[PFS] GM Lithrac's Scars of the Third Crusade (#5-22) (Inactive)

Game Master Cyril Corbaz


51 to 100 of 265 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

GM, are you expecting any checks of us?

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

Bramelane's spell load for today is:
0: detect magic, enhanced diplomacy, prestidigitation, read magic
1: comprehend languages, cultural adaptation, detect charm, mage armor, memory lapse, vanish
2: detect thoughts, flaming sphere, glitterdust, suppress charms and compulsions

Before arriving at the general store and barber shop, Bramelane finds a quiet, unobserved corner to cast mage armor on himself. He also casts cultural adaptation on himself to help conform to the customs of rural Mendev.

Before entering the general store and barbershop, Bramelane uses his send senses ability for a few moments to observe the interior and listen to the conversation inside.

Since that power is a spell-like ability, without verbal, somatic, or material components, Bramelane merely pauses and adjusts his shoe while he uses it, so that casual passersby do not notice that his attention is elsewhere while he scans the shop.

After he does that, he looks for a wall of the store and shop that is unobserved by the street which he can lean against while he casts detect thoughts. If he finds such a spot, he casts the spell and spends as much as two minutes reading the surface thoughts of the people in the shop so long as he can maintain concentration. DC 18 Will save negates the spell for any given target.

Only after he has thoroughly scouted the shop via send senses and detect thoughts does Bramelane enter. He maintains concentration on detect thoughts as he does, in the hopes that he can learn something from the surface thoughts of the people inside as he enters.

Grand Lodge

I wanted to wait for Bane, but it looks like he won't post at all during his "weekend". Nevermind, he'll get his turn later.

Important note: I made a mistake in the number of phases, you actually get 10 of them (three full days plus Moonday evening). Sorry about that!

Orug's General Store and Barber, Bramelane:
One of two permanent businesses in town, this sprawling shop occupies three large storefronts on the main road. You can purchase most mundane supplies at decent rates, sold by the half-orc Orug Foram or his wife Tessa, a charming half-elf. Next to the main shop is a barbershop held by Orug. It contains two chairs in the front and three rooms in back for hot baths, and it is Dawnton’s main hub for gossip.

As you enter the general store, no one seems to pay attention to you. The townsfolk are too busy dealing with the hulking half-orc owner, or simply gossiping in hushed tones about the most recent town scandal - a business Orug and Tessa appear to highly encourage. While you're waiting and discreetly casting your spell, you immediately see that Orug makes a point of chatting with every single one of his customers - he adores it!

When your time comes, Orug eyes you quickly, then smiles. "Welcome to Orug's, stranger! What brings you to Dawnton this fine day?"

In your interaction, you can attempt a Bluff, Diplomacy, Intimidate or Profession/Craft linked to his business to learn some rumors. Your spell will definitely yield something good too!

Health and Harvest Inn, Rhydderch:
The village’s inn is huge for a settlement of this size, but it’s full to bursting during the harvest season. The pub downstairs is the only restaurant option available in town during the off months, and still very busy at mealtimes despite the competition from food stalls at the tent city.

As you come in, you're instantly greeted by the innkeeper, Oleg Farnsworth, a stout man with a clean black beard. "Welcome good sir, welcome to Health and Harvest! What can I do for you? We're quiite full at the moment, but we have a couple rooms available if you wish. Price's one gold crown per night, which includes board." Then a few seconds later, as he appears to perceive your celestial features. "You're... Great Iomedae, we're blessed with the presence of a child of angels! Please come in, have a drink on me, good sir."

In your interaction, you can attempt a Bluff, Diplomacy or Perform check to gather information there. You can also try to outdrink those around you and impress them with a Fortitude save if you prefer.

Beer Garden, Fissa:
At the center of the tent city’s open area stands a broad beer garden with walls constructed of beer barrels and crates. This is the social hub for the country folk. At night, approximately a dozen adults sit and drink, watching outward and speaking in low whispers, though the place must have been much busier during the day.

The villagers peer at you at first, then relax a bit when they see you're an artist of sorts. "Hey you, can you sing us a tune?" a drunkard yells.

In your interaction, you can attempt a Bluff, Diplomacy or Perform check to gather information there. You can also try to outdrink those around you and impress them with a Fortitude save if you prefer.

Fairgrounds, the Tent City, Hiko:
Dozens of tents of sundry sizes ring an open area where the visitors gather for games and talk. At night, the residents huddle in their tents or in the central beer garden, watching the shadows closely. It must have been a very busy place during the day, judging by the number of stalls around.

You may want to pick another place and come back here later. Once you've selected a different location, you can open up the spoiler tag referring to that place and also make a roll among those indicated.

Sheriff Luin's House & Town Jail, Mareq:
As befits his station as the village’s mayor and sheriff, Tobias’s house is the largest private residence in Dawnton. His basement doubles as the region’s jail. A trio from the local militia—the closest thing Dawnton has to a police force or town guard—stands watch outside at all hours.

One of the guards comes to meet you as you make your way to the house. Once you've explained that you wanted to meet with the Sheriff and Mayor, the guard nods and asks you to accompany him inside and leave your slave outside. After waiting for a few minutes in the hall, you're brought before a middle-aged thick-chested halfling bearing a long, white braid of hair. It appears the Sheriff was dining alone when you asked for an interview - in fact this whole house appears to be empty save for Luin himself. The halfling raises his weary eyes from his mint potatoes and addresses you with an equally exhausted voice.

"Yes traveler, what is your business in Dawnton? You wished to see me? Speak quickly, for I do not wish to be disturbed for long."

In your interaction, you can attempt a Diplomacy check (or another social skill, but the result won't be the same) to try and improve his attitude, and/or ask something from him using the same skill.

Silver Crusade

A paladin walks into an inn…:

Rhydderch laughs quietly to himself at his naivety for thinking that the inn would be free of patrons eager to imbibe so early in the day. It appears as though wherever I go, merriment will follow.

"Praise to The Inheritor indeed innkeeper, and I thank you for your generosity. I wouldn't say no to a mug of mead if you have any available. What news have you of these explorers who are accused of murder?

Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

At Orug's General Store and Barber:
Bramelane takes his seat and chats with Orug. "I was travelling here in Mendev and heard that there was to be an execution. I thought their might be a festival, and I am glad I was right."

As the haircut and beard trim progress, Bramelane asks Orug several questions, taking advantage of the source of gossip.
"What is there to do at the festival? Do you have any suggestions?"
"Who is being executed? What for? When?"
"I hear that the citizens in Mendev vote on the sentence. Did you vote for it or against it? Why?"
"I hear that the sheriff does not generally prosecute crimes so harshly. What was it about this one that is different?"
"I also hear there have been similar crimes in other villages around here. Are they connected?"

Bramelane also holds up his end of the age old bargain by providing Orug with some fresh gossip.
"I'm a wizard from Sargava and the Mwangi Expanse. This is my first time in Mendev. I can see that it was a beautiful country before. I hope the Crusade succeeds and you are able to restore it."
"Before I learned to cast spells, I was a servant most of my life. I worked in the keep of a Chelaxian noble from childhood up until after my 50th name day. The lord's ungrateful brat tossed me out before his father's corpse had cooled. So, having nowhere to go, I took my savings and the measly pension he gave me and bribed my way into a wizarding school!"
"I studied in Nantambu in the Mwangi Expanse, where wizards learn magics that only druids know around here. My specialty is limning creatures in faerie light! I was getting up in the years though, and wanted to see some of the world before I'm too old, so I left and now life has brought me here."
"I came into town with a group from Nerosyan, including an ambassador from the Elemental Plane of Fire and his efreet servant and a Tien woman from the court of a woman Linnorm King! The ambassador just came from Osirion! The Tien woman's family actually served in the court of the Linnorm King. Or Queen?"

Did Bramelane not get any information from using his send senses ability or the use of detect thoughts before entering the barber shop? I was sort of hoping to have some information to direct the conversation a bit more organically and even to take a position on an issue that one of the gossipy folks, like the barber, would agree with. Or does the use of those spells provide modifiers on Bramelane's Diplomacy roll?

Diplomacy: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21 (the +2 is for cultural adaptation)

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')
Mareck Bolthune wrote:
"I, for myself, am concerned about potential misunderstandings in Dawnton. I will head to the sheriff immediately and announce my presence and assure him of Husarq's non-demonic nature," says Mareq to the group.

Note that Husarq has not been summoned forth from his lamp, so... it is just Mareq tromping around looking like some exotic entertainer from a far off desert realm.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

From tents to beer for Fissa and GM:

Arriving at the tent city Hiko discovers most of the 'city' is asleep or locked up. After wandering around for a little she stumbles upon Fissa and the beer garden at the center of the village. Deciding that she might be able to help, she quietly casts eagle's splendor and guidance on herself and then wanders into the group. Before she sits down she has a quick conversation with Fissa, and, this is assuming Fissa wants to perform, does a little act to accompany his first, hopefully energetic, song by flambe-ing everyone's drinks. Aiding Fissa's roll perform with guidance and splendor: 1d20 + 2 ⇒ (11) + 2 = 13

When Fissa finishes his song, she explains to everyone she is a cleric and what her holy symbol is for. She then plainly hands it off to Fissa, buys herself a beer and attempting to drink the locals under the table.
Fortitude: 1d20 + 7 ⇒ (14) + 7 = 21

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

after fact editing:

Hiko it igniting people's beer with spark.

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

at Sheriff Luin's:
"Ah yes, well sheriff, s nice to meet you. I won't take much of your time. I apologize for disturbing you. I am Mareck Bolthune, a traveling genie binder tired of discrimination in such fiendish locales as Cheliax, damn their infernal loving faces! I have come here with my bound fire genie, Husarq, intending to practice our entertainment craft amongst peaceful and tolerant folk. Witticisms, card tricks, and exotic far flung efreeti dancing are our trade these days."

"I had hoped there would be a festival or holiday of some sort we could play at. I hear there is a festival, but it is in honor of some group of Pathfinders' execution. Dare I ask what they did to deserve such execution? I fear the local populace has been stirred up by these pathfinders and... Well, my bound genie Husarq is an efreeti and the less knowledgeable among your folk might mistake him for a demon. And that would be bad, of course. No no. Don't want any trouble."

"What in Sarenrae's name did these pathfinders do? I'm an outsider to your folk, a stranger, and i want to be careful not to step anywhere near whatever it was they did."

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24

Grand Lodge

Hiko, you can only attempt one roll per phase, and it's a separate one than any companions might do at the same time, but the results kind of "add up". Hence I'll take into account the Fortitude save and not the aid another.

Bramelane, I'll have the spell yield one additional rumor per time it's cast (maximum one additional rumor per phase), which is way better than a bonus on your check.

Finally, I'll wait for everyone to roll for phase 1 before revealing the results. Bane, you can choose one of the locations in my previous post and attempt one of the rolls mentioned there, but before the roll please make a DC 18 Disguise check to avoid taking a -2 penalty on your main roll because of the intolerace of the local townspeople towards tieflings.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

Okay, no aid another actions... sigh. The fortitude save was what I primarily was wanting to do, and in that case I will give Fissa the guidance and Splendor, which, in retrospect, is a better bonus than aiding would have been.

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

At the beer tent:

You got, friend!

't was a late one night
There was no moon in sight..

Fissa somewhat loses himself somewhat in his performance, but once finished, he does take the time to pick up the latest gossip.

Perform(Sing): 1d20 + 11 ⇒ (15) + 11 = 26 Guidance and splendour to be added (can't look up the bonuses from here, apologies)

Grand Lodge

Inquisitor 1 | AC 17 | Init +0 | Perception +6 | Fort +4 Ref + 0 Will +4

Wearing a worn and tattered brown hooded cloak over his armor, with the hood drawn up. Disguise: 1d20 + 1 ⇒ (16) + 1 = 17

At the Inn:
He then follows the paladin into the inn, standing beside him and trying to remain unnoticed. Stealth: 1d20 + 1 ⇒ (20) + 1 = 21. He levels anyone to who speaks to the paladin with a stern gaze from beneath the brim of his cowl. His yellow slitted black eyes gleaming in the candle light.

GM can I just roll, Sense motive to review anthing I overhear being said to Rydderch? is so SM: 1d20 + 7 ⇒ (12) + 7 = 19 otherwise Diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

Fissa:
the two are a +3 total

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

Hiko, GM:

Which makes the roll a 29 then

Grand Lodge

Bramelane:
As you wait in the shop, you hear an interesting thought through your spell: That woman Ekira - she's a demon posing as an inquisitor. She's used this trick to murder ten heroes up and down the countryside, and nobody is brave enough to speak up.

Moreover, Orug himself is very talkative when he trims your beard:

"Alas, our time is full of woes, good Sir. Did you know that there's a witch in town who plans to bring the hanged murderers back as undead? They'll slaughter us all the morning after the execution, I tell you! This story is grim enough, thank you. I was scared to death when I saw it happen. I know what I saw - I was a witness to the second murder. I clearly saw a tall person running away. 'tried to stop him for sure, but he sent me sprawling with a dastardly blow."

Various customers try to hide their smug, mocking grin at that point, and your spell tells you that many townsfolk regard Orug's story as highly dubious at best.

Rhydderch and Bane:
The inn is homely enough, with a warm fire in the fireplace where tongues loosen easily. As Bane tries to remain in the shadows to be discreet, Rhydderch uses his friendly face to get people to talk. The tiefling is met by ill looks from the gathered townspeople, but they avert his inquisitive gaze quickly.

"A strange fellow, Otto. He's a farmer who lives just outside of Dawnton and was the person who found the body of the first victim on the morning the Pathfinders arrived in town. What's even stranger, my celestial friend, is that he's still going about his business as if nothing had happened."

"Orug Foram discovered the second victim in front of his general store. He says he fought the murderer before he escaped, but has been known to stretch a point in the name of making a good story."

Fissa and Hiko:
The beer garden is a place of celebration and revelry. You have no trouble at all loosening tongues, be it with snappy wits, a colorful song or by succeeding at beating the local toughs at a drinking game.

"You know, the Sheriff himself wants to hang the murderers. He has a written testimony from a witness that says they're guilty."

"When he arrived at the second murder scene, Sheriff Luin found dagger that fit a sheath belonging to one of the Pathfinders who was hiding nearby."

Mareq:
The Sheriff sighs deeply. "You're here about these Pathfinders? You could have asked at the local inn for what happened, to be blunt. I sense there's more to your story than what you let known. However, your company is welcome, Master Binder, so come and sit by the fire, have a drink with me. You're right, this whole ruckus around town is about them and Ekira's accusations. These Pathfinders, however, are probably guilty as charged, I have evidence of that. There's also this woman Ekira, a priestess of the Inheritor that has lived in Downton for a few weeks now, and she has been the most vibrant voice of accusation. Quite strange, to be honest. Now if you don't mind, please let me retire for the night. The guards will show you out."

You now have some time to meet in your room at the inn, share information and plan your next moves for the morning. If you wish to visit another location than the ones specified earlier, you're welcome to do so.

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

Back at the inn....

"Pathfinders, I learned two things:

1) Listening in on thoughts at the barber shop, I learned that someone thinks a woman named Erika is a demon posing as an inquisitor and that she has been murdering heroes up and down the countryside, but no one is brave enough to stand up for her.

2) The barber told me that he thinks there is a witch in town who will bring the murderers back to life after the hanging. He also says he saw a tall male running away from the second murder whom the barber tried to stop, but the barber "was sent sprawling with a dastardly blow." The thoughts of the others in the shop indicate they did not believe him.

Perhaps we should speak to the inquisitor tomorrow. Also, if someone is murdering heroes, since we were told to hide our identities, it would behoove us to stand watches at the inn tonight and share a room. I will gladly take either the first or last watch, and my old bones volunteer to sleep on the floor or under a bed.

Bramelane will memorize the same spells for the following day.

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Sheriff Luin:
"Murders? By Saranrae, that is bad business. Well, my efreeti, Husarq, and I shall have no problems whatsoever here in Dawnton, as we shall certainly not be 'murdering' anybody. Though he is strong, so let me know if you need any assistance. When he stops the Efreet Palace Dancing he can be a good protector, at need.

Mareq smiles at the halfling and gets up, preparing to leave. "Yes, you are insightful, of course, Sheriff. There is much more to my story than I broadcast. But I am available, at anytime, to share it with you over an ale or a good red wine. My treat, naturally. But! If you say you prefer white wine, I shall immediately be forced to disown all connection and acquaintanceship with you. Guh! White wine. What will the Prime Material Plane think of next?"

Mareq strides to the door, turns and bows to the Sheriff and turns to leave. As he opens the door, he turns and says, "Goodday, Sheriff-- oh one other question, what did you mean by 'strange'? Strange that she would be so strident in her accusations? Or she's a strange person?"

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

It seems the sheriff intends to be the hangman himself, and he seems to have a written testimony. If that is true, we're going to have a hard time. There's also the case of the murder weapon...

Fissa relates what he heard with some sensationalism. Feel free to read my spoiler

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

"Well, Fissa, it seems that tomorrow we should not only speak to the inquisitor, we should also ask to see the written evidence and the murder weapon, and we should talk to the Pathfinders, if we can. Perhaps we could even examine the corpses to see if the alleged murder weapon really could have been the weapon. Daggers are fairly common and somewhat standardized. Adventurers tend to lose theirs in monsters. They can also be stolen. The fact that the dagger fit in the sheath is pretty thin circumstantial evidence."

Silver Crusade

"A strange fellow, Otto is a farmer who lives just outside of Dawnton and was the person who found the body of the first victim on the morning the Pathfinders arrived in town Since then the farmer has been going about his business as if nothing had happened."

"Orug Foram discovered the second victim in front of his general store. He says he fought the murderer before he escaped, but has been known to stretch a point in the name of making a good story."

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

"Thank you, Rhydderch. The fact that he's acting so oddly after such a traumatic event as finding a murder victim may indicate Otto the farmer has been charmed or that his memory has been tampered with. I have magics that can determine that and that can undo a charm. I could follow up with him tomorrow.

Overall, it seems we have the following things to do:

1. Speak to the inquisitor.
2. Ask to see the written statement used against the Pathfinders.
3. Ask to seek the murder weapon.
4. Ask to examine the corpses of the (two?) victims.
5. Ask to talk to the Pathfinders.
6. Track down Orug's "tall man" who ran away from the second murder.
7. Track down the witch rumor, which may just be a red herring.
8. Speak to the farmer Otto about the first murder.
9. Visit the fairgounds, which were largely empty last night.

It seems to me that tasks 2, 3, 4, and 5 can probably be accomplished at the sheriff's office/jail, or at least can be started there, if the statement, bodies, murder weapon, and Pathfinders are elsewhere. Tasks 6 and 7 may need more information before we can pursue them, but we could ask around about them. Task 1 requires us to find the witch first. Task 8 would require a trip out to Otto's farm.

Can any of you think of any other tasks we should consider? Which of the above tasks would any of you like to undertake? Are there any you think we should not do?

Hiko, would you consider visiting the sheriff/jail to speak to the Pathfinders? As a cleric, you have the, very real, pretext of offering them absolution before their executions, particularly if any of them worship Irori, too.

However, we may want someone else to go with you to check the statement, the murder weapon, and the corpses. Mareq, if you got on well enough with the sheriff, could you convince him that you are here at the request of an individual who would like to remain anonymous to look into these events and gain access? Hiko could then ask to tag along as a second set of eyes and spells. Or would that not give with what you discussed with the sheriff tonight? We don't want to arouse suspicion!

Fissa, the fairgounds would be a normal place to find a bard. Do you fancy checking there for rumors and for information about the tall man and the witch?

Bane, would you be able to tell if Erika is really an inquistor like you? Maybe she would talk to you, given your similar profession? Would you talk to her?

Rhydderch, as a paladin and hospitaler, you would be a natural person to check the corpses and inspect the murder weapon and evidence against the Pathfinders. Most paladins that I know can detect evil, too. Could you check the inn, the fairgrounds, and/or the beer garden and see if there are any obvious candidates? Or should you maybe go with Bane to see the inquisitor to check whether she carries the taint of evil?

Are there other tasks everyone would rather perform? These are just the ones that seem most logical to my aged brain."

Silver Crusade

"I wouldn't mind speaking with Otto...nor would I mind company if someone is at a want for something else to do. Someone should speak to Orug at the general store as well; in particular someone who is able to discern truth from lies."

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

"Rhydderch, then let us go together to Otto tomorrow morning, for I fear my magics will be needed."

"Your suggestion about the store is a wise one. If Orug is exaggerating, his version of what happened is like to vary from telling to telling. Those parts that remain the same are more likely to be the truth. Perhaps you can visit him tomorrow as well, or someone else can. I have no skill in discerning truth from lies. Know this, though, I was reading thoughts when he spoke to me, and there was no dissonance between what he was saying and what he was thinking. He believes the tale he tells. Whether he has been exaggerating so long that he believes his "tall" tales are true or whether they are in fact true will have to be determined."

"Whatever you do tomorrow, I urge you to visit the fairgrounds during the day to scan for evil. You are the only one among us who can do that, I presume, and knowing who may have the moral disposition to commit murder or frame an innocent for murder may be very helpful."

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

I'll get to the fairgrounds, but going there in the morning will only find me hungover people. Trust me, if you start singing songs for hungover people, you're going to have a bad time. Why don't I visit the general store first, and then go over to the fairgrounds later?

Which is exactly what Fissa plans on doing

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

"Fissa, I think you'll find us older folks show up at things like that when they open. Nevertheless, the store also needs further investigation, and the fairgrounds will be busy all day."

So it seems we have 10 tasks:

1. Speak to the inquisitor.
2. Ask to see the written statement used against the Pathfinders.
3. Ask to seek the murder weapon.
4. Ask to examine the corpses of the (two?) victims.
5. Ask to talk to the Pathfinders.
6. Track down Orug's "tall man" who ran away from the second murder.
7. Track down the witch rumor, which may just be a red herring.
8. Speak to the farmer Otto about the first murder.
9. Visit the fairgounds, which were largely empty last night.
10. Recheck the general store/barber to see if Orug is telling the truth in his tale of the "tall" man and being attacked.

And we have the following intentions and suggestions for the next two time blocks:

Toilsday Morning - Phase 2 of 10
Fissa - general store/barber re: tasks 6 and 10
Rhydderch - Otto's farm re: task 8
Bramelane - Otto's farm re: task 8
Hiko - maybe sheriff/jail? re: tasks 2, 3, 4, 5
Mareq - maybe sheriff/jail? re: tasks 2, 3, 4, 5
Bane - maybe Erika the Inquisitor? re task 1

Toilsday Afternoon - Phase 3 of 10
Fissa - fairgrounds re: task 9
Rhydderch - maybe fairgrounds too? re: task 9
Bramelane - possibly gathering information regarding the witch rumor re: task 7 so all tasks get some coverage
Hiko - ????
Mareq - ???
Bane - ???

"Mareq, Hiko, and Bane, what are your thoughts? Are you willing to follow up regarding the evidence and Pathfinders, or is there some other task that is more pressing or better suited to your skills and backgrounds?"

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

"Fissa and Rhydderch, you haven't expressed any opinion regarding watches. Do you agree that we should stick together in one room and keep watch in case someone takes an interest in our investigation? If so, which watches do you want?"

Proposed Watch Schedule
1. Bramelane and ????
2. ???? and ????
3. ???? and ????

After decades of service as a castellan, Bramelane is in his element making lists of tasks, proposing schedules, and diplomatically suggesting assignments. He smiles and his eyes twinkle as he works out the watch schedule and the next days tasks with the young Pathfinders. "It's just like managing the estate staff in preparation for one of the old master's visits!" he thinks to himself, fondly remembering a different time.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

Hiko listens to Bramelane's long explanation from a nearby chair and then ponders about it for a time longer than usual. She then reels slightly in her chair and gives a long blink.

Well, I can certainly try to talk to the pathfinders and the sheriff tomorrow, and I would love to spend some time with Mareck. After that exploring some of the other parts of town might help, but if I find nothing of interest then I would love to see the market in full-swing, the small woman rambles, with more of her Skaldic accent than normal.

She then stands and with an abnormally ungraceful lurch heads over to one of the beds and collapses.

I am too inebriated to keep watch on the first shift... Maybe the last shift?...she mumbles into her pillow and then continues in a slowly fading voice, Oh great Master, I'm not the only woman in the party am I?..... Well you guys know what happens to men who take advantage of a helpless woman right.?.....

She has no filter when tipsy, alright? Also feel free to ignore it...

After a minute she stops talking and drops into a deep sleep.

Silver Crusade

"Keeping watch would be most wise. I will take whichever shift makes sense."

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

Bramelane doesn't honestly expect any untoward acts by the Pathfinders during the night, but he keeps an eye on them during his watch just in case. Unless someone stays up to watch with him, he merrily spends the watch drafting provision schedules and contingency plans. Otherwise, he spends it in quiet conversation with the other Pathfinder, seeking to learn what he can of the wider world from the tales.

Proposed Watch Schedule
1. Bramelane and ????
2. Rhydderch and ????
3. Hiko and ????

Toilsday Morning - Phase 2 of 10
Fissa - general store/barber re: tasks 6 and 10
Rhydderch - Otto's farm re: task 8
Bramelane - Otto's farm re: task 8
Hiko - sheriff/jail re: tasks 2, 3, 4, 5
Mareq - maybe sheriff/jail? re: tasks 2, 3, 4, 5
Bane - maybe Erika the Inquisitor? re task 1

Toilsday Afternoon - Phase 3 of 10
Fissa - fairgrounds re: task 9
Rhydderch - maybe fairgrounds too? re: task 9
Bramelane - possibly gathering information regarding the witch rumor re: task 7 so all tasks get some coverage
Hiko - maybe another part of town or the fairgrounds
Mareq - ???
Bane - ???

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

I'm not too fond of keeping watch - I need my sleep, you know. I'll keep the first one with you, Bramelane, as an early watch is more in line with my sleeping pattern anyway.

And if you think this isn't real
I'll show you wounds that never heal
Forever just a happy meal...

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

"A watch is a very wise idea, fellows," says Mareq. "I shall summon Husarq for that very task! Fissa, you shall have all the sleep you require!"

Mareq pulls forth from his waistband a lamp, which you recall from when you were sitting in the Pathfinder lodge at the beginning of this mission. He grasps a small brass hammer with his other hand and then begins to gently tap tap tap the lamp.

"Come forth, Bile-Filled Wretch! Emerge oh Destroyer of Youth, Killer of Happiness, Dog of Fommok Mahdinat!" speaks Mareq ibn Bolthuni. The man continues to hammer away at the lamp, each strike becoming stronger and stronger. With each strike, Mareq's smile becomes bigger.

Soon, the lamp is dented, damaged, crushed by the repeated, violent blows of Mareq's brass hammer. Smoke billows from the smashed lamp's tip and from that smoke coalesces the efreeti Husarq. His body is discolored with bruises, his face black and blue beneath the red skin. The bruising slowly disappears, a fleeting result of his master's hammering, but not before Mareq's breath slowly, languorously escapes his mouth in a sensuous, sick "Ahhhhhhhhhh."

Mareq's eyes nearly roll back into his head, before he catches himself, remembering where he is and with whom he shares quarters. The small flecks of insanity quickly vanish from the summoner's eyes as he looks at the group, and then at his efreeti. "Ah, yes, ahem, well. Husarq, you Dog-Shit Eating Monstrosity, stand watch while our brave companions and I confer and rest."


M Efreeti Lord of All He Surveys 10 (HP 79/85; AC 33 / T 11 / FF 31 ; F +11, R +6, W +8; Init +2, Perception +11, Darkvision 60') [dice=Power Attack]1d20+19[/dice] [dice=Slashing dmg]3d6+26[/dice] [dice=Fire dmg]1d6[/dice]

"As you command, oh my master!" says Husarq with a bow towards Mareq.

The efreeti's eyes are flat and dead, his inner thoughts, hopes, dreams vanished under years of punishment and slavery. Years before, perhaps Bramelane and Fissa, Rhydderch and Hiko may have noticed a flash of defiance, diabolical hate, constrained debauchery and evil occasionally arrowing towards Mareq. But now, the tables are turned and slaver is the enslaved and the crazed... remains crazed.

Husarq will watch.

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')
Mareck Bolthune wrote:
** spoiler omitted **

GM Lithrac, does Sheriff Luin respond?

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')
Bramelane wrote:


Toilsday Morning - Phase 2 of 10
Fissa - general store/barber re: tasks 6 and 10
Rhydderch - Otto's farm re: task 8
Bramelane - Otto's farm re: task 8
Hiko - sheriff/jail re: tasks 2, 3, 4, 5
Mareq - maybe sheriff/jail? re: tasks 2, 3, 4, 5
Bane - maybe Erika the Inquisitor? re task 1

"Bramelane, the Sheriff confirms much of what all of you have already learned via other means. However, he did point out that he felt Erika the Inquisitor was overly strident in her accusations. He felt she was 'strange.'"

Mareq shifts uncomfortably when Bramelane suggests he return to the Sheriff seeking specific details about the pathfinders, evidence, murder weapon, etc.

"I have perhaps painted myself into a less useful corner, but my conversation with Sheriff Luin and the story I told of myself as a traveling entertainer leaves little room for me to return and ask about the Pathfinders and evidence against them."

"Instead, I think I and Husarq would be best at the fairgrounds, learning more of what the people think and gathering clues there. I would also like to learn more from Otto the farmer. Husarq's Efreet Pole Dancing routine for the festival requires corn, cucumbers and sheaves of wheat. So it would make sense for me to visit the farmer with you."

A pause, and then Mareq blushes.

"Did I say Efreet Pole Dancing? I meant Soul Dancing."

Tasks 8 and 9 for me.

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

"Mareq, let us do this, instead. You go with Rhydderch to see the farmer in the morning. If you suspect he is charmed, I will go there in the afternoon and follow up."

"In the morning I will go to the fairgrounds and see what I can learn."

It just doesn't make sense for three of us do to the same task at once. Two was a stretch. If you discover anything from the farmer, Bramelane can always go back and test him for charms and dispel them if they are there. If this game is anything like the Blackros Matrimony, we will paint ourselves into a corner if we don't cover all of the bases.

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

The problem with putting your character to sleep? Can't make in-character suggestions.
But it might work if we had the two Irorian clergymen go by the sheriff's. ..

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

"That is fine with me, Bramelane. I can speak with the farmer, along with Rhydderch."

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

In the morning, Bramelane strolls the fairgounds, taking in the sights and asking about the local goings on, paying particular attention to gossip about the murders, the inquisitor, the supposed witch, and the Pathfinders. Bramelane will also explain that he has heard stories about a witch wanting to transform the murderers into undead after their execution and try to track down this "witch."

Bramelane liberally spends money on food, beverages, trinkets, and carnival games and sights while asking about these matters, giving generous tips to encourage the vendors and barkers to talk to him.

Before he gets to the fairgrounds, Bramelane casts cultural adaptation again, so that his speech and mannerisms are more appropriate for rural Mendev.

Diplomacy Check (gather information: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18 plus any additional bonus for generously spending money and tipping.

T-shirt/Folie reroll (I have both) and 4-star GM bonus: 1d20 + 14 + 2 + 4 ⇒ (15) + 14 + 2 + 4 = 35 plus any additional bonus for the spending and tipping.

Grand Lodge

Inquisitor 1 | AC 17 | Init +0 | Perception +6 | Fort +4 Ref + 0 Will +4

"That is well Bramelane, I will question this Erika." Bane listens to the rest of the conversation before sleeping and taking his turn at guard.

The next day he eats a cold breakfast of cheese and meat. He then prepares to go out and search for this hero murderer, hoping to catch her on the outskirts of town so if he must duel, or put her to the question, it would be out of sight of the townsfolk.

Grand Lodge

For reference:
1. Speak to the inquisitor.
2. Ask to see the written statement used against the Pathfinders.
3. Ask to seek the murder weapon.
4. Ask to examine the corpses of the (two?) victims.
5. Ask to talk to the Pathfinders.
6. Track down Orug's "tall man" who ran away from the second murder.
7. Track down the witch rumor, which may just be a red herring.
8. Speak to the farmer Otto about the first murder.
9. Visit the fairgounds, which were largely empty last night.
10. Recheck the general store/barber to see if Orug is telling the truth in his tale of the "tall" man and being attacked.

Alright, so from what I gather the plan goes like this (feel free to correct me if I'm wrong):
Toilsday Morning - Phase 2 of 10
Fissa - general store/barber re: tasks 6 and 10
Rhydderch - Otto's farm re: task 8
Bramelane - Fairgrounds
Hiko - sheriff/jail re: tasks 2, 3, 4, 5
Mareq - Otto's farm re: tasks 8 & 9
Bane - looks for Erika the Inquisitor re task 1

The night is uneventful and goes by quickly under the stern watch of the efreeti.

Important! Before the start of day 2, everyone can make a Bluff, Disguise or Stealth check to represent how little attention you draw upon yourself during your investigation. This roll is made after the first phase of every day, so I'll let you roll once for day 1, and a second time for day 2.

The next morning, the Pathfinders spread out in small groups, each hoping to accomplish some measure of accomplishment towards their unwavering goal: find proof that the accused Pathfinders are innocent. A most dire task in this town that seems to be very keen on hanging them...

Bramelane heads to Fairgrounds alone, confidant in his own capabilities to obtain solid information from the villagers and travelers alike. His assignment is met with success! Here's what he learns from a befriended townsfolk after buying him a beer: "Everybody knows Ekira hated Pathfinders even before this series of murders. She was elated—almost disturbingly so—at the decision to execute the condemned prisoners."
End of phase for you.

Bane ventures in the outskirts of the town seeking the famed inquisitor Ekira, but doesn't manage to get hold of her. Once again, his demonic origins may have earned him a bias from the population of Dawnton. As during each phase, you may attempt a Disguise check to hide your tiefling heritage if you wish to. End of phase regardless of the roll result.

Hiko heads towards the Sheriff's house, but the guards there tell her that he isn't at home, but can probably be found at the Beer garden. Their advice proves useful, for the cleric finds the halfling magistrate drinking an ale or two with a middle-aged woman who seems to enjoy the Sheriff's jokes. Luin turns to meet Hiko. "Yes, you were looking for me, Miss? Oh, if it's about that cat again, you can forget it!"
Depending on how you respond, you can include a social skill roll (preferably diplomacy) either to improve his (grumpy) attitude, or make a request.

Fissa visits the general store and his talkative half-orc of an owner. His shop seems to be even busier than the evening before, and people seem to talk of a "demon spawn" that arrived yesterday in town, "no doubt to gobble our children and twist the minds of our wives". Orug looks delighted to see a new face. "Howdy, good man. What can ol'Orug do for you? A shave, maybe?"
Depending on your action, you can attempt a Diplomacy and a Sense Motive checks.

Finally, Mareq and Rhydderch-ever the strange pair-leave town to pay a visit to Otto. His farm covers 10 acres of land that are presently unplanted and a farmhouse at the center of the fields. A line of trees along the west side of the house forms a windbreak. The property is five miles down the main road from Dawnton, and you can recognize it by its distinctive yellow hexagonal sign. Otto is a powerfully built, clean-shaven man in his late thirties. He calls out to you as you approach: "Hey ya, yer trespassin' on me land! Leave now or I'll stick my pitchfork in yer bottom!"

Grand Lodge

LG male aphorite (planar envoy) wizard (poleiheira adherent) 1| HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/ 14 | Perc +4 60'DV | Stealth +4 | speed 30 |spells 1 3/3 | Active Conditions: --

Bramelane is neither stealthy nor terribly good at deceipt. Nevertheless, he is better at sneaking than lying. He attempts to draw as little attention as possible by skulking about.

Stealth Day One: 1d20 - 1 ⇒ (14) - 1 = 13

Stealth Day Two: 1d20 - 1 ⇒ (17) - 1 = 16

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

"Oh good farmer, I don't want to be stuck with your pitchfork, but I had some business to transact with you. Perhaps I and my friend could stay here and you could come to the edge of your land?" shouts Mareq at the man.

"I'm planning on having my efreeti companion (not this fellow here) perform some entertainment at the fairgrounds and I hoped to buy some accoutrements for his performance. Some wheat sheaves, cucumbers, maybe some unshucked corn, or even corn stalks."

Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12

Liberty's Edge

Male Ifrit Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')
GM Lithrac wrote:
Important! Before the start of day 2, everyone can make a Bluff, Disguise or Stealth check to represent how little attention you draw upon yourself during your investigation. This roll is made after the first phase of every day, so I'll let you roll once for day 1, and a second time for day 2.

Bluff DAY ONE: 1d20 + 6 ⇒ (19) + 6 = 25

Bluff DAY TWO: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Inquisitor 1 | AC 17 | Init +0 | Perception +6 | Fort +4 Ref + 0 Will +4

Stealth Day 1: 1d20 + 1 ⇒ (4) + 1 = 5
Disguise Day 1: 1d20 - 1 ⇒ (11) - 1 = 10

Stealth Day 2: 1d20 + 1 ⇒ (7) + 1 = 8
Disguise Day 2: 1d20 - 1 ⇒ (11) - 1 = 10

Grand Lodge

At Farmer Otto's

The farmer doesn't seem to soften thanks to Mareck's guile. He takes a sling that was hanging from his belt, and starts swinging it, then lobbing a rock that flies far over your head. "Go away, I told ye!"
Rhydderch may also attempt a Diplomacy check to improve Otto's attitude.

Silver Crusade

Bluff 1: 1d20 + 2 ⇒ (6) + 2 = 8
Bluff 2: 1d20 + 2 ⇒ (5) + 2 = 7

Oh dear...

Rhydderch laughs off Otto's threat. "Peace my friend...no need to puncture anyone's bottom this morning. Although no one would fault you for being cautious considering the recent tragedy that took place on your property."

Diplomacy: 1d20 + 12 ⇒ (13) + 12 = 25

Grand Lodge

Female Human Cleric 4 Monk 1 | HP 38/38 | AC: 17/ T: 17/FF: 15 | F:+8/R: +5/W: +10 | CMB +4 | CMD 16 | Speed 40 | Int. +4 | Perc. +12 | S.M. +10

After Rhydderch wakes Hiko for her watch shift, she grabs a bucket of water from downstairs and then spends an hour or so meditating and performing some basic exercises.

Preparing the same spells as earlier

After her time to prepare for the day, she spends the rest of her watch chatting, or at least trying to, with Husarq.

"So how did you meet Mareck?.... I bet you have some amazing stories..."

When everyone has gotten up, Hiko gets breakfast, changes into a less vibrant outfit and heads to the sheriff's office.

Stealth day 1: 1d20 + 6 ⇒ (1) + 6 = 7 Fitting for her burning drink escapade...
Stealth day 2: 1d20 + 6 ⇒ (19) + 6 = 25 much better

Before she enters the Sheriff's office she Pulls out her symbol, and chants quickly under her breath "羯諦羯諦 波羅羯諦 波羅僧羯諦 菩提薩婆訶" followed by a much longer chant.

Casting Guidance and Eagle's Splendor

When she discovers Luin is not there, and, finding him at the beer garden, she repeats, "羯諦羯諦 波羅羯諦 波羅僧羯諦 菩提薩婆訶."

"Cat? I'm sorry but I have no idea what you are talking about. But I was hoping I could follow you around and ask a few questions about the current case you have. Cases involving Pathfinders interest me..."
Diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17
And if needed Bluff: 1d20 + 1 ⇒ (2) + 1 = 3. Ooooh I hope it's not needed...

Grand Lodge

At Otto's farm

The farmer seems appeased by Rhydderch's soothing words, and lowers pitchfork and sling alike. "Mightily sorry, good sir, I dinnae know you were here 'bout this horrible business. Would ye like to see where this took place?"

As he walks you round his property, Otto gets more and more talkative. "Dreadful business, those killings. Ye know, I can't take the picture of that naked man hanging from that tree over there from my mind. I was coming out before dawn to feed the chicken, and there I saw him - bare naked. But not simply without clothes, no! I mean bare naked, with hardly a scrap of flesh on his body. Skinned alive, ye see! Dreadful business, I tell you." Otto seems to be quick shaken by the mere recollection of these events. He brings you to the tree he mentioned, allowing you to gather some clues:

Survival DC 14:
Medium humanoid tracks come from and go back to Dawnton, aside from Otto's of course.

Survival DC 19 (same check) or Heal/Knowledge (nature) DC 15, only if you succeeded in the Survival DC 14 check:
You are able to determine that there is not nearly enough blood present for the victim to have died here. It appears that he was killed elsewhere and then carried here, which would have taken considerable amounts of time and possibly occured before the trio of Pathfinders had even arrived in Dawnton.

Perception DC 18:
You also find a peculiar obsidian button that may have belonged to a coat.

Appraise or Knowledge (local) DC 12, only if you succeeded at the Perception check:
This kind of button is quite atypical for the region. Whoever wore this is most probably not originally from Dawnton, or likes to wear imported clothes.

Lastly, Otto's tongue loosens when you talk a bit with him. He's apparently relieved to be able to talk about this whole mess with someone. "You know, now that you mention it, there has been another stranger in town lately, this one tall and quiet with a patch of hair missing from the back of his head. He must have arrived about the same time as the Pathfinders. The weirdest thing about him? He sometimes asks more questions about the accused than is considerely seemly in these parts."

Farmer Otto isn't able to tell you much more than that, so it'll be the end of your phase.

Meeting the Sheriff
The Sheriff's mood doesn't grow any lighter at the mention of the ongoing case. "Look, lass, I'm very busy right now and I'm not about to discuss the specifics of the case with a complete stranger. Now shoo!"
End of phase for you, I'm afraid.

Fissa's action is the last remaining one to be resolved before we can move on to phase 3.

Grand Lodge

Male Human Bard 4
Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6
Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

A shave, yes, and my hair could use some trimming as well. Does that go by 'two bits', or do you charge differently? Fissa grabs the opportunity to sit at a barber to get all the latest gossip out.

Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27

51 to 100 of 265 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] #5-22 Scars of the Third Crusade All Messageboards

Want to post a reply? Sign in.