20 + 2 ⇒ (14) + 2 = 16/Stealth/Escape: 1d20 + 2 ⇒ (5) + 2 = 7

Perception: 1d20 + 12 ⇒ (17) + 12 = 29/Perception: 1d20 + 10 ⇒ (16) + 10 = 26/Perception: 1d20 + 6 ⇒ (4) + 6 = 10

'

Three or so hours into the night Gabby notices Slip snoring loudly while his fingers seemed to tug and pull at the ropes bound to him. About to shoot the fool, Doge lets out a night time "MUURF" and kicks in his dreams. The tugging fingers stop. A few hours later she see them at it again this time loosing the ties. As quiet as a mouse, she rises, her movement muffled under his own false snoring. She picks up Brawncho's jacket, removed while under Saio's care and she bundles it up. Slowly she walks up the the loudly snoring Slip, places the jacket over her pistol, places it up to his head. He stop his fingers, and slowly opens his eyes to see a half moon of ginning Gabby as she pulls the trigger. "MOOOBM" is heard and a "MUURF" comes back from dreaming Doge in response. Slip slumps against his unconcious brother and Gabby returns the jacket, sits down and watches the brother, grinning broadly.

Grand Lodge

Morning comes and everyone is rested. Rogert, moans softly in his sleep. His brother's blood soaked deeply into his hair and clothes. Gabby sees Larry first, returning from his watch up on the bridge,
My queen! I have not seen you smile like that since..., seeing the small bullet hole in the forehead and explosion on the far wall, he smiles, walks over to the body and collects the ears.
Seeing Mortimer rise, Gabby walks over to Doge, scratching him on the head while he stretches, Wastewater human did not understand deal, he had busy hands, I reminded him of the deal, but did not want to wake you.

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

Seeing the newly dead prisoner, I walk to the corpse and pray for him. Once this is done I pick him up and throw him into the river. May you serve the river and its denizens better then you did those of these lands. In this river are those you wronged, they wait for you down stream in judgment.

What are we doing with the other one? Should I heal his wounds?


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Huh. He may have been smarter but doesn't look like he was smart enough to take my deal. Wonder how the dumber one will react to being soaked in his brother's blood. Hey Brawncho, how you feeling this morning? [As if Brawncho had responded] Good good, glad you're getting better. Want to wake up this idiot?

Well, we have a big day and I have spells to prepare. I figure you all can handle this well enough.

...Mumbling to himself as he walks away, you hear him contemplating what spells would be most suitable for killing an unknown and very large number of goblins as well as concern that Gabby was able to murder someone in their sleep with a pistol and no one heard it. She's usually so loud when she murders. Also some concern about Gilly's future and how he should best handle her. He has a lot on his mind as he begins his morning rituals....


Male Half-Orc Bloodrager 3 (hp: 34/40 | AC: 15/13 | T: 11/9 | FF: 14/12 | Fort: +8 | Ref: +2 | Will: +1 | Init: +1 | Perception: +2 | Darkvision)

Hey puny man, wake up! You're covered in your brother's blood and need to clean yourself up!

Brawncho kicks him a couple of times. Probably doing some non-lethal and making it worse.


Male Goblin Alchemist 3 (hp: 24 | AC: 19 | T: 16 | FF: 14 | Fort: +5 | Ref: +8 | Will: +1 | Init: +7 | Perception: +3 | Darkvision)

You oaf! Kicking someone who has been knocked out rarely works. Let me help!

Larry grabs his shiny new bottle of smelling salts and shoves them under the sleeping yokels nose, hopefully rousing him from his slumber.


Male Goblin Alchemist 3 (hp: 24 | AC: 19 | T: 16 | FF: 14 | Fort: +5 | Ref: +8 | Will: +1 | Init: +7 | Perception: +3 | Darkvision)

Larry already spent some time this morning preparing his extracts and a new cognatogen. He also took 2 str damage from the cognatogen yesterday, 1 point of that should've healed overnight.

Grand Lodge

Rogert wakes with a start and with him come a string of curses, but then he sees his brother missing, but a splattering of brain on the wall behind him. A gobo with smelling salts and one riding a dog grinning at him, slowly massaging her pistol. He turns white and throws up, tears and snot running down his face. The smell of urine and feces soon follows. Brawncho takes him to the river, but the man freaks out, assuming Brawncho is trying to drown him and makes a break for it. He runs along the river, rambling words no one understands when he trips and slams face down into the mud. Scrambling to get up he gurgles more vomit, tears and insane rambles.

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

Seeing Brawncho getting ready to chase, Let him go. He is of no threat to anyone any more.

Grand Lodge

After preparing, you load all your materials on the the boat.

You can either release the horses and place all saddles, barding and tack on the boat, or potentially tie them somewhere out of sight as you shouldn't be gone more than a day or so, or spend a few hours building a simple pen for them. Does anyone have any boating or river forging experience?


Male Half-Orc Bloodrager 3 (hp: 34/40 | AC: 15/13 | T: 11/9 | FF: 14/12 | Fort: +8 | Ref: +2 | Will: +1 | Init: +1 | Perception: +2 | Darkvision)

To himself as the man runs off:
Silly little man. He didn't even take a chance to clean off or go to the bathroom before he ran crying back to his mommy. Covered in his brother's blood and his own filth, he will be lucky to make it a mile. Let me at least push him in the river so he won't stick as bad...

He starts to chase, but Saio calls him off. He sheepishly responds:
I was just going to help him clean up. That's what Mortimer told me to do.

Yet for reasons he doesn't quite understand, he does as she asks and goes back to the fire and sits down. He grabs his jacket and puts it on. With a small hole in the shoulder, the outside stinking of gunpowder and the inside soaked in blood, he gets up and yells after the kid.

Damn it! You poked a hole in my jacket when you stabbed me too! Why didn't I see this yesterday! And you didn't even clean your sword before the fight! It smells terrible!


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Do these woods seem dangerous enough that leaving them tied to a tree out of sight would be a death sentence? If they have a decent chance of fending for themselves, that would be my preference. My out of character horse knowledge is about 0, so I just have no idea what to do with them. Assuming it's reasonably safe...

We'll take the boat, load everything that shouldn't obviously stay with the horses, tie them up somewhere out of the way and head out.

None of us have any experience with boats, as far as I know it wasn't a part of any backstory and only Mortimer has actually chosen where to put his 1 free profession skill point, though after this one of us might put a point in profession sailor to reflect our newly acquired skill...


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

After discussion with Slothy, seems like the best option is to spend the morning building a small pen for them.


Female Goblin Gunslinger 3 (hp: 28 | AC: 21 | T: 19 | FF: 14 | Fort: +4 | Ref: +9 | Will: +3 | Init: +10 | Perception: +12 | Darkvision)

On seeing the dumber yokel run away with his ears intact.
His ears are getting away! Stop him! Stop him! Mortimer said I could have their ears if they misbehaved. And BOTH of them misbehaved. Where's my gun? Larry, get him! You should've gotten his ears while he was sleeping.


Male Goblin Alchemist 3 (hp: 24 | AC: 19 | T: 16 | FF: 14 | Fort: +5 | Ref: +8 | Will: +1 | Init: +7 | Perception: +3 | Darkvision)

Gabby scrambles to find her gear, so she can mount Doge and chase this fiend down,

While Gabby is scrambling to find her gear and get Doge prepped so she can ride him into glorious battle, Larry walks up to her and sets a small plate at her feet. Gabby sees the other set of ears, lightly sauteed over the campfire and seasoned just right, and is quickly distracted from her earlier mission.


Female Goblin Gunslinger 3 (hp: 28 | AC: 21 | T: 19 | FF: 14 | Fort: +4 | Ref: +9 | Will: +3 | Init: +10 | Perception: +12 | Darkvision)

Just the way I like them! Good job, Larry!

Over breakfast, on hearing the discussion of a pen for the horses:
Doge is coming with us! He isn't staying in some pen with a bunch of smelly horses! He'll stay on the boat next to me and won't bother anyone unless they need bothering!

Grand Lodge

Using a small grove near the river, Brawncho fells some smaller trees and produces a clearing and natural pen just out of site of the main road to keep the horses out of trouble for a handful of days. He then digs a small trough, fills it with river water and produces a handful apples while lovingly brushing the horses down. As no one else wanted anything to do with this particular chore, you watch as he seems to speak to them tenderly and they listen with rapt attention.

Grand Lodge

Boat loaded with supplies, crew and thankfully, still fresh from the baths Doge, you begin rowing down the swift river. Brawncho and Mortimer take the right side, Saio, Larry work the left. Gabby holds Doge near the front and offers to keep watch ahead (also having no interest in rowing). You notice quickly (via roll20) that it gets dark in this forest quickly as tall trees swallow the light.

Four Survival & Acrobatics please. The boat has a set number of "hit-points" and depending on your rolls will determine how well the boat survives. If you like, Mortimer can be on repair duty and place Gabby pm rowing duty...with some convincing I'm sure.

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

I removed all my armor to protect it from the river spray. I will also cast light on the bow of the boat every 40 minutes to assist.

Boatin' Rolls:

Survival: 1d20 + 2 ⇒ (20) + 2 = 22
Acrobatics: 1d20 + 0 ⇒ (7) + 0 = 7
----
Survival: 1d20 + 2 ⇒ (17) + 2 = 19
Acrobatics: 1d20 + 0 ⇒ (8) + 0 = 8
----
Survival: 1d20 + 2 ⇒ (5) + 2 = 7
Acrobatics: 1d20 + 0 ⇒ (8) + 0 = 8
----
Survival: 1d20 + 2 ⇒ (18) + 2 = 20
Acrobatics: 1d20 + 0 ⇒ (18) + 0 = 18


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Gabby, can you magically repair the boat if it's damaged? No? Then grab an oar and keep watch from the side of the raft. I will manage your Doge and cast mending as needed.

Since Mortimer has mending prepped already, he also repairs the hole in Brawncho' jacket.


Male Half-Orc Bloodrager 3 (hp: 34/40 | AC: 15/13 | T: 11/9 | FF: 14/12 | Fort: +8 | Ref: +2 | Will: +1 | Init: +1 | Perception: +2 | Darkvision)

Survival: 1d20 + 2 ⇒ (14) + 2 = 16
Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15
----
Survival: 1d20 + 2 ⇒ (14) + 2 = 16
Acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18
----
Survival: 1d20 + 2 ⇒ (20) + 2 = 22
Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15
----
Survival: 1d20 + 2 ⇒ (15) + 2 = 17
Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15


Female Goblin Gunslinger 3 (hp: 28 | AC: 21 | T: 19 | FF: 14 | Fort: +4 | Ref: +9 | Will: +3 | Init: +10 | Perception: +12 | Darkvision)

Survival: 1d20 + 6 ⇒ (1) + 6 = 7
Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13
----
Survival: 1d20 + 6 ⇒ (11) + 6 = 17
Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25
----
Survival: 1d20 + 6 ⇒ (7) + 6 = 13
Acrobatics: 1d20 + 10 ⇒ (8) + 10 = 18
----
Survival: 1d20 + 6 ⇒ (1) + 6 = 7
Acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30


Male Goblin Alchemist 3 (hp: 24 | AC: 19 | T: 16 | FF: 14 | Fort: +5 | Ref: +8 | Will: +1 | Init: +7 | Perception: +3 | Darkvision)

Survival: 1d20 + 4 ⇒ (14) + 4 = 18
Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6
----
Survival: 1d20 + 4 ⇒ (6) + 4 = 10
Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8
----
Survival: 1d20 + 4 ⇒ (4) + 4 = 8
Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20
----
Survival: 1d20 + 4 ⇒ (2) + 4 = 6
Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6


Female Goblin Gunslinger 3 (hp: 28 | AC: 21 | T: 19 | FF: 14 | Fort: +4 | Ref: +9 | Will: +3 | Init: +10 | Perception: +12 | Darkvision)

No no no, Brawncho! Not like that! Don't you know how to row a boat? every goblin knows how to row boats! Do they not teach orc-humans to row boats too? You just have to watch out for the rocks!

Gabby has much better stats, but didn't roll particularly better than her rowing partner Brawncho, so I'm assuming she was "aiding another" and distracted from her own task.

Grand Lodge

Av:

Survival 1=20/12; Acrobatics 1=7/14
Survival 2=15/17; Acrobatics 2=8/22
Survival 3=8/18; Acrobatics 3=14/17
Survival 4=13/12; Acrobatics 4=12/23

Grand Lodge

The river is swift but well lit, but once it enters the forest, light is quickly devoured by a shroud of thick canopy (daylight to dim). Shadows play off the water hiding dangers and making safe water look alive. Mortimer has to squint against spray to see hidden rocks and dropping eddies. The light at the end of the bow calling out dangers moments before as he yells commands to those that row.

At the first bend, Mortimer easily sees a massive rock in the middle of the stream and yells for the crew to react. Saio and Larry pull hard, while Brawncho and Gabby argue, spinning the boat backwards and scraping along a team of rocks -5 HP

Righting themselves, the second bend hazard jumps out at Mortimer at the last second as a patch of shadow hides a jagged underwater stone, which causes the currents to swirl and twist, but he and the team react quickly to avoid flipping the boat.

The third hazard presents a large bolder right in the middle of the flow. Mortimer seeing it in advance, has his crew slow and try to turn his boat in the right direction, which they almost do when the side of the ship slams into a rock. The good news is they are righted, the bad news is boat is damaged -10 HP

The river quickens dramatically as Mortimer and crew struggle to dodge this and that hazard. The boat slamming up and down from waves and spay soak the crew, blinding the eyes, slowly loosing control. At the last second the bow drops fast as a fall takes them with it and the small boat bounces off fallen trunk tumbling at the bottom. -5 HP

Everyone soaked, arms soar and teeth rattling, the boat looking to be half way to falling apart, Mortimer notices a rocky beach ahead (roll20 updated with position). You can stop or you can continue on.


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Yes, definitely. How long have we been on the boat?

Mortimer will spring into action with his mending, giving the rest of the party a bit of time to recover and potentially help out. Probably doesn't make sense to make a fire or anything, but doubt that will stop Larry.


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Oh, and I know the dumb yokel random encounter had no loot, but did we at least get some XPs for defeating the three stooges?

Grand Lodge

You were only on the river for about 30 minutes due to the speed of the river. It's about 2 PM, but looks like it's a bright dusk. There are plenty of items to start a fire, and it isn't too likely someone will see it due to the concentration of trees, but scent may be a different matter.

Loot and XPs posted previously for your last encounter..


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

I completely missed that post. Now all of that makes more sense.

That is the longest rafting trip I've been on. Exhausting business. I can't see the sun but I'd estimate we were on that raft for about 3 hours. I assume we are almost there. Gabby or Brawncho, can you scale one of these tall trees and get our bearings?


Male Half-Orc Bloodrager 3 (hp: 34/40 | AC: 15/13 | T: 11/9 | FF: 14/12 | Fort: +8 | Ref: +2 | Will: +1 | Init: +1 | Perception: +2 | Darkvision)

Exhausting? Are you kidding old man? That was AMAZING! My crappy brother used to talk about how much fun rafting was but he never let me come along. Now I know what he was talking about! That was way too short. Maybe 10 minutes. Let's not linger, we have more to go!

Grand Lodge

Mortimer looks around for someone to give him a wizard hi-5 (down low, cause his arms hurt and he didn't even row), but sees Saio isn't breathing heavy and hasn't broken a sweat and Brawncho is looking at his ripped biceps from the sweet workout. Gabby shoots Mortimer a "what did you just ask me to do? Go ahead, ask me one more time" look.

Grand Lodge

Mortimer gets to work on repairing the boat:

Spoiler:
Mending: 1d4 ⇒ 1,Mending: 1d4 ⇒ 2,Mending: 1d4 ⇒ 2,Mending: 1d4 ⇒ 4,Mending: 1d4 ⇒ 3,Mending: 1d4 ⇒ 4,Mending: 1d4 ⇒ 4

Brawncho scrambles up the nearest tree, Climb: 1d20 + 11 ⇒ (8) + 11 = 19, and notes that he can not see the fort, but can see the coast. Looking back he notes that you are about half way.

Unless there is something else you would like to do, give me five checks, as similar to above.


Male Half-Orc Bloodrager 3 (hp: 34/40 | AC: 15/13 | T: 11/9 | FF: 14/12 | Fort: +8 | Ref: +2 | Will: +1 | Init: +1 | Perception: +2 | Darkvision)

Survival: 1d20 + 2 ⇒ (15) + 2 = 17
Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14
----
Survival: 1d20 + 2 ⇒ (19) + 2 = 21
Acrobatics: 1d20 + 4 ⇒ (2) + 4 = 6
----
Survival: 1d20 + 2 ⇒ (4) + 2 = 6
Acrobatics: 1d20 + 4 ⇒ (3) + 4 = 7
----
Survival: 1d20 + 2 ⇒ (18) + 2 = 20
Acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22
----
Survival: 1d20 + 2 ⇒ (13) + 2 = 15
Acrobatics: 1d20 + 4 ⇒ (1) + 4 = 5
----

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

boatin' rolls:

Survival 1: 1d20 + 2 ⇒ (7) + 2 = 9
Acrobatics 1: 1d20 + 0 ⇒ (6) + 0 = 6
----
Survival 2: 1d20 + 2 ⇒ (1) + 2 = 3
Acrobatics 1: 1d20 + 0 ⇒ (15) + 0 = 15
----
Survival 3: 1d20 + 2 ⇒ (9) + 2 = 11
Acrobatics 1: 1d20 + 0 ⇒ (17) + 0 = 17
----
Survival 4: 1d20 + 2 ⇒ (13) + 2 = 15
Acrobatics 1: 1d20 + 0 ⇒ (13) + 0 = 13
----
Survival 5: 1d20 + 2 ⇒ (5) + 2 = 7
Acrobatics 1: 1d20 + 0 ⇒ (20) + 0 = 20


Female Goblin Gunslinger 3 (hp: 28 | AC: 21 | T: 19 | FF: 14 | Fort: +4 | Ref: +9 | Will: +3 | Init: +10 | Perception: +12 | Darkvision)

Survival: 1d20 + 6 ⇒ (19) + 6 = 25
Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17
----
Survival: 1d20 + 6 ⇒ (16) + 6 = 22
Acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30
----
Survival: 1d20 + 6 ⇒ (8) + 6 = 14
Acrobatics: 1d20 + 10 ⇒ (8) + 10 = 18
----
Survival: 1d20 + 6 ⇒ (14) + 6 = 20
Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15
----
Survival: 1d20 + 6 ⇒ (1) + 6 = 7
Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21
----


Male Goblin Alchemist 3 (hp: 24 | AC: 19 | T: 16 | FF: 14 | Fort: +5 | Ref: +8 | Will: +1 | Init: +7 | Perception: +3 | Darkvision)

Survival: 1d20 + 4 ⇒ (14) + 4 = 18
Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8
----
Survival: 1d20 + 4 ⇒ (18) + 4 = 22
Acrobatics: 1d20 + 5 ⇒ (2) + 5 = 7
----
Survival: 1d20 + 4 ⇒ (13) + 4 = 17
Acrobatics: 1d20 + 5 ⇒ (11) + 5 = 16
----
Survival: 1d20 + 4 ⇒ (7) + 4 = 11
Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8
----
Survival: 1d20 + 4 ⇒ (10) + 4 = 14
Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24
----

Grand Lodge

Do you want to move anyone around or keep the same positions?


Male Samsaran Wizard 3 (hp: 17 | AC: 10 | T: 10 | FF: 10 | Fort: +1 | Ref: +0 | Will: +3 | Init: +1 | Perception: +6 | Low-light)

Nah, this seems fine.

Grand Lodge

Av2:

Survival 1=14/21; Acrobatics 1=7/16
Survival 2=13/22; Acrobatics 2=11/18
Survival 3=14/10; Acrobatics 3=17/13
Survival 4=13/20; Acrobatics 4=11/19
Survival 5=11/11; Acrobatics 4=22/13

Grand Lodge

1: Seeing the rock and falls coming, the team is barely able to avoid scraping along the rock, but misjudges the currents and spins the boat around.

2: Rowing sideways towards rock and falls coming, the team scrambles to correct the boat as it hits the rock spinning them back to running sideways. Everyone gets shaken. -10 HP

3: The crew looses control and the boat list wildly, slamming into rocks and making everyone sickened. -15 HP

4:The team struggles to stop spinning and starts righting the boat with another falls and rock appear, deftly avoiding disaster they scape along the rocks. -5 HP

5:The team continues to correct direction, but due to all the spinning fails to see the bolder which is barely above water. It tears into the bow and bottom of the boat. Everyone is nauseated. -15 HP

The craft, barely recognizable as a row boat (5/50 HPs) finally finds smooth water as the river widens and the forest opens up to the clearing around the fort dead ahead.
Everyone is nauseated for 1d6 ⇒ 6 rounds, the sickened 1d3 ⇒ 1 rounds, then shaken 1d2 ⇒ 1 rounds. DC 18 Fortitude for half (rounding down).

Depending on results, you each slowly and painfully make the boat ashore. Uncertain if you were seen or not upon exiting the river, but it appears the fort is surrounded by thick shrubbery of which several towers keep watch. Only one is facing your direction.

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