Thoril The Slayer |
sorry i cant even attempt to pass these lol i have negs in them
Skerdo Cabeza de Vaca |
Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16
Skerdo eyes the cowardly merchant, suspicion of anyone who gives way so easily. Ah, I suppose I shouldn't be, though. We cannot all be soldiers.
Aloud, he says, "Come. It seems Mr. Gilligam has no further information for us, so we'd best be on our way to the Gar's Last Meal." Turning, he begins to head off. (Assuming we were given directions.)
Garret C. |
Sense motive: 1d20 + 11 ⇒ (13) + 11 = 24 I don´t ask for this rolls usually, but I could
Garret is surprised how his companions can trust in this man, being so clear how much he is lying. He steps toward the man, letting his angry go through his voice; That´s not all you know. Both know it. What I don´t know is why you prefer to be beaten to talk the truth, instead of just telling it. At the end you´ll tell us what we´re asking for, but you´ll feel much more pain
Garret ends his speaching staring at Gilligam, with a hand over his morningstar to make clear the point.
Intimidate: 1d20 + 2 ⇒ (14) + 2 = 16
DM Beckett |
Suddenly his cowardly demeanor drops, and he speaks a little more boldly. “Okay, okay, they come from the river! They sell for half what I used to pay Karela! I hope you never catch them!”
------------------------------------------------------------------------
Gar's Last Meal
The Gar’s Last Meal is a reasonably priced and relatively comfortable inn, whose only downside is that it smells of fish. The taproom at the Gar’s Last Meal is a fairly popular local hangout, providing the Pathfinders a large number of possible informants in one place.
Lilah adds, “Yeah, I remember that elf. She gave me the willies, her and her boyfriend both. Glad I haven’t seen them around town lately.” The two women cannot elaborate further beyond identifying both supposed Pathfinders as elves who had a strong herbal scent about them.
Not too much more of this looking for clues before the fun part comes.
------------------------------------------------------------------------
Returning to the Lodge to let Oraiah know what you have found, she suggests you look into one more location: The Forest Bounty. “That’s the town’s most popular feast hall. These days it’s seen a lot of traffic from members of the city’s various militias. You probably won’t get a very friendly reception, what with the rumors around town, but talking to the militia patrols is your best bet at learning what’s going on outside the city.”
------------------------------------------------------------------------
The Forest Bounty
The Forest Bounty is a popular feast hall located on the north side of Tamran. Lately, members of several local militias have taken to using the Forest Bounty as an informal meeting place, and these militias make up the majority of the feast hall’s clientele as they resupply, trade scouting reports, and compare scars. The feast hall remains busy throughout the day and well into the night until it closes just after midnight.
The interior of this enormous wooden long house is brightly lit and filled with the sounds of laughter, music, and merriment. Food scents mingle with the smoke of cooking fires and tobacco pipes. Servants carry food and drinks from the open kitchen area to the various wooden benches and tables that fill the hall. Many of the patrons are armed and armored, proudly bearing the insignia of local militia groups on their cloaks and tabards, along with the sword and tree symbol of Nirmathas.
The majority of the feast hall’s customers are veterans of the ongoing hostilities with Molthune, and as a result they are especially irritable about the news of potential traitors. Unless you make some effort to disguise yourselves, they attract immediate attention upon entering the feast hall, causing all conversation and music to stop momentarily as the patrons turn to examine the new arrivals. The citizen soldiers are willing to grouch about recent troubles and curse the “Molthuni dogs” to the south, but they respond to questions about the recent thefts with stony silence or by excusing themselves to leave.
Imad Sharras, a wounded veteran clad in a green cloak bearing the symbol of Nirmathas approaches, walking with a noticeable limp and is missing his left arm from the elbow down, addressing you as you walk around seeking rumors and drinks. “Now is not a good time for strangers to be asking questions in Tamran. There are rumors that spies walk among us and that Pathfinders are among those spies. I find it a little hard to believe, given Pathfinders helped me out in a time of need,” he remarks, gesturing with his hand to his amputated arm.
DM Beckett |
Sorry for the long post, but just wanted to get that out of the way.
Roderick Xim |
Roderick will try to recall anything he remembers of the inns.
kn:local: 1d20 + 5 ⇒ (3) + 5 = 8
"I do not recall much of relevance, actually. Maybe the militia can be of some help?
Dumm |
Diplomacy: 1d20 ⇒ 16
Dumm finds a few people willing to talk to him, but none of them know (or are willing to admit) anything.
"Then maybe you can talk to we," Dumm tells the man. "We are looking for lost shipments, and we think they were... We think someone stole them. Know you something about this?"
-Posted with Wayfinder
Garret C. |
Diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14
Garret is also scared of Caith, wich leads to not be able to obtaing nothing interesting in the tavern.
------------------------
We had heard of those stories too. A little hard to believe any kind of spy, even the worst, will try to obtain information displaying his alliances. And we were told by a shopkeeper he was scared of a man who openly displays a glyph of the open road.
CAn we invite you to some drink? In the conversation you´ll see we had no bad intentions against you or your city, and I can learn the story behind this wound.
Garret is trying to befriend the man and trying to let him talk to see if he really support the Society, or it´s a trick like the ones he have heard of.
Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26
Sense Motive: 1d20 + 11 ⇒ (15) + 11 = 26
Roderick Xim |
Roderick will assist Dumm with the talking, or at least the drinking.
"Aye, what can you tell us of these parts?
diplo: 1d20 - 1 ⇒ (1) - 1 = 0 assists at making people mad, more likely.
Skerdo Cabeza de Vaca |
Diplomacy: 1d20 + 1 ⇒ (4) + 1 = 5
Ugh. I hate the stench of fish. Skerdo spends most of their time in the Gar's Last Meal trying not to vomit.
-----------------------
In the Forest Bounty, Skerdo looks around sadly. Not used to feeling out of place among soldiers...hopefully they'll ease up a bit. When Sharras approaches them, the Lastwaller smiles. "Glad to hear that the Pathfinders helped you out...I'm new to the group myself, but all I've seen is good. If someone in the organization's been doing ill...well, I'd be betting they're working alone, that's all."
Diplomacy (Aid Another): 1d20 + 1 ⇒ (5) + 1 = 6
DM Beckett |
The old veteran is happy to join you for a drink, and after a few rounds, "I'm old, and I'm broken, but I'm not dead. I figured you for Pathfinders early on. I'm not rightly sure what's going on around these parts, but I still think highly of Pathfinders and is willing to help them, just as the Society’s current Master of Swords Marcos Farabellus saved me years back. So here is my offer. I know something of these bandits you seek, and I will tell you, but first one of you must drink this,” he says, producing a small blue bottle from his pocket. "I gotta be sure."
Dumm |
Dumm blinks and looks at the vial suspiciously. "Is what?"
-Posted with Wayfinder
Roderick Xim |
Roderick looks at the vial...but apparently has no clue.
spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Garret C. |
No spellcraft. Now I know in which spent a skill point the next level
Garret looks at the veteran tring to know if he´s being sincere, and the potion will not harm his friend.
Sense Motive: 1d20 + 11 ⇒ (20) + 11 = 31
Assuming he´s being sincere. It´s a bold offer for your part Caith. Go on and show this man he can trust us.
Skerdo Cabeza de Vaca |
Skerdo almost reaches his hand out to stop Caith from downing the mysterious drink, but manages to prevent himself. I hope these more senior agents know what they're about...this is risky business, it seems.
DM Beckett |
Man, and I put some effort into those spoilers.
Caith accepts and then downs the vial without any obvious adverse affects. It tastes bitter, but not utterly revolting.
With that done, Imad relaxes a bit, but not completely. "Okay then. Let's begin. I am only speaking with him, as he took the potion. No one else may answer, motion, or do anythin' funny. It's only a few questions at first, and we will go from there."
Allowing a moment for it all to sink in, "How long have you been working for Molthune?”
After Caith Answers, he goes to the next. “Who is your Molthuni contact?” and then another after that one is answered “Do any of your allies have ties to Molthune?”
Caith Skullcrusher |
I might get some of these wrong...if so, it is what Caith thinks. If they are wrong, chuck it up to his bad memory and poor attention to details
"I don't think we work for the Molthune ...do we?"
Caith looks quizzically at the rest of the party
"I don't think we 'ave a contact...but we might be lookin' for one. We need some information about some missing shipments..and they might be of some help locating it. If nobody else can help us out finding them"
Caith glances at Imad knowingly after saying that
"Not that I know"
Garret C. |
I want to say this as soon as I had a feeling about this man. If only to not hamper the interrogatory
Caith, I trust him. As long as he wants some kind of proof to trust in us, do as he wants. Please
DM Beckett |
Iman seems uneasy about those answers, especially to the second question "I see. . ."
So, Nirmathis and Molthune are two nations with ongoing hostilities and somewhat open warfare. Both broke away from Cheliax during the civil war, when Nirmathas and Molthune had been one country. What would become Molthune was is military-based power seeking to conquer and attain prominence through military might. Some 50ish years ago, northern Molthune, more interested in personal freedom and seeing their own nation become just as bad as Cheliax they had broken away from, started a civil war, winning, and breaking away as their own nation, Nirmathis. Molthune wants to retake Nirmathis, and Nirmathis want none of it.
More importantly, about 10 years ago, Nirmathis opened up it's first Pathfinder Society Lodge, and this infuriated Molthune, who then made the entire organization Outlawed, and also instituted a massive blockade to keep ships and supplies out of Nirmathis. It didn't stop the Pathfinder Society from continuing to sneak into Molthune, nor did it stop them from remaining active in Nirmathis. Now, however, (this scenario), even the smuggler ships that have normally made their way through have stopped, and that's where you come in.
Did you want to change your answers? The above is fairly common knowledge.
Caith Skullcrusher |
"I can assure you, that since those Molthune bastards made our entire organisation outlawed and have enacted an barricade which prevents our supplies from getting shipped in, we from the Pathfinder Society would never work with them."
"But we still need information about where our shipments of supplies which we are normaly are able to to smuggle past them went."
Maybe not change, but at least add the above to my previous answers as additional information
Roderick Xim |
We are just trying to lend assistance and ensure the name of the Pathfinder Society is not sullied by nefarious attempts to discredit us. Roderick will say, honest-yes, but maybe not as helpful as he could be.
DM Beckett |
“Two weeks ago, while my men and I were patrolling along the edge of the Fangwood south of the city, we spotted a group of bandits attacking a smuggler in the woods. We gave chase, and tracked them as they fled west, but lost the trail when they hit the river. I don’t think they simply forded or swam; I’d bet good money your bandits have a ship capable of sailing up the Marideth River.”
With little else to offer you, you are pretty certain you have gathered all the clues you can for the night, and after thanking Iman, pay your tabs and begin to head back to the lodge to discuss your next step.
Not long after exiting the tavern and making your way through the marketplace, suddenly someone in the large crowd bumps into Thoril.Random target: 1d6 ⇒ 6
The sound of coins clattering to the wooden walkway and bouncing against each other silences the crowd. Nearby, a young woman stands holding a raggedly cut pouch in her hand and a shocked expression on her face.
A man from the crowd immediately steps out, seizing the woman by the arm and shouting, “Thief! Cutpurse! I saw the whole thing!” As he glances at the pile of coins still settling on the ground, he releases the woman and shouts, “Wait, those are Molthuni coins . . . a bribe from your Molthuni paymasters?”
The woman holding the burst coin purse suddenly blushes, and looks at Thoril, but replies "No. Not mine."
The man in the crowd followers her gaze, very conveniently, and points to your group, "Them! It was their purse. They are the traitors!" most of the crowd around the immediate area backs away, fearful of what you "Molthuni spies" will do now that your cover has been blown.
Caith: 1d20 + 0 ⇒ (4) + 0 = 4
Dumm: 1d20 + 2 ⇒ (14) + 2 = 16
Garret: 1d20 + 1 ⇒ (14) + 1 = 15
Roderick: 1d20 + 9 ⇒ (9) + 9 = 18
Skerdo: 1d20 + 2 ⇒ (15) + 2 = 17
Thoril: 1d20 + 2 ⇒ (5) + 2 = 7
=====================================
Male Con Artist: 1d20 + 8 ⇒ (8) + 8 = 16
Female Con Artist: 1d20 + 8 ⇒ (13) + 8 = 21
Suddenly, the female "thief" shouts "We must kill them before they escape. Or worse, bring more Molthuni spies to kill our families!" While the crowd does not join in, she takes the opportunity to, with them clearly now on her side, fire a hidden hand crossbow at Skerdo Random Target: 1d6 ⇒ 5 (Since this will probably kill Skerdo outright, I'm going to use my DM Reroll here, and Random Target: 1d6 ⇒ 4) Roderick, and then drop it while falling back into the crowd. As she does, she drops her crossbow, and begins to pull out a shortsword.
Roderick (FF AC 15): 1d20 + 10 ⇒ (1) + 10 = 11 <. . . and nevermind.>
ROUND 1
Female 1 ()
=============================================
Roderick () & Skerdo ()
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Male 2 ()
=============================================
Dumm (), Garret (), Thoril (), & Caith ()
DM Beckett |
New Map is up. Included is a Green area. Inside that green area, the crowd has fallen back, trying to get away from you, and that means it's normal terrain. Everything outside that area however, is littered with people, causing it to act both as Difficult Terrain and also offering Partial Soft Cover to everyone that's outside the green area. It will change throughout the fight, too, so just keep an eye out for the map.
Finally, as you are walking through town and just coming out of a tavern where you where having friendly drinks, I'm going to rule that everyone is unarmed. No weapons or shields, (or Rods/Wands/etc. . .) in hand with a possible exception of a staff.
Garret C. |
perception: 1d20 + 13 ⇒ (20) + 13 = 33
Guys, it´s a trap. They should have benn hearing our conversation and are trying to b*&+& about us
GM Beckett, Agile feet helps with difficult terrain. It´s ok to use it with difficult terrain caused by a crowd?
Caith Skullcrusher |
Just to check, we still have armor? Since I have spiked armor and a dwarven boulder helmet, not to mention a spiked gauntlet
Edit nevermind; just saw the in hand part..so we are carrying everything with us, just not wielding it right now?
DM Beckett |
Agile Feet is fine. For all intents and purposes, it's just normal, non-magical difficult terrain.
Yes, that's correct. It's reasonable that you would be carrying all your normal gear, and wearing your armor, but as you are essentially walking around town, probably are not walking around with your weapons out. For Caith especially, being that your armor IS your weapon, you are good.
Roderick Xim |
Assuming that Roderick does not have his longspear at all (no place to carry it safely, but that some of his vials are available...even if in haversack
He ducks as he sees the crossbow bolt bounce in front of him.
I am not sure who that was intended for, you or me, Skerdo , but they mean harm to us, that is but certain."
He muses to himself...
"Not a very good place for bomb hurling with all the people about. Well, best get prepared with drink of liquid courage.
He mixes a mutagen and drinks it (+4 Con, -2 Char, +2 AC)
Skerdo Cabeza de Vaca |
Skerdo's heart is thumping wildly, though he's not sure why, given that that crossbow bolt was closer to hitting Roderick than him. "Damn straight they do!" he exclaims. Seeing that the crowd is blocking him from charging in, the Lastwall soldier rushes forward, drawing his bow and squinting down it. As soon as a gap in the crowd appears, he fires at the newrest thug!
Move: five squares due east, drawing shortbow. Standard: Attack!
Attack (partial cover): 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Damage: 1d6 ⇒ 3
DM Beckett |
Sorry everyone. I'm not sure what the issue is, but for whatever reason, I'm just not seeing new posts after a day or so. The days are blending together or I'm just not, I don't know. Thanks for bumping Thoril. Between now and Tuesday, I honestly don't know why I didn't see and post. I will make a much better effort to check in to every game daily to keep this from happening.
Roderick begins to draw and mix a variety of potions, blending them with a strange mixture of luck and arcane talent and then, when certain he has the recipe correct, downs it and his form begins to have minor, superficial changes in line with the mutagen's more magical ones, while Skerdo arms himself, takes aim, and fires, but fails to hit his target as they blend into the crowd.
The male thug draws his own crossbow firing at the priest before moving back into the crowd a bit more.
Radndom (Dumm, Garret, Thoril, & Caith): 1d4 ⇒ 2
Crossbow vs Garret (FF AC 23): 1d20 + 9 ⇒ (4) + 9 = 13 <miss>
ROUND 1
Female 1 ()
=============================================
Roderick () & Skerdo ()
=============================================
Male 2 ()
=============================================
Dumm (), Garret (), Thoril (), & Caith ()
=============================================
<crowd>
Thoril The Slayer |
thoril will go after garret and caith. please leave room for me to charge
DM Beckett |
ROUND 1
Female 1 ()
=============================================
Roderick () & Skerdo ()
=============================================
Male 2 ()
=============================================
Dumm (), Garret (), Caith (), & Thoril ()
=============================================
<crowd>
Dumm |
Dumm draws his sword and charges forward.
Greatsword slash vs 1: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12
-Posted with Wayfinder
DM Beckett |
[dice=To hit AC 1]
That's awesome.
DM Beckett |
Oh damn, I thought it was a To Hit Armor Class 0 (THAC0) joke.
DM Beckett |
Dumm, followed almost immediately by Caith rush closer to the woman, with Dumm narrowly missing, but not so with Caith who rams his spiked shoulder into her savagely. Garret steps closer, calling on divine powers to aid his allies. It also has a secondary effect, albeit minor, for now, as much of the crowd around you sees Garret's holy symbol flair to life, and know he is a priest of a benevolent and common faith, one that wouldn't likely be working with their enemies. They don't know what to think of that, and there is still terror and hatred in their eyes, but perhaps this small chink in their armor might help sway their wills later.
Thoril, grabbing his large axe, double moves as close to the action as he can, provoking the woman to defend herself with lethal force, she stabs her short sword at Caith
Caith, Dumm, & Thoril: 1d3 ⇒ 1
Short Sword vs Caith (AC 12): 1d20 + 9 ⇒ (19) + 9 = 28 <Crit Threat>
Short Sword vs Caith (AC 12): 1d20 + 9 ⇒ (8) + 9 = 17 <CRIT>
Damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6
ROUND 2
<Bless until round 11>
Female 1 (-9)
=============================================
Roderick () & Skerdo ()
=============================================
Male 2 ()
=============================================
Dumm (), Garret (), Caith (-6, bot), & Thoril ()
=============================================
<crowd>
Skerdo Cabeza de Vaca |
Seeing that his allies are in the way of any possible shots, Skerdo tosses his bow to the ground and hustles up to join them. "Nobody better touch that!" he bellows at the crowd as he moves, drawing his ax as he goes. He comes up next to Thoril and (though it's an awkward swing) attempts to bring his ax down on the man.
Attack (but he probably has cover): 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 3 ⇒ (4) + 3 = 7