|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Race: 1d28 ⇒ 18
Strength: 1d12 + 6 ⇒ (12) + 6 = 18
Class: 1d39 ⇒ 11
Alignment: 1d9 ⇒ 4
NG Ratfolk Summoner
An interesting set of rolls, let see where this takes me.
Most if not all of the poeple you speak with have only praises for the beautiful Kaitlyn Mott. SOme wonders why she is married to captain Mott, but most assumes it is for practical reasons. She often walks among the stands of the marketplace picking out what food and clothes she needs to tend to the captain's needs. A few remarks that she seems sad as of lately.
Most surely you find her picking out a new cloak for her husband. You soon strike up a conversation and she seems pleased to speak to someone, you get the impression that few dare speak with her. She gladly accepts your lunch invitation, suggesting a rather public place, where many soldiers will be nearby, a wise precaution you summarise.
I am back from a busy week of changing jobs, but should be able to post more regularly now.
An invisible Zull takes to the sky to find your missing captain. As you departed the inn on this fine morning a ray of sunshine greets you, ready to illuminate the fruits of your labour. Having followed your advice Zull soon returns with the most fortuitous news. "Master a small group has gather outside the house you described."
Wlaking in a brisk pace in that direction you soon here the the sounds of metal against metal and alarmed shouting. Once closer you see two men fighting. It is an intense duel, certainly a mortal one. The larger and uglier man must be captain Mott. His face is torn by grief and anger. The emotions translate into a fierce assault on the fairer of the two captain Eddarly. A fine sport this is and your patience is rewarded by an impressive show of skill. Finely all good things must come to an end and exploiting a gap in his opponent's defence captain Mott slices the throat of Eddarly. Standing over the corpse the winner breaks into tears. Your joy is interrupted by a contingent of guards from the watch tower lead by a tall, older, salt and peper bearded man. "Stay your blade Mott!" he commands. Letting the blade fall to the ground a defeated Mott looks back, "They were sleeping together. She betrayed me, Thomas." he states while accepting the guards arresting him. "Unbearable for any man, but you must answer for your crimes." Lord Havelyn of Balentyne replies escorting the broken man towards the watch tower.
Later that evening you overhere the following conversation in the common room. "Swift justice, pronouncing the sentence today. Yeah but death and incarseraiton in Branderscar before that, no man deserves that when only avening himself. Justice is blind, no man is above the law. Some should be, we lost two captains now, I only hope things will be better when Varning returns."
Vank, Bellam Barhold is the owner of the Lord's Dalliance, where you are staying. I have no prefrences on the day on the number of days, so it can be what day you need it to.
Just to be sure, now it is more information on the people Nadine mentioned, starting with finding Kaitlyn Mott and perhaps some loners you can impersonate? Finding Kaitlyn Mott is no problem, but a few words on how you want to approach her. Furthermore a few words on how you go about finding the people yuo want to replace if needed.
Fair Kaitlyn smiles as she opens the door and sees a familiar face. "I thought you were with your men tonight darling?" she asks as she hurries you inside. Her questions stops when she is presented with the pendant. "Oh you shouldn't have," she says before embrazing you, without any pause for concern she follows your suggestion and turns her back to you holding her hair aside for you to secure the locket around her neck. The look of betrayal is devastating as you force her last breath and with that her life out of her. Quickly the grusome work of creating the suicide is carried out and still under disguise you leave the dead to be found.
Once back from the grim deed you wait, reminiscing over the faith of the first captain and now waiting for the second and third.
I just wanted a few words on what you ended up doing with Varning.
I the morning as you are having your breakfast a constable hurries into the common room, almost out of breath he inquiries with Bellam: "Bellam have you seen Captain Mott? He returned home and found poor Kaitlyn dead, she had hung her self. After reading a letter he stormed of?" Bellam unfortunately knows nothing.
Any other plans for the magnificent day? We will see later how your plan worked out.
Nadine and Robert:
A local boy gives you the directions to the market for a copper piece. Once you approach the central square you can hear the sounds of merchants peddling their goods. It takes a little while to find someone interested in your furs. But after a little while on of the few tailors in town bites. Over the course of business you learn that he sometimes sows for the Lord of the watchtower and his family. He has nothing but praise for Lord Thomas Havelyn, though one of his apprentices wonders out aloud if anyone can really be that pure, what hides beneath the surface? That talk is quickly hushed up. The tailors complains a little that only one of the four captains, captain Eddarly purchases new cloths regularly, why that handsome man has no wife is beyond his understanding.
See the rumors below and let me know if you are missing any information.
I forgot the price of the furs, but you are able to sell them.
Stanislav and Vank:
Again please see the rumours and let me know if you require more information.
All Rumors to be discovered:
1. Have you ever been to the choir hall of Balentyne? Amazing! The priests are such beautiful singers and sometimes the stone saints that adorn the place join in the chorus. Such a miracle!
2. Mad Martin is a strange one! He tends the rookery in the Watchtower. They say he never leaves except for necessities. He talks to the birds like people and has named every one!
3. Lord Havelyn is a good soul but so grim and gloomy. For so great a lord to be unhappy, he must be guilty about something!
4. That Captain Zack Eddarly is a handsome one, isn’t he? Such a gallant! And still unmarried at his age. He’ll make some lady of proper breeding quite a catch won’t he?
5. Balentyne’s magister, that creepy Tacitus, has been spending a lot of time working on something in his tower! I don’t know what it is, but it’s said that something unnatural was recovered from the north.
6. Ye Merrie Men are coming to town and the handsome William Marcus Marlow is coming with them! Can you believe it? The Bard of Barrington! Here! They are doing the “Fall of Amberlyn”! Oh, I can’t wait!
7. They say the bugbears are massing up north. I wonder what their up to? Well, it doesn’t matter! We’ll be ready for ‘em! You’d think those shaggy walking carpets would have learned by now that the Watch Wall is unbreakable!
8. Soldiers today! A worthless, shiftless lot! Balentyne is in total disarray. Soldiers today are too lazy – not like in my day.
9. There’s a pack of dwarves in town led by a grumpy short fellow named Barnabus Eisenbauch. They’re here to fix up the watchtower or so I’ve heard. A hard working fellow -- just don’t challenge him to a drinking contest. He’ll drink you under the table every time!
10. I’ve heard that Father Donnagin was sent here after the church demoted him from bishop. He got into some sort of trouble – serious trouble I’d wager to be banished to the Watch Wall.
11. Bellam Barhold is such a lush. He does enjoy his wine. He’s always complaining about how he can’t get any of the good stuff here in the borderlands.
12. Have you seen Kaitlyn Mott? She’s the most beautiful woman in town! How did an ugly lump of a man like Captain Franz Mott bag a looker like her? And how does he keep her, that’s what I want to know!
13. Have you had any of Mama Guisseppe’s beef stew? Delicious! I hear she goes up to the Watchtower and cooks a big batch of it for the men every Monday! What a nice old lady.
14. Those dwarves are a thieving lot! I heard one of
15. Lord Thomas Havelyn is the most honorable and capable commander that Balentyne has ever had. If he can’t keep the Watch Wall working, then no one can!
16. Did you hear about prisoners escaping from Branderscar? Were they ever caught?
17. Here’s to the soldiers of Balentyne! One hundred of the finest fighting men it’s ever been my privilege to serve with.
18. I hear Captain Varning is leading another patrol out tomorrow. I wonder how long they’ll be gone this time? The last time they were gone for five days! If you ask me, these patrols are a waste of time. They’re just an excuse for Varning to get out of the tower and gallivant around the country side instead of doing his fair share of guard duty.
19. I hear a raven arrived at the rookery last night! I bet it carried important news though I know not about what.
20. Do you know how the Lord’s Dalliance got its name? It was once a brothel! I hear there used to be a secret passage to the basement that allowed the Lord of the Watchtower to sneak in here and have a good time. Of course it must have been sealed up years ago.
A light breeze blows from behind you almost ushering you on towards Aldencross. Without to much hassle you are admitted through the watchtower. A smiling remark comments on you short and most likely fruitless endeavour, if only they knew.
Infernal luck once again smiles upon you as that very evening you hear soldiers welcoming a most handsome man in the Lord's Dalliance around supper time. It is indeed the sought after captain Zack. Glancing and duplicating his appearance is easy with your magical aids and a pint with one of the locals give you the address of the Mott town house.
So you approach the Mott town house, how do you want to handle this?
Just a quick remark on your choice for the defeated captain please.
The single diplomacy roll is not going to turn him. Wining him over is going to take so much more.
Vex' suggestion brings only contempt to the captain's face "I'll never serve you." he spits. However knowing his predicament he continues: "As far as I know Mott knows nothing. Zack would be either on watch or in his own house in Aldencross."
You haven't seen any in the inn at this time of day, but you suspect that other might arrive back from their daily doings later. You have only met the innkeeper at the moment, but he must have at least on employee as he asked someone to see to your requests.
Your conversation is interrupted by a polite knock on the door, once given permission a short, smiling woman enters with your water and ales. She introduces herself as Alicia and informs you that dinner is available in the common room when you are before she takes her leave.
@Robert and Nadine, selling the furs will not be a problem, what sort of informations are you looking for?.
@Vank and Stanislav, it will be some time before people you can pump for information arrive, the innkeeper is there if you want to try him. Again what is of interest to you?
Sorry about the delay, I have been away on holiday and forgot to write it here.
The verbal assault takes it toll on the proud captain and as his shoulders sink in defeat he asks: "What is it you would like to know? Of the other captains their is little to say. Mott hopes for a promotion while other gossip that his wife is having an affair with Zack. Barhold is almost living at the watchtower safe for when he visits his brother in the inn."
"You bastard stay away from my family," the captain threatens before the transformation infront of him turns him silent. "By Mitra, a tiefling, a cursed tiefling," he mutters to himself not paying attention to your words following the transformation. He hastily gazes to his other captures seeing if any of them have turned.
I am not ignoring your intimidation roll, but saving it for a few posts.
"I will see to it," Bellam says smiling. Popping his head into the kitchen you can hear him asking someone to bring the requested water, ale and linen up. Turning back to you he says: "If you would follow me," he then leads you up the stairs and shows you two adjacent rooms a large and a smaller. "I hope these are to your liking," he says adding: "I will share what I know over a pint later."
A shiver ripples through the innkeeper as something spooks him, not knowing what he gets a grip on himself and focuses on the guests before him. "The Lord's Dalliance should be able to offer you everything you need," he proclaims boldly, continuing: "We have enough rooms available at the moment, will two suffice or should you need more?" pausing for a moment to think he adds: "Bathwater is not available now, but will be tomorrow. I can heat some now but it will cost you more than waiting."
Looking around the common room nothing really stands out. The entrance you used is the only visible one, but an open door leads out into the kitchen, where another exit might be. An open stair leads to the landing above where the rooms must be. Below it is a trapdoor properly leading to a cellar.
With out any further questioning the constables parts way with you and continues on their path. The directions the gave you were descent and soon you reach a large building. The sign outside states that this is "The Lord's Dalliance" and upon entering the common room you are greeted by a man in his fourties, normal height and a little extra on the side. "Welcome to The Lord's Dalliance, I'm Bellam barhold the Innkeeper. How may I help you?"
With ease Zull slowly but surely wraps the rope around the legs of the captain. Seeing the completed action of his minion Drogan intones the incantation and binds the fascinated captain, once the infernal chains binds his mind, the primal survival instinct kicks in and the captain regains his full senses.
Saving vs. Hold Person: 1d20 + 5 ⇒ (3) + 5 = 8
So the captin is ow affected by Hold Person and his feet are tied. What do you wish to do? Just describe, no need to roll dices unless it is something extraordinary.
I understood that Zull relieved him of his weapons, not a threatening action. Then that Randu and Erodin would tie him up.
My thoughts on the subject is that tieing someone up almost equals a grapple an attack action which is why I would consider it a threatning action.
Zull being invisable slowly wrapping rope around his feet is not as clear cut as two human trying to hold and bind him.
For simplicities sake lets just say that a pathfinder organisation exists. I never wrote it, but my plan was not for Talingarde to be set in the standard pathfinder setting, to much cannon to interfere with the game.
Unaccustomed to such an inquiry the two younger men exchanges looks. Puzzled and perhaps a bit distrustful one of them asks: "Is our uniform not enough?" Nadines words calms both and their faces settels into friendlier poses. "Not a problem my lady. You are most welcome here. The market is down that street, you can't miss it," the other one replies pointing to a street to your 2 o'clock. Robert's inquiry causes a small smile to play on their lips, "Your best and only bet is to seek out The Lord's Dalliance, Bellam runs it and should be able to provide food and shelter. Either head in this direction or take the north western street from the market place."
@Vex The captain is very average looking.
Vex performance keeps the captain focussed and oblivious to his surroundings. Without much trouble Zull open his belt relieving him of his sword and dagger, while the quick fingered familiar next drags the captain's bow out of reach.
I will post the result of the binding process later, please see Discussion
The infernal magic grips his mind and renders the poor man unable to flee any further. Zull first closes the distance and deals him a minor wound, Erodin unprepared for the man sudden stop miscalculates and his speed propels his blade paste its target. Randu is however deadly accurate and focuses the gathered momentum at the tip os his sword piercing the chest and aorta of the last ranger.
All save the captain is dead.
Saving vs. Forbid Action: 1d20 + 3 ⇒ (9) + 3 = 12
Saving vs. Dex Damage: 1d20 + 3 ⇒ (17) + 3 = 20
Randu I failed to specify that one also charged you but missed, I'll resolve your attack against him.
Once again Asmodeus smiles upon you and while the captain remains preoccupied his men are slaughtered. Zull's spear pierces a man heart, Erodin plunges his blade into the chest of the man before him, Randu delivers a severe cut to another rangers upper thigh and Drogans evil energy washes over him increasing the bleeding forcing him to the ground. The remaing ranger realises he is out of his league and tries to flee towards the horse. (Using a withdraw action)
Saving vs. CDG: 1d20 + 3 ⇒ (12) + 3 = 15
Saving vs. Channel evil: 1d20 + 3 ⇒ (9) + 3 = 12
Saving vs. Channel evil: 1d20 + 3 ⇒ (18) + 3 = 21
5 Rangers dead
Saving vs. Hold Person: 1d20 + 3 ⇒ (11) + 3 = 14
The infernal magic takes hold the alert ranger, the unseen chains of the nine hells binds him in his place. Zull sees his opportunity and close in for the kill. Both Erodin's and Randu's charges are devestating each cutting a man down where they lie.
Saving vs. Hold Person on own turn: 1d20 + 3 ⇒ (9) + 3 = 12
Alas the poor man struggles in vain and the chains still bind him. The screams of pain and singing steel awakens the final heavy sleeping ranger, while his remaining comrades grab their swords and charges. These men are among the finest combatants in the service of the watchwall and both Erodin and Drogan learn this the hart way as their parries and armour are soon bypassed by the swordsmanship of the defendants.
Erodin 14 damage, Drogan 8 damage.
Charging Erodin: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Charging Randu: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Charging Drogan: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Confirming crit vs. Erodin: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage Erodin: 2d8 + 4 ⇒ (2, 8) + 4 = 14
Damage Drogan: 1d8 + 2 ⇒ (6) + 2 = 8
2 Rangers dead
Lets get this going.
The roused ranger calls out and the loud shout causes all but one of his sleeping comrades to wake. He scrambles to his feet sword drawn. Surprised he looks to his captain fascinated by Vex.
Your surprise actions please.
Ranger Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Ranger Perception: 1d20 + 5 ⇒ (17) + 5 = 22
I missed that you had chosen to be more than 10 feet away during setting up camp.
The way I read the surprise and perception rules 2 rolls are not required.
On another note anyone awake even though not aware are not helpless at least not the way I read the rule on d20pfsrd.
But I agree, lets move on during this encounter. We just need to clear things ahead of next encounter. I am not going to use maps, I don't have the skills or time for that.
I am not sure about that. Why do you receive a free surprise action when someone beats your stealth? I would think that the surprise action is in initiative order, then in initiative order?
More over as I wrote initially Erodin and Randu is to far away to just perform a standard action to attack.
So to sum up
@Drogan I chose to roll initiative together for all as they have the same modifier. The captain will not act until he's able. I am not going to have many different initiatives that is going to kill the pace. With the correct +10 modifier 2 rangers make their check and aren't helpless. Crying alarm awakens the others making them not helpless. Let's move this to the discussion thread.
With everyone safely save Stanislav standing on the shore, the Frosthammer is soon guided to deeper waters and with an axe Stainslav opens a fatal hole in the bottom of the ship. It quickly takes in water and begins sinking. True to his word Stanislav expertly makes his way back to shore his powerful strokes takes him there quickly.
With the boat and crew safely tucked away in the depths of Lake Tarik you are ready to make you next leg of the journey.
It is still night on day 1, how do you wish to proceed?
Only one steath rolls is needed, I will check against Drogan's as that is the lowest, 13.
There are 6 Rangers and the Captain. It is a mistake if I wrote otherwise earlier on. But you have enough CDG to go around should, they fail to notice you.
At first the night covers both sight and sound as you close in on the sleeping rangers sleeping tightly, believing that their fascinated captain is watching over them. Unfortunately for you they are all very light sleepers and Drogan stepping on a dry twig is just enough. Seeing first Drogan moving around and then Erodin and Drogan the men cry alarm and scramble for their weapons.
This is enough to cancel and CDG options but you have a surprise round, keep in mind that only Drogan is close enough to make a normal attack. Drogan I assume that you want a different action than Hold Person?
Ranger Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Ranger Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Ranger Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Ranger Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Initiative Capt. and Rangers: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Randu: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Drogan: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative Erodin: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative Vex: 1d20 + 2 ⇒ (9) + 2 = 11
At first Capt. Varning merely follow your curves with his eyes but as the tempo picks up and the shadows cast by the flames weave around you his attention shifts from lust to fascination.
Save vs. Enrapturing performance: 1d20 + 5 ⇒ (11) + 5 = 16
I am unsure what you expect the others to do during the 15 rounds?
Save vs. Charitable Impulse: 1d20 + 5 ⇒ (15) + 5 = 20
I'll do a write up when more has posted.
Anyone sneak around please remember to roll stealth.