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Mynafee Gorse

Tippello Tabinero's page

76 posts. Alias of Tilquinith.

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Tippy tries to get the attention of the others with a stage whisper.
Pssst! I've found something down this alley, and it doesn't bode well for Larur!


I'll check the alley.

Tippello nods to Tsadok's efforts at the door and ducks down the nearby alley to check for any signs of Larur and to see if there may be a back way in.

Perception check 1d20 + 4 ⇒ (20) + 4 = 24.


Well of course I'm ready, Larur seemed like a good man. I have always traveled light so we can leave as soon as you like.


With only a +2 in Sense Motive right now, I don't think I'll bother trying to make that check. Maybe after I reach 2nd level.

Tippy smiles jubilantly as he excepts his profits from Saul.

See, following the straight and narrow path can be rewarding Saul. Here's honest proof that you can make it in this world without falling back on the old ways of shady dealings and knives in the dark.


I'm still here of course.


Tsadok Duskwalker wrote:
"Guys, I've done some... research on the Blot. Someone in the town knows what caused it and what the key is to removing it, perhaps even where this key is. The key to removing the blot, however, is not in town. The worst part is that the blot itself was made by someone intentionally. I can't say much more, as my source didn't have much more information. Does this help in any way?"

To me, the more important question would be whether or not the blot is harmful or intended to be as such. And if it is harmful, who exactly is responsible for it's creation, because they surely must be stopped if so.


Tippy will make enquiries around town about the recent occurance and it's possible connections to the blot or the arch thingy.

Diplomacy check 1d20 + 7 ⇒ (19) + 7 = 26.


I can do some asking around town if you'd like. I have a talent for gathering information.


Chuckling at the non-lethal antics of this strange occurance, Tippello makes his way outside with Tsadok.

Perhaps it's some kind of side effect of the blot sitting there in the sky, that's got so many of the citys wizards so intrigued. Either way it doesn't seem as though we have much choice but to just deal with it as best we can till we can find out more.

Tippy shrugs and heads back inside to try and help return things to normal.

I'll even try channelling some positive energy just to see if it has any effect on the strange magnetism.


Hmm, interesting....

Tippy looks about the room, observing the strange occurances with a good deal of curiosity.

Knowledge (arcana) check with a Bit of Luck 1d20 + 5 ⇒ (8) + 5 = 13 or 1d20 + 5 ⇒ (16) + 5 = 21.

Well, I suppose we should head downstairs to make sure everyone is ok. And to see whether this is some nefarious plot from Clegg Zincher.


Hmm, yes I was pretty sure this Zincher character probably wouldn't give up after the first attempt. He seems to have a personal vendetta against our friend Saul here.

Turns to look speculatively at Saul

To Saul: Hopefully you've turned over a new leaf and have given up on the bad things you've accomplished in your past. If so, we're here to help you and stand by you in your time of need.

Noticing Tsadok's bandage, Tippy moves over to him.

To Tsadok: It seems you've hurt yourself my friend. Would you like me to take a look at it?

If Tsadok consents to my ministrations, Tippy will perform a Heal check 1d20 + 6 ⇒ (19) + 6 = 25 and exchange one of his spells for a cure light wounds 1d8 + 1 ⇒ (3) + 1 = 4.

Tippy will otherwise continue his normal duties this week, acting as a Pitboss/Greeter and taking care of healing injured animals in the Pits below.

With Bit of Luck Diplomacy check 1d20 + 7 ⇒ (6) + 7 = 13 or 1d20 + 7 ⇒ (8) + 7 = 15.

Bit of Luck Heal check 1d20 + 6 ⇒ (18) + 6 = 24 or 1d20 + 6 ⇒ (17) + 6 = 23.


GM Shisumo:

Walking the streets with the air of someone who knows their way around, Tippy makes his way through the busy streets back to the relative safety of the Gold Goblin, with new and somewhat disturbing news to mull over.

Tippy will go back to the Goblin and rest from his experiences. Perhaps he'll look up this Lavendar Lil person tomorrow.


GM Shisumo:

First, tell me why you originally brought me up here, then tell me everything you know or have heard about Saul Vancaskerkin and the Gold Goblin.

Tippy hefts his mace in a ready manner.

Once she spills the beans, I'll make my exit from her room after retrieving my starknife unless Lorzo grabbed it. Either way I'll make my way back to the Goblin, keeping my eyes out for Lorzo or anyone he might have gone to for help dealing with me.

Perception Check 1d20 + 4 ⇒ (20) + 4 = 24.


GM Shisumo:

Grr, Postmonster seems to have eaten my first post, if it turns up I'll go with that, just in case, here it is again.

Tippy lashes out with his starknife as Lorzo attempts to disarm him.

Attack roll - 1d20 + 1 ⇒ (6) + 1 = 7, damage - 1d3 ⇒ 3.

Should Lorzo manage to disarm me, I'll draw my light mace and attack Lorzo on my next action, if he doesn't then I'll attack with the starknife. I'll roll damage for both just in case.

Attack roll - 1d20 + 1 ⇒ (18) + 1 = 19, damage - 1d4 ⇒ 3 or 1d3 ⇒ 3.


GM Shisumo:

I guess we'll be doing this the hard way!

Tippy will take a 5 foot step away from Lorzo and Trieste if possible and cast Shield of Faith upon himself.


GM Shisumo:

Initiative roll 1d20 + 2 ⇒ (20) + 2 = 22.


GM Shisumo:

Don't try and lie to me, I'm already on to you. You didn't really bring me up here for pleasure, now tell me what it is you actually want.

Tippy grimaces at her falseness and puts a hand on the handle of one of his starknives.

I think I'm probably out of options with her, if she doesn't decide to talk I'll have to try and knock her out and tie her up. Then go see what her bartender friend does when I come back down and she doesn't.


GM Shisumo:

After pushing Trieste away from him, Tippy places himself in front of the door.

Sorry to disapoint you, but I'm on to your deception. Now tell me what you really want and who you're working for. And don't try anything funny cause I'd be terribly upset if I had to hurt you.

I'm trying to scare her into cooperating as well as lying about hurting her to gain her cooperation. I'll only fight her as a last resort.

"Bit of Luck" Bluff check 1d20 + 3 ⇒ (12) + 3 = 15 or 1d20 + 3 ⇒ (3) + 3 = 6
and Intimidate check 1d20 + 3 ⇒ (3) + 3 = 6 or 1d20 + 3 ⇒ (6) + 3 = 9.

Edit: Ahh well, hopefully she decides to cooperate without me scaring her into it.


GM Shisumo:

Do I know anything about the bartender?
Ok, my plan is to agree to join the halfling woman in her room under the false pretense of excepting her offer. I will then confront her there and ask her what she really wants, and why she seems afraid of the bartender. I'll be ready for combat if that ensues but it is not my plan to attack her.

Tippy looks thoughtful for a moment mulling over the idea.

To Halfling woman: It has been a while since I've enjoyed anyones company, so I would be glad to make you feel like a woman again.

I'm going to Bit of Luck myself for this charade Bluff check 1d20 + 3 ⇒ (13) + 3 = 16 or 1d20 + 3 ⇒ (11) + 3 = 14.

Edit: hopefully her sense motive is low, and she wants to believe me.


GM Shisumo:

GM Shisumo wrote:
The drink was apparently stronger than it looked - a few minuts after downing it, Tippello experiences a wave of dizziness, but it quickly passes. The woman leans toward him, studying him intently, before asking, "Are you all right?" At Tippy's nod, she sits back up, chewing her lip. After a brief pause, though, she seems to come to a decision. "Listen," she says, "I don't know what a Desnan's oaths are like, but I know how Calistria feels about this, so what the hell. I was wondering if you'd like to come upstairs with me. I work here, so I've got a room. No charge, either; I'd just like a man who'll look at me like a woman for once and not like his neighbor's youngest daughter." Beyond her juvenile clothing, she is actually quite attractive, even without much makeup and her hair in a pair of pigtails.

Hmm, let's go with a Sense Motive 1d20 + 2 ⇒ (19) + 2 = 21

And also a Knowledge (religion) on Calistria 1d20 + 5 ⇒ (6) + 5 = 11

Depending on what I get from that I may or may not take her up on her offer. I'm fairly certain Desna has no tenants against such things.

Tippy looks thoughtful for a moment as he looks intently at the other halfling.


GM Shisumo:
Doh! Well here we go.

Fortitude save 1d20 + 4 ⇒ (19) + 4 = 23


GM Shisumo:

Sense Motive check 1d20 + 2 ⇒ (5) + 2 = 7

edit: hmm, kinda low, ahh well I plan on improving it next level. By the way, what xp progression are we using?

To halfling: Well hopefully he's turned over a new leaf. Regardless, I plan on keeping an eye on him in case he hasn't. Perhaps some of mine and my friends good influence will rub off on him since we're business partners now.


Bit of Luck on Diplomacy check 1d20 + 7 ⇒ (11) + 7 = 18 or 1d20 + 7 ⇒ (20) + 7 = 27.


DM Shisumo wrote:
Anybody got any plans for the next week around the Goblin?

Tippy will spend some time snooping around town to try and dig up any info on those that wish ill towards our establishment.

Diplomacy for gathering information using "Bit of Luck" 1d20 + 7 ⇒ (9) + 7 = 16 or 1d20 + 7 ⇒ (1) + 7 = 8

And for the next weeks rolls as usual with "Bit of Luck".
Pit Boss/Greeter 1d20 + 7 ⇒ (8) + 7 = 15 or 1d20 + 7 ⇒ (4) + 7 = 11
Animal Pit Healer 1d20 + 6 ⇒ (17) + 6 = 23 or 1d20 + 6 ⇒ (2) + 6 = 8


Tsadok wrote:
"How powerful is that sort of magic, Tippello? I want to know the general power level of those that are tormenting us if we can. A general range would be nice if you could."

I'm not entirely sure, more advanced than anything I can do for certain. And I'm quite sure it's not somethng Desna could grant me, it isn't divine in nature. Perhaps Lyre could tell you more.


Tsadok wrote:

To Tipello, "Do we know if magic was involved in the basket?"

Magic was not involved with the basket. There was however a lingering aura on the snake.

Knowledge (arcana) 1d20 + 5 ⇒ (10) + 5 = 15

If I had to make a guess, I would say someone somehow shrunk the snake, then had it delivered and just let the spells effect wear off naturally.


Looking up from his study of the basket, with an incredulous expression for Lyre.

By Desna's sparkling wings, you can't b e serious? That thing nearly killed you!

I'll go ahead and cast detect magic on the basket. Won't tell me as much as I'd like though since I don't have any ranks in spellcraft yet. (next level I plan to though)


I guess I'll attempt a Heal check on the snake to help Lyre, at least then it won't die and make the decision for us.(perhaps we could use it in the arena and make some more revenue off of Mr. Zincher)

Heal check 1d20 + 6 ⇒ (18) + 6 = 24


If my math is right, Lyre is still unconcious after that channel

Tippy sees that Lyre is still not coming around and moves over to check on her.

I'll change out shield of faith for a cure light wounds on Lyre 1d8 + 1 ⇒ (2) + 1 = 3 and also see if I can help her fort save against the poison if she still needs it with a Heal check 1d20 + 6 ⇒ (14) + 6 = 20.


Tippy looks relieved when the snake finally drops. And then rather annoyed to find out that Clegg Zincher was quite possibly responsible for the trouble. He then raises his left hand again and another wave of energy pulses from him as he praises Desna.

I will go ahead and let off another Channel Positive Energy to try and make everyone concious and make sure they stay alive.

1d6 ⇒ 3


Tippy holds up his left hand, and the butterfly shaped mark on his palm glows, as a wave of warmth and contentment bursts from him.

Desna, lighten our burdens!

Channel Positive Energy (excluding the snake) 1d6 ⇒ 6.

Edit: Sweet, I'm liking that roll!


Daelin, if you could make sure to either not drag Lyre all the way out or at least not around a corner from me, I plan on channeling positive energy on my action to stabilize both her and Martha.


DM Shisumo:

Good point, I had forgotten about that.

Heal check 1d20 + 6 ⇒ (12) + 6 = 18 or 1d20 + 6 ⇒ (1) + 6 = 7;

I'm assuming it's also DC 15

Looks like it'll be successful, so +4 to Saul's check for the first week.


DM Shisumo:

For the checks to help the profitability, I'd prefer to take two shifts as a greeter and pit boss. If that's not possible I'll take one shift as security on a catwalk and one shift as a greeter and pit boss.

I'll be using "Bit of Luck" on those two rolls, as well as Saul's roll for the week. So on that day of each week I will have already allocated 3 uses for that purpose. If you could remind me of that if for some reason we have other encounters on the same day.

Pit boss/greeter double shift
Diplomacy 1d20 + 7 ⇒ (6) + 7 = 13 or 1d20 + 7 ⇒ (11) + 7 = 18;
Diplomacy 1d20 + 7 ⇒ (8) + 7 = 15 or 1d20 + 7 ⇒ (9) + 7 = 16;

or

Catwalk security and Pit boss/greeter
Perception 1d20 + 4 ⇒ (18) + 4 = 22 or 1d20 + 4 ⇒ (18) + 4 = 22;
Diplomacy 1d20 + 7 ⇒ (13) + 7 = 20 or 1d20 + 7 ⇒ (4) + 7 = 11;

Also since two people (Mario and Daelin) declined Zincher's tip, I'll put that towards the casino's profits with another 42gp of my own money for a total of 100gp to help the Gold Goblins profitability the first week.

Edit: Looks like that should net a +4 to Saul's check the first week.


DM Shisumo wrote:
With the cook directly in front of you, you can dedicate a move action to a diagnosis before you actually take your standard action - I'm going to rule that that's what you did with that Heal check, so you can decide how you want to proceed. Martha is badly poisoned; she has lost half her Constitution, and still faces three more poison checks (DC 17). She has also taken 7 hp worth of damage from the snake's bite. Currently she is at -6, with a maximum hp of 1. Attempting to help her resist the poison or providing first aid (or spellcasting, for that matter) are all standard actions, so it's up to you what you want to do here.

On my action I will go ahead and treat poison on Martha.

Heal chech 1d20 + 6 ⇒ (13) + 6 = 19

Tippy looks worried as he tends to the venomous gash in Martha's leg, attempting to drain the poison.

Come on Martha, shake it off!

Looks like it worked, that should give her a +4 bonus on her save. Now let's just hope she makes it, and then I can heal her a bit next round if she lives.


Ok, dividing by 5 then makes for the following new totals.

82gp, 8sp, and 5cp


Initiative roll 1d20 + 2 ⇒ (3) + 2 = 5.

Hearing Lyre announce that it's time for the hard way, Tippy will make his way into the kitchen. Seeing the cook lying on the floor he sighs and tries to make his way to her side.

Tippy will attempt a Heal check on the cook as soon as he gets an action 1d20 + 6 ⇒ (13) + 6 = 19.


Hearing Lyre's admonishment, Tippy bows and profers the stage to her.

By all means, go ahead. But keep in mind, my spells can only heal the living. I'd be saddened if Martha was fatally injured by our tardiness.

EDIT:
In the meantime, Tippy will cast detect magic on the coins since the possibility of scrying is mentioned.

To GM:
I've updated my spells prayed for on my character sheet to reflect my needs now that I have a permanent residence for the time being.


I believe everyone has agreed to keep the wand and bracers. The wand will go to Lyre (unless she doesn't want it) and the bracers can go to either Lyre or Tsadok (whichever of them wants it and can get good use of it).

The rest will be sold, including the spellbook.

This leaves a total of 392 gp and 32 sp and 5 cp, plus the random 6d6 gp. (6d6 ⇒ (5, 4, 4, 1, 3, 2) = 19).

That makes for a grand total of 411 gp, 32 sp, and 5 cp.

Split 6 ways (Antianel, Tsadok, Lyre, Mario, Tippy, and Ormizd) comes out to 68gp, 10sp, and 4cp each (with a single cp left over, which if no one objects I'll pass off to a street urchin.

(I included Ormizd because he was involved in that fight, I didn't include Daelin because she was not, although if anyone objects I can redo the math.)

To DM:
Tippy will be reinvesting 50gp of his share back into the casino for a bonus on Saul's roll at the end of the first week.

EDIT: I forgot about the scroll, I vote to leave that with Lyre in case we may need it later for something.


Takes the proferred gold with a thoughtful frown.

Thanks good sir, you may return to your duties. I'm sure Mr. Zincher didn't mean any harm in his visit.

Tippy will split the tip among the owners, and toss in his own share of it to make sure it evenly distributes between Tsadok, Lyre, Daelin, Mario and Antianel. Saul will just have to fend for himself I guess. That makes 4 gp for each of you.

Hearing the cry for help about a "bloody great big snake", Tippy pulls his starknife from it's hiding spot beneath his cloak and runs for the kitchen.

In case there is a need for it.

Initiative roll 1d20 + 2 ⇒ (6) + 2 = 8


Tippy makes his way back down to the floor and returns to his normal duties about the casino. At some point he will casually make his way over to Clegg to try and engage him in a friendly conversation in an attempt to find out why he's here.

To Clegg: Good evening sir, I hope you find our establishment to your liking. I am Tippello Tabinero, a part owner of the Gold Goblin. If my memory serves, you're an individual of some influence here in Riddleport. It's nice to know that such important persons such as yourself feel at home here. If there's anything I can help you with, please feel free to make use of my skills.

I'll use bit of luck on myself for my Diplomacy roll.
1d20 + 7 ⇒ (15) + 7 = 22 or 1d20 + 7 ⇒ (8) + 7 = 15, whichever is higher.


Sounds like a good plan. We'll do our best to keep an eye on him.

Someone might try talking to him casually. My Diplomacy is +7, is anyone else got a higher bonus, perhaps Lyre or Daelin?


Tippy excuses himself from whatever floor job he might be involved in and heads up to the catwalks to see what has Saul so alarmed.

(In a low voice) What seems to be the matter Mr. Vancaskerkin?


I'd vote for giving the wand to Lyre, and maybe the bracers as well. Perhaps to make it more fair, let whomever does want them pay for their identification since we lack spellcraft at the moment. Otherwise if no one wants them then they can be sold and the cash split.


Tippy seems a bit surprised by the sudden excitement, but seeing how it looks to be well handled already he returns to watching the other customers and performing his normal duties.


Tippy will help clean the place up along with the others. As for what to do during the weeks to help run the casino, he'll act as a pit boss and greeter Diplomacy DC 15 1d20 + 7 ⇒ (3) + 7 = 10, during the other 2 of 4 hours a day he'll help in the octohedron by healing the animals after or during the fights. And if possible I'd be interested in using Bit of Luck on Saul for his weekly rolls if possible (perhaps too cheesy, not a big deal if no).

Dang, that didn't turn out as well as I hoped.

Tippy will claim a bottom bunk in our suite, and make himself at home. Then he'll wander down to the shrine Saul mentioned and do what he can to spruce it up if necesary.

Perception check 1d20 + 4 ⇒ (10) + 4 = 14

Tippy continues to greet customers and whateverelse a pit boss does, just barely oblivious to whatever may or may not be happening.

Also, if by chance my share of loot from the fight during the tournament is at least 50gp I'll be putting that back into the business of the casino to help out.


My guess would be that the wand and scroll will be arcane and only easily useable by Lyre. The bracers (which I assume are probably bracers of armor if magical) would be most useful to either Lyre or Tsadok. Since Lyre I believe is a sorcerer the spellbook won't be of much use to her, it can probably be sold. As for the rest I'd say anyone take what they might need and cash in the rest to split amongst the party.

Sadly, I don't think either of us casters took spellcraft at 1st level so I don't think we can reliably identify the possible magic items (bracers and wand).

But I think it would be wise to hang onto them until we can.


Tippy looks thoughtful for a moment.

"well, it seems to me Desna brought me here for a reason. So I accept your offer, it'll be interesting I'm sure at the least."


Nodding to himself in satisfaction, Tippy sips at the wine and looks around at his companions.

Is anyone still injured?

"I'm pleased you've given Desna a place in your business, she does have a fondness for games of luck and chance."


GM:
Being generally cautious, as well as prepared, Tippy will cast Detect Poison as unobtrusively as possible. DC 20 Wisdom check to determine type if it is poisoned 1d20 + 2 ⇒ (19) + 2 = 21. Stealth check to try and cast it unnoticed 1d20 + 5 ⇒ (12) + 5 = 17. If someone does notice and asks then I will reply with"I have found in my many travels over the years that it pays to be cautious when dealing with strangers I've just met."

Humming to himself under his breath (the sound seems akin to what a butterfly might sound like if it could sing) and swirling the wine around in his glass, Tippy seems lost in his own thoughts for a moment.

"Hmm, what (seems mildly startled), oh yes. My name is Tippello Tabinero, you good folks may call me Tippy if you like, most of my friends do. I am a follower of Desna, a cleric in fact. It's my passion to travel, meet new people, and test my luck and skill with whatever life decides to put on my path."

"Pleased to meet you Mr. Vancaskerkin."


"Sounds agreeable to me. Lead the way."

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