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After finding no one, Garnstn opens a door and finds seven unsavory looking men on their feet and armed. Rapiers, short swords, and kukri seem to be the weapons of choice.
A large board with figures is in the background with priests, knights, queens, kings and foot soldiers on it on alternating green and black squares.
"What the f*%$ are you doing here!!"
The spokesman seems to be an old man with a double lined scar on his face.
Map updated, Garnstn by the door
Belir and Crom miss as Tam and Glorik fall. Dolgrym strikes a wounded orc, and before he falls, he retaliates with a nasty swing.
Dolgrym/Crom flanked/Crom/Belir flanked/Belir: 1d20 ⇒ 22d20 ⇒ (6, 11) = 174d20 ⇒ (16, 7, 9, 2) = 342d20 ⇒ (19, 6) = 251d20 ⇒ 13
The orcs attack, six on Crom, three on Belir, and one on Dolgrym before he falls. The orcs score only a single strike on Crom and Belir, but the greatswords of the orcs cut deep.
damage Belir: 2d6 + 3 ⇒ (6, 5) + 3 = 14
An Up to Four AoOs to Crom if he can take them
From the smoke strolls the guard captain drinking from a mug. Rodrik's brother looks like he has seen some action. In his left hand he carries a greatsword covered in blook, in his right hand he carries six orc heads by the hair.
The orc leader, a grizzled man with an eyepatch, nods to Belir: "Maybe you take your fallen to the guard post, and maybe I take some of my bleeding boys back to the hills. If you honor a truce, that is?"
This room feels a little drier than the others in the complex, and the air smells slightly less musty. The room itself is furnished as a lounge, complete with stuffed couch and low table.
Another room adjoins this room through a door.
This room contains two fairly comfortable looking bunks. The sheets on them only sport a few spots of mildew.
4d20 ⇒ (10, 3, 11, 11) = 35
Moving north, another empty room is discovered. This one has some animal fur and what appears to be bones with shredded meat on them. It smells of some animal, quite strong.
The room has a doorway, which is opened after some investigation.
Meanwhile, a quick look in the southern hallway reveals a door on the west wall. Given the arrangement of halls, it leads into a small room complex.
Dolgrym's Warhammer hits the orc in the chest, the smashed echoes through the courtyard, and the orc falls like a rock, motionless before he hits the ground. His offhand weapon scores another hit. Crom strikes another orc, staggering him with a massive swing. Tam sprays acid as Dolgrym attacks the same orc. Struck by acid and Glorik, the orc seems mildly woulnded.
The orcs slide around Belir to attack him as the one in the doorway continues to engage. The two to the north push around Belir and engage Crom. Two rush around the building, too depleted to attack the group from their large run as the flank Glorik and Tam.
Belir: 3d20 ⇒ (4, 10, 17) = 31Glorik: 3d20 ⇒ (2, 19, 7) = 28Confirm?: 1d20 ⇒ 19damage: 4d6 + 8 ⇒ (1, 1, 4, 5) + 8 = 19Crom: 3d20 ⇒ (20, 6, 1) = 27confirm?: 1d20 ⇒ 11Tam: 1d20 ⇒ 15damage Crom: 2d6 + 4 ⇒ (1, 2) + 4 = 72d6 + 4 ⇒ (3, 1) + 4 = 8
The three orcs attacking Belir all miss. Three attack Glorik, two miss but one hits him in thigh hitting an artery. Blood spurts as Glorik staggers. Three attack Crom, and one gets in a lucky swing the misses his neck, but cuts his shoulder. One orc swings at Tam, and hit him the chest. The orc Crom hit, succumbs to his wounds after missing him.
19 damage Glorik, crit
The situation gets desperate as all the orcs left engage the group. Three of the orcs still have some wounds, but haven't staggered yet.
3 Orcs have damage markers on them--I have staggered orcs get one attack before expiring. Otherwise, ferocity seem OP to me.
The group hears nothing as they avoid heading to the sea urchins through the water. Opening the door, they check the room to the right. Garnstn stealthily listens, opens the door, and finds an empty guard room with two light crossbows and 40 bolts. The door in the room leads further north. Checking the passage south, a series of doors are found along the hallway, but none are opened yet. The E-W long hall ends in an open room.
The band considers which way to go.
Belir swings, and his charge takes the head off the nearest orc.
Belir is holding the door to the building, so a single orc faces him in the doorway. The two orcs with him are delayed engaging as they finish destroying a weakened exterior wall and stumble outside. An orc rushes Crom and Dolgrym. Three orcs now face Belir. Then Many orcs take wide encircling moves as the move around drawing nasty weapons.
greatsword x3 vs Belir: 3d20 ⇒ (9, 8, 14) = 31
greatsword x2 vs Crom then Dolgrym: 2d20 ⇒ (8, 19) = 27
Confirm Glorik: 1d20 ⇒ 10
Three orcs miss attacking Belir and one misses at Crom. A swipe at the flatfooted Dolgrym misses his throat as it catches on his shield, still hitting his chest.
damage Dolgrym: 2d6 + 6 ⇒ (1, 1) + 6 = 8
All dwarves to act Let us call it round 2
perception x4: 4d20 ⇒ (11, 13, 18, 3) = 45
His search finds:
Agrit, the female dwarf, hands Crom a necklace. It has moonstone gems.
Necklace worth 1500 gp as centerpiece is a level 1 pearl of power
orc perception: 1d20 ⇒ 15
The group advances towards the looting, and moving through the smoke.
Tam 1d20 + 1 ⇒ (14) + 1 = 15
The sound of the dwarves approach is not quiet, and the orcs are distracted from their looting as dwarves appear out of the smoke.
Order of action
As the group moves down, Kat hears the lapping of water. Using her direction sense, the lapping of water is coming from the up ahead and to the left, the direction of the water in this district.
Mahath retraces his steps for a while. He sets the shop to look like before they left. The artisan tools are left where they are.
encounter on 1: 1d8 ⇒ 7
When the group is back together, a little exploring down the passage shows it leads to water, and some swimming will be required to continue. Looking ahead:
The door by the trap door is examined by Garnstn, and deemed unlocked and untrapped.
The magic reveals a secret door that lead to a trap door in the NW corner of the building.
Searching carefully, it appears to be untrapped. You drop down into a room below ground.
A wooden ladder leads up to a trap door in the roof of this natural passageway. Moisture drips from the walls to pool on the rough floor, draining in tiny rivulets to the east. A wooden door beckons to the west.
You are in D1 on current map
The last orc is grievously wounded, and withdraws after Belir delivers a massive blow. The beam is still in place, Crom cannot budge it.
STR check Agrit: 1d20 - 1 ⇒ (17) - 1 = 16
Injured and stable, the unconscious weaponsmith is still unconscious.
Screams of pillaging can be heard from other parts of this town. Agrit thanks you profusely: "My Sarah, she is safe for now."
Opening the door on the second try, Garnstn leads you into a workroom. The workroom has a storage room with an assortment of taxidermy tools, including skinning knives and tanning solutions after opening the northernmost door..
Opening the other door leads out into a hallway. A cluster of four doors is seen, the northernmost leads into the main entryway.
At the moment, you do not see any activity inside.
str check mage: 1d20 ⇒ 4
Crom moves the beam further off the half orc as the fire and smoke fill the house. Sara continues to burn and bleed under the debris.
The last orc sees Sara about to be free. He looks at the female dwarf trying to free the half-orc, and a look of horror comes over him. He shouts two nasty words in orcish, and takes a swing at the downed town elder.
The slurs involve interracial and homosexual unions.
axe: 1d20 + 5 ⇒ (5) + 5 = 101d12 + 6 ⇒ (8) + 6 = 14
The axe cleaves the downed half orc weaponsmith, and the angered female dwarf steps back and reads a scroll. The ferocity of the orc race is the only thing keeping him on his feet. The dwarven mage is in tears as she avenges Sara's death. It is obvious the two were very close.
miss chance Belir: 1d100 ⇒ 30
str check NPC: 1d20 ⇒ 9
Crom seems to be help moving the beam off the injured female. Unfortunately the fire and the crushing beam have taken its toll as she is in very bad shape.
The orc is wounded by Belir. He retaliates on Glorik.
gaxe: 1d20 + 5 ⇒ (5) + 5 = 101d100 ⇒ 481d12 + 6 ⇒ (9) + 6 = 15
The swing passes over his head. Tam loads his crossbow, and prepares to shoot a blind, stunned orc.
Party up again
miss smoke: 2d100 ⇒ (11, 42) = 53fort/cs: 1d20 + 4 ⇒ (10) + 4 = 142d4 ⇒ (2, 4) = 6
The last active orc swings at Glorik.
Party go, one active
stealth G/per G: 1d20 + 6 ⇒ (6) + 6 = 121d20 + 5 ⇒ (20) + 5 = 25
Garnstn carefully moves around the building at night. He finds a rear door in the alley, and what appears to be a lack of activity. He notices a large amount of disturbed ground in the alley--indicating a large amount of traffic through the rear door.
As he moves around, he notices what appear to be a pair of sailors wandering by. They give no indication of noticing him.
Mahath finds the spell available at a magic shop.
Std prices for scroll
The dwarves attack the orcs, and Crom and Dolgrym strike a nasty blows as Glorik and Belir miss. The orc retaliates on Glorik, swinging a two handed greataxe.
Orcs: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (4) + 5 = 9
Two wild swings miss Glorik and Crom.
miss chance smoke Crom, Dolgrym: 1d100 ⇒ 261d100 ⇒ 92
will save x2: 1d20 ⇒ 41d20 ⇒ 4
Both orcs go down in a flash of colors, clearly helpless.
Clearly holding ones breath is a good idea in the smoke, and those that do find the situation much better.
You can move your token, those with a std left may try a STR check to lift off beam
Nemien seems impressed and lets out a whistle.
Mahath finds the Shivering Cat filled with fishermen and sailors. The 'mixed fish' plates and stews are a silver, and seem to be popular. Ale and a strong drink called 'Sea Tar', which is jet black, seem to be popular. Given the crowd, a few fishermen join him at the table and seem to be trying to give him some space as they talk about the weather.
The store seems to have no secret doors or hidden compartments or anything unusual after a quick look by Dain.
As you enter the showroom, you are confronted with dozens of
After a few moments, you discover the Taxidermist's Guild is run by a lanky, middle-aged man with a gold tooth and a penchant for looking down his nose at customers. "I am Nemien Roblach, are you here to buy?? You don't find dragon wyrmlings anywhere but here."
You are in G1 on the current map--you notice the proprietor has come from the room out the South door to he left.
Have the new map set up for the next 6 encounters.
Place your token by well, and we go.
Remember to make a Fort save if you go in the building. These are the relevant rules below.
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.
Long flames lick the walls of this sizeable house, and burning beams crumble to the ground beneath the weight of the sagging roof. Though the front entrance remains accessible for now, the conflagration rages beyond control, threatening the lives of any residents that might be trapped inside.
Moving inside the flames, you see a half-orc, the proprietor of the weaponshop that makes hopeknives pinned under a burning beam and a female dwarf in wizard's robes trying desperately to free her.
As you determine what to do, four orc raiders appear to admire their destruction.
You have just passed the well, and decide what to do. Sara is bleeding out. It will take two or three people, including the motivated wizard to lift off the beam. The building is full of smoke, and will require a strong constitution to resist.
Place tokens near well on combat map and we roll initiative. Sorry for delay.
For those of you following in the player's guide linked in the campaign tab, the taxidermists guild is #14 on page 15 in Sunrise
Near the taxidermists building, a small inn with black bird called 'The Old Crow' is facing the street, its back shares and alley with the taxidermists guild. The inn is known for serving exceedingly strong alcohol, and, with a price, some with a smooth smoky taste.
Across the street is the Shivering Cat, a more traditional in and tavern serving fish with its own dock. On a nearby corner, Mal scales the roof of a warehouse and looks around. He has a nice view of boat traffic down the canal and the rear of the taxidermy guild building. At the moment, nothing looks amiss as you scout the area.
Lavinia sighs and informs you: "I want my brother alive, but your safety is more important than his. He has made his choices, and he may be unable to avoid a bad end!!"
Lavinia calls in her strange seer, and she burns some incense and goes into a trance. She informs you that she can see the taxidermist guild hall in a vision.
"The guildhall is a relatively modest building. There are two entrances: the front door into the showroom opens from Water Street and a locked service entrance from Dead Dog Alley."
Some investigation by Garnstn reveals even more....
Before heading there, you consider buying equipment in town. The town seems to have many items for sale, but is quite lacking in exotic metals.
You may want to buy more equipment.
After quelling the riot and sending the townsfolks to the longhouse, the only ill effect is ire of the Abadar priest.
The Common's Beacon is lit, and the dwarves move to the next beacon inside the inner gates.
A makeshift barricade has been hastily constructed before the
Members of the temple of Iomedae and the Countinghouse of Abadar are treating townspeople for wounds in open triage. Two acolytes look at you, and seem to move on to more wounded townsfolk.
On the town map -- you stopped the lynching at J -- and moved through the two southern towers to the beacon at K and move to L now on the Trunau map.
Moving past the first aid station you arrive at a well in the middle of the square.
The stench of death hangs over this small square in Trunau’s
Looking north to a large burning building.......
The return to Sasserine is uneventful. Upon arriving, the news throughout town is that Keltar Islaran, the old harbormaster of Sasserine, was found murdered in his bed. Cut up with many knife wounds.
Lavinia greets you with relief at seeing at you alive. "Where is my brother, did you find him??"
DC KN:local 15 Garnstn only DC 25 anyone else:
The Lotus Dragons are a new guild of thieves-they seem to be a lot more organized than the other fly-by night guilds that have been popping up over the past few years.
A local sea temple is found, and they receive Tina's body. They give you a 100gp reward for bringing it back.
Things begin to get ugly. As the gnome speaks, the priest adds: "The half blood is here to weaken us as our enemies beat on our walls."
Then Crom speaks, and the crowd indeed disperses. The priest stars daggers at Crom: "You dare question the results of my inquisition. You will find the door to clerical services closed quickly in this town."
He storms off in a huff. Brinya thanks you, and hands you Rodrik's hope knife. It gleams and is suffused in a glow of magical light.
"I have no need for this. But you may."
Because it is visible from nearly all sides, the Commons
You immediately sense a riot is forming. Many hopeknifes have already
The ringleader seems to be an older clerical scholar with great authority and conviction, and has whipped the crowd into a frenzy. You consider appealing to him, the crowd itself, or using raw intimidation before violence ensues. On the other hand, Brinya is a half orc.
The half orc recognizes you, and looks at you with pleading eyes as the crowd seems poised, waiting for final instructions from the cleric.
No valuables are found on the priest.
You realize that the trip back requires some extended swimming submerged for quite a bit. Also, taking the massive amount of coins back will make it even harder.
The turtle seems prepared to guide you out of the pool, probably helping one or two people swim. You consider how you want to go.
Four consecutive swim checks will need to be made for those returning. It may be possible to get a boat and return and reopen the locked trap door if you split up.
When you proceed to the Flame of the Fallen, almost the entire town has come to the Funeral. The high priestess of Iomedae says a blessing and an inspiring speech. "Like the Flame that burns on this hill, the spirit of those that fight for evil will never burn out as long as we care for it. The crusade against evil has just began."
A ceremonial hopeknife is quenched in the flame, and once again this one is burning with a bright magic flame as it is handed to Brinya. At this moment, the crowd mostly jeers Brinya, calling her many names. Still, the priestess hands her the hopeknife, and when she does, you can almost be sure you see Rodrik's spirit looking over the proceeedings.
As the sun sinks below the horizon, the peaceful evening is
Kurst Grath immediately approaches you and speaks with passion: "Your success in investigating Rodrik’s death has made you de facto members of our militia, and we need your help in defending the town. Can you light the beacons kept in readiness in various locations
He emphasizes his instructions with a finger, then three as he pleads:
He holds up a second finger and continues: "Your secondary objective is to secure as many areas as possible as they make their way to the beacons. While slaying attackers is helpful, it’s even more important
We have exceeded the time allotted for this encounter for PbP
Garnstn hacks the door open with two swings.
The turtle rushes into the room and snaps at the evil priest, Ike's nasty bite severs the head from the torso. The other zombies cower as their leader is destroyed, and easily fall to your coordinated attack.
Three chests are found underneath the mud. As Ike sadly nuzzles Tina's fallen corpse, you search the chests.
Garnstn: 5d20 ⇒ (5, 2, 2, 20, 13) = 42
Garnstn picks the locks after some initial problems, barely avoiding getting his pick stuck or broken in the ancient locks. The first chest is filled with copper and silver coins; 7,500 cp and 1,500 sp in all. The second chest contains a dozen bags, 10 of which contain 100 gp. The remaining two each contain a small handful of assorted gems; each pouch contains 250 gp worth of gems in all. The third chest contains three potions of cure light wounds, a potion of lesser restoration, a potion of invisibility, a potion of barkskin +3, a potion of cure serious wounds, an elixir of Swimming, a wand of mage armor with 11 charges, and a small jade coffer worth 300 gp. Inside of this coffer, resting on a tiny velvet cushion, is a light brown gemstone. This is an earth e1emental gem, identified as such by a strip of paper tucked under the cushion.