GM Giuseppe's Price of Immortality (Inactive)

Game Master Giuseppe Capriati

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XP tracking: 18,435/23,000


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Council of Thieves Maps

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..::⁞⁞⁞⁞ Shirzon's Farewell ⁞⁞⁞⁞::..
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You are one day from your departure to Tamran. You'll be departing tomorrow morning, and who knows when and if you'll return to your hometown.

Today the Seven Silvers hosts a party in your honor. Jocyn sings songs about your deeds, Trelvar and Asina have cooked your favourite dishes and Jimes has served you all night long. Tonight, you’re the star. Countless toasts have been proposed, heiling your name. Two bottles of Corentyn’s wine have been opened for you to drink.

---

When the party is over, Trelvar Silvers approaches you in private: «Shirzon…You’ve made us proud. When I employed you, everyone told me I was making a mistake I would regret. But I could see something in you, and I was right. You are somehow special Shirzon, even though it’s not easy to describe the way you’re special with words. I’m happy to have given you this chance. The Seven Silvers will never have a better maid. Now go and make us proud», he says with a smile. «Before you go…There’s a big favor I would ask you. It’s about Asina. She deserves a chance to see Tamran. She shouldn’t be forced to stay here in Kassen. I and Jimes can get by. Take her with you, keep her safe. My brother Loran lives in Tamran; he owns a small tavern there, known as the ‘Jovial Hunter Alehouse’. I made contact with him already, he’s waiting for Asina. He will employ her for two years. Once her apprenticeship will be over, she will be free to decide her own fate. Would you be willing to do this for me?», asks the man. «Just keep her safe until you reach Tamran. Then help her find her uncle’s tavern and you’re done. Thank you Shirzon. Here», he says as he handles out 10 platinum coins to you, «for your trouble. And for your service here. I wish you all the best, Shirzon. You must be proud of the woman you’ve become».


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech spends his day as happily as he could, moving silently through the bushes. As he crouches in a blind, waiting in comfortable silence alongside Arnama, he thinks back to the years spent starving in Fangwood. The horrific bouts of poisoning from eating the wrong mushrooms and berries, living off of half-rotted animal carcasses, and the days upon days of flight from the dangers he could not best.

His newly strengthened bow makes quick work of the wildlife, and the powers emanating from his wayfinder make him move just a little bit quieter. Being treated as an equal by the ornery ranger couldn't make Korech happier - the change from a master/student dynamic has eased the most difficult part of their relationship.

Back at Arnama's house his jaw drops as he sees the hunters gathered, and the incredible feast laid out before him. He then takes the holy symbol, looking down at it. Letting out a breath, he loops around his neck and shows a craggy smile to the table.

"Erastil good. He for hunt, family, hard work. Thanks you."

Settling down, he dines and drinks with the hunters. With the journey to the crypt, and now the acceptance of the hunting community in Kassen, Korech finds what he's missed his entire life - belonging.


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Male LG Human (Nirmathi) Monk 6

In the two days since their meeting with Cygar, Calden spends a lot of time wandering around town. He visits his usual haunts, the trails he used to walk in the wood, the parts of the farm where he would be watching the sheep. He even visits Ilimara for a last hour of practice. In essence, he is preparing himself to leave behind Kassen. And despite that he was already announced an adult, it feels to him like he is leaving behind his childhood only now. Even bowing to Ilimara after the last training and thanking her for all her tutelage doesn't feel strange. He still knows that she is a striking and remarkable woman, but somewhere in that long final bow, Calden is able to let go of his boyhood fantasies and appreciate for what she has actually done for him as a mentor, not for what he hoped she would become.

Dinner with his family brings another revelation. It felt not that long ago that the family had been gathered in this way as a farewell to Tolle, his older brother. Calden had resented the choice that his brother had made, to go off to Lastwall 'seeking glory'. Being in the same position now, Calden can't help but give a silent apology for thinking ill of his brother back then. He knows the anxiety that he must put his family through by going away, and tries to repay by thanking them over and over, for being the wonderful family that they are.

--

When the gathering seems almost over, Calden is surprised that Dimira invites him for a walk. He strolls silently beside her, except for pointing out the occasional sight. He nods gravely when she remarks on him leaving, stopping to let her speak. He is about to deflect her praise on his bravery, if it weren't for the fact that she keeps talking. And suddenly he finds her tight against him, her smell clear in his head and the shakes of her crying strong against his chest. He's smiling for the girl's sadness, until the sensation of her brings him back to the Crypt, lying on the ground with a skeleton looming over him, with Dimira stretching out her hand to his, trying to speak. "Oh..." is all he can bring out as the truth of the situation suddenly hits him, the smile instantly vanishing from his face. After that, his eyes strain red from blinking back tears and he holds Dimira close to him.

Calden embraces her like that until she has regained herself a bit. He keeps her close, looking at her in the moonlight and gently brushing a finger against her cheek to catch a tear. "Dimi," he says softly, struggling with words as he goes on. "Just three days ago I had no idea I would be leaving. Somehow, I figured my life was always going to be here. I've been saying a lot of goodbyes since then, and it felt right. Walking through the village, and the woods, I knew I could turn my back on it and be off with this Cygar. But seeing you like this..."

He brushes at her cheek again, tucking a strand of hair behind her ear. "You were always there, ever since I was little, and it feels so... familiar to be with you. So familiar that I hadn't realized..." He's silent for a while, searching for words. Seeing you at the Crypt, thinking you would die, it broke my heart. But I don't want to spoil this moment by reminding you of that. "I have to go to Tamran. But I just realized, that if there's anything that could make me stay, it would be you. I could never say goodbye to you. ...and I won't. I promise, on my heart and by my honor, that I will return, to see you again." He breaths a sigh of relief to get that off of his chest, but hurries forward with speaking. "I wish we had more time together, but I have to go tomorrow. And I don't know when I will be back. I... don't know how things will be by then, but I will see you again." Having said as much as he knows what to say, he slides a hand behind her neck and places a long kiss, gentle but firm, on her cheek, before drawing her to him for another embrace.

Eventually he lets go of the young woman. "Come, we should be going home. We can take the long road back, though." With her hand in his, a tear on his cheek and a proud smile on his face, he leads her back to the farm.


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Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

After her clash with Grimscar and meeting with Cygar, Shirzon sets to work getting ready for her journey. She finds herself able to focus on her preparations with more clarity and purpose than anything else she's ever done in Kassen. After days’ work of mercantile and some alchemical brewing, a celebration at the Seven Silvers is exactly what she needs. Since the town has had some time to recover from the tragic news of the crypt, this party lifts her spirits in a much needed way. She drinks, eats, and dances with a new feeling of acceptance, receiving toasts from people who used to avoid her in the Streets, and even drunkenly and good-naturedly flirting with various young people who she used to bully and intimidate. It's almost enough to make her regret having to leave this place, but she pushes those thoughts aside and enjoys the night.

---

The next morning, Shirzon tries to think of something to say to Trelvar that could match the feeling of his faith in her, but nothing comes. She sniffs as tears form in her eyes, and gives the man a tight hug before wiping her eyes on her sleeve. ”Thanks,” she manages to croak out.

She raises a brow skeptically at Trelvar's request. Asina come with us to Tamran? She's way too young! ...Right? Shirzon mulls over the request, looking at the gift of coin that Trelvar has placed in her hand. Well, she’s not all that much younger than I am I guess. Although don't full humans age slower? But she has grown a lot in the past few years, and not just taller. Shirzon meets Trelvar's gaze, and sees his desire for Asina to have better. Just like me. She gives the man an understanding nod. ”I am proud. I think I still have some growing to do, but I think that's why I need to go with Cygar, and why Asina deserves a chance to go to Tamran. I promise to protect her, and to get her there safely. You can count on me, Trelvar. Thank you. For everything.”

She embraces him one more time, and gives him a toothy grin. ”I’ll come back and visit someday, I promise! Tell Jimes and Rylka that I'll miss them.” With that, she takes a deep breath and looks around the tavern that was her first real home before setting out to meet Cygar, her comrades, and her destiny.


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Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merephel, after many tears, several hugs, and equally many laughs, finally left her party. She was a whirlwind of emotions, and couldn't keep a rather large grin off her pretty face.

As she walked across town, a bounce in her step, she thought back on their adventures. All of her life, Merephel had had it easy. People gravitated to her looks, and to her personality. She recalled a time when she was especially mean to another young girl. They were maybe five years of age, and Merephel distinctly remembered the girl running out of the school in tears. There had been several incidents like that, and she'd gotten away with all of them. This one was different, however. The girl was the only other blonde in class, and Merephel had a flash of insight. It could have been her. She just as easily could have been on the receiving end of abuse from another student. She was just born lucky.

That was the incident that had started her down her path of redemption. She made a concerted effort to try and be kind to others. She struggled, often in vain, to see the good in everyone. It took her several months, and dozens of sleepless nights, but Merephel turned herself around.

Truthfully,' She thought to herself, 'In hindsight, I suppose I've haven't turned out too bad. Everyone seems to appreciate me, save perhaps for those who are far to wrapped up in their own misery. Shelyn bless him, he's had a rough life.'

Her thoughts then turned to her conversation with Father Prasst. He was asking her to look out for a different half-orc. Her friend, Korech, had started to find his way along the way walked by Erastil. Merpehel was never especially taken with Erastil, but he was the most widely worshipped deity in town. She was familiar enough to help.

Father Prasst was speaking, trying to convince Merephel to help guide Korech's spirituality. He should have known he needn't ask. She would be more than willing to help someone find the light, especially a dear friend.

"These are the Parables of Erastil. Read them to him and try to be a guide for him. I know you worship a different deity, but I don’t know anyone else who would be more appropriate for this. Good luck Merephel. Kassen will be significantly less beautiful without you, but you belong to the world and your companions. Go and keep them together even in the face of the worst odds."

His words drew her in, and she couldn’t help but laugh out loud. The surprised look on his face quickly calmed her laughing fit.

”Father, you should know that of course I would be willing to help. Of course I will. Korech is my dear friend, and I shall be honored to assist him. Thank you for all your guidance, and I can leave knowing Kassen is safe in your wisdom.”

She embraced him then, and ran out the door before he could see the tears welling up in eyes.

Stumbling over a rock brings her back to her senses, and the present.
”I will miss this place, but I feel it really is time to branch out. The Pathfinders don’t know what they’ve gotten themselves into!”

She smiled a wicked, mischievous smile, and began walking toward home, to finish packing.

”Look out Golarion. Merephel Angorat is leaving Kassen!”


Council of Thieves Maps

I'm going to break my own rules and use the Gameplay Thread to say something that is actually completelety OOC, but still...
GREAT POSTS GUYS!
I'm having a blast playing with such gifted players!


Council of Thieves Maps

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DateFireday, Neth the 14th, 4609 AR
TimeDawn
LocationKassen's Docks
WeatherRainy

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Today people in Cheliax, Andoran, Nidal and Isger commemorate the Even-Tongued day. More importantly, today is going to be the day in which the young heroes of Kassen leave their hometown: they're bound to Tamran, the capital of Nirmathas, to try and uncover a secret plot involving their town beloved founder and his old adventuring companions. Someone has stolen both Asar's and Kassen's amulet in the Crypt of the Everflame, and the young heroes need to discover who has done that and why.

---

The day is cold, and a light rains falls from the lead sky. You wake up knowing that this is going to be the last time in a while in which the first thing your eyes see upon awakening are the familiar buildings of Kassen, your hometown.

After packing your belongings and bidding the last farewell to your families, you reach the docks where Cygar is waiting for you. You all go alone except for Shirzon, who is accompanied by Asina Silvers. The young girl is enthusiastic and probably she doesn't even know what's going on, but she seems happy to have the chance to leave Kassen for the very first time. Also, the fact that she will be traveling along with the new town's heroes makes her excited.

---

When you're all gathered at the docks, you find Cygar who was waiting for you.

"A few days have passed since the events at the Crypt of the Everflame and life in the town is beginning to return to normal. The folks are still quite wary of the dark, worried that some overlooked undead fiend might stalk from the crypt."

«Good morning», says Cygar. He's standing in front of a large river barge, 60 feet long and 20 feet wide. «It's good to see you're all here. Good morning Asina. Captain Walren, would you please escort this young lady in the cabin?».

«Oh yes, for sure», says with a merry voice a dwarf with a long beard. His hairs are brown as his bushy eyebrows. «Nice to meet you youth. Name's Walrus. I will take you to Tamran on my river barge, the Black Mist. See ya on board. Lady, come with me», he says as he gently escorts Asina aboard.

A few seconds pass. Once you're alone with Cygar again, the Pathfinder ensues: «I've made contact with a fellow Pathfinder and personal friend in Tamran. His name is Reginar. He can help. Reginar knows the city well and has been keeping an eye on masked followers of Razmir for quite a while now. We believe they're behind all of this, but we need proofs. Learn what you can about the tomb robbers, and, if possible, recover the amulet fragments so they can be returned to their resting place».

Cygar pauses fow a while to allow the young heroes to make some questions, if they need to. After some time is passed, he speaks again: «I've booked passage for you to Tamran on the Black Mist. Captain Walren is a good dwarf; an old friend of the Society and a trustable individual. The barge is headed straight for Tamran with shipment of ingots from Skelt. Once you reach Tamran, find Reginar: he will help you on your mission».

Cygar pauses again. Then he smiles and pats each of you on the back: «Don't be afraid, everything will be alright. I will keep an eye on Kassen while you're away. I wish you good luck. Maybe when you'll come back you'll be Pathfinders just like me!», he laughs, trying to play down the tension. «Good luck and...Thank you», are his last words.

Walking on the plank, you beam aboard the Black Mist. You next adventure is starting.

______________________________________
You can see a picture of Captain Walrus on our Pinterest Gallery. For those who don't remember Asina's or Cygar's appearance, their pictures are on our Pinterest Gallery too.


Council of Thieves Maps

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DateFireday, Neth the 14th, 4609 AR
TimeDawn
LocationKassen's Docks
WeatherRainy

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You’re aboard the Black Mist. Captain Walrus helps you out with your baggage and shows you the cabin: it’s a 20 feet long, 20 feet wide area with a wooden rooftop. The cabin occupied the back third of the barge. Inside, there are enough cots for you, Asina, the captain and his deck hand. The cabin also has a simple stove and enough provisions to last the entire journey, with the remainder of the barge’s hold containing iron ingots bound for the forges in Tamran. «Make yourselves at home», advises Captain Walrus, «it will be a long-lasting trip. We’ll reach Tamran in about a week, if the weather don’t get worse. When you’re ready, come on the deck so we can better introduce ourselves». He blinks and leaves the cabin whistling a dwarven folk song.

______________________________________

GM Rolls:

----- RANDOM ENCOUNTERS PRE-ROLLS -----

Neth the 14th ⇒ Day: 1d100 ⇒ 8
Neth the 14th ⇒ Day: 1d100 ⇒ 5
Neth the 14th ⇒ Night: 1d100 ⇒ 69

Neth the 15th ⇒ Day: 1d100 ⇒ 42
Neth the 15th ⇒ Day: 1d100 ⇒ 70
Neth the 15th ⇒ Night: 1d100 ⇒ 32

Neth the 16th ⇒ Day: 1d100 ⇒ 73
Neth the 16th ⇒ Day: 1d100 ⇒ 69
Neth the 16th ⇒ Night: 1d100 ⇒ 37

Neth the 17th ⇒ Day: 1d100 ⇒ 42
Neth the 17th ⇒ Day: 1d100 ⇒ 60
Neth the 17th ⇒ Night: 1d100 ⇒ 17

Neth the 18th ⇒ Day: 1d100 ⇒ 85
Neth the 18th ⇒ Day: 1d100 ⇒ 27
Neth the 18th ⇒ Night: 1d100 ⇒ 52

Neth the 19th ⇒ Day: 1d100 ⇒ 39
Neth the 19th ⇒ Day: 1d100 ⇒ 91
Neth the 19th ⇒ Night: 1d100 ⇒ 20

Neth the 20th ⇒ Day: 1d100 ⇒ 9
Neth the 20th ⇒ Day: 1d100 ⇒ 40
Neth the 20th ⇒ Night: 1d100 ⇒ 12


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech listens intently as the instructions are laid out before he somewhat uncertainly climbs aboard the river barge, having seen them enough times but never actually going on one. He sets his pack down by a cot that seems large enough for him and walks around somewhat uneasily. He settles down and touches his new holy symbol, wondering what Erastil would do in such a situation. It's at that point he realizes he knows nothing about Erastil aside from some common aphorisms. He lets go and looks at the others.

"We go to Tamran-town, find mask cult people, and get amulets. Okay, I unnerstand. Uh... what Tamran like? I only see to Kassen before."


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Male LG Human (Nirmathi) Monk 6

Calden wakes early before dawn. By the light of a single candle, he grabs a sheaf of paper and some ink, carefully penning a short note.

Dearest Dimira,
I wanted to leave something for you. I hope this will remind you not just of me, but of your own bravery as well. Even though one of these was given to us four, we wouldn't have made it without you there. Be well, and
not goodbye.

Calden

He reads over the words and seems content with the words, although not with his scribbled letters. Maybe I should practice calligraphy, like Unbending the Fetters says... Folding the note and writing Dimira's name on the front, he leaves it on the table with Kassen's armor scale on top.

--

Calden arrives early at the river, holding a full backpack, the bag of holding and a bundle of extra clothing. He's wearing his new coat and cloak, although his boots are still the same ones he's been wearing for years. Calden was never slouching, but for some reason he looks taller, a bit more confident. He's surprised to see Asina there, and raises a questioning eyebrow to Shirzon. "Morning, all. Hi, Asina. Everyone ready?"

He greets the dwarf politely. "Good morning, Master Walrus. Err... Captain."

Only once they get their last instructions from Cygar, it hits him that the Pathfinder won't be joining them. This seems to put a dent in his confidence. "You won't be coming with us? But then how will we find our way I'm Tamran? Where will we meet this Reginar?" He looks worried, all of a sudden.

--

Eventually, there's nothing left to do but to get aboard and start their journey. Calden takes a last look at Kassen, makes a bow (even hampered as he is by all of his gear) and finds his place to the cabin. Unloading himself of everything but the bag of holding and his belt pouch, he starts for the deck. "Well, this is it, I guess. I can hardly believe we're really going..."


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merephel wakes early, and sneaks out of her house. She said her goodbyes yesterday; anything more would just bring her to tears again.

She is one of the first to arrive at the docks. She comes dressed in splendid traveling clothes, all new.

She is wearing a pair of brown leather breeches, and a matching vest. A long-brimmed deep blue hat upon her head, and it had a matching blue scarf. She wore polished new boots, and carries a walking stick that was really not much more than an ornate cane.

"Good morning everyone. I'm ready to go. What are we waiting for? Let's get this adventure started!"

She is obviously very eager, and perhaps not paying enough attention.


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Shirzon arrives last, helping Asina carry her belongings for her new start in Tamran. She nods at Cygar's briefing, before posing some questions. "Do you know anything else about these masked Razmir people? Do they have a lot of influence in Tamran? Not that an abundance of authority will stop us," she adds, giving Asina a wink. Looking at her young charge, though, she develops a nervous expression. "Do you think the journey will be dangerous? Asina here is going to stay with her uncle in the city, and we should be prepared if you think there will be trouble..."

---

Once onboard, Shirzon drops off her gear except for her weapons in the cabin, feeling somewhat anxious. Asina's basically just a kid, but she's old enough to go on this trip with us... to start an apprenticeship. Shirzon catches sight of Korech's new bow-antlers as she settles in. "Hey, Korech, that's new, right? I don't remember you saying anything about Ole Deadeye before."


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech shrugs, looking down a bit as he talks while sitting on his cot.

"Arnama give to me. I not know gods 'cept orc-gods who want kill and death. Go in forest, shoot stuff, I know how do that. This trip go to big city, talk with people, find cult - not sure how to do. Maybe Deadeye help, let me know how to do. I like what Deadeye say."


Male LG Human (Nirmathi) Monk 6

Calden looks up from arranging his belongings. "That's nice, Korech. I hope you'll find guidance in the teachings of Erastil, just as I have found them in Irori's." He turns to Shirzon. "How about you? You don't strike me as particularly religious, but you must make your prayers to some of them..."


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Shirzon shrugs. "I don't really think about it much. Probably wouldn't hurt to pay a little lip service to Desna while we're traveling at night, and I bet Pharasma wouldn't be too displeased with how we trounced Asar and his bony minions. But when it comes to the gods, I'm less concerned with them than with what's going on with us mortals. I rely on myself - and you lot - more than some god. Although," she quickly adds, "I wouldn't mind spending some time with Cayden Cailean. There's a god that knows how to have fun." She punctuates her statement with a wink and a mischievous grin.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merephel chuckled at the conversation.

"I had been saving this for a quiet day on the ship, but I suppose now is as good a time as any."

She reached into her bag, and pulled out a book. It's old, leather-bound, and has the symbol of a white stag's head embossed on the cover. Upon further examination, it is made of a single piece of elk bone.

"This is a gift from Father Prasst, to your new mentor in the ways of religion...me!"

She beamed at Korech, and extended the book.


Council of Thieves Maps

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DateFireday, Neth the 14th, 4609 AR
TimeDawn
LocationKassen's Docks
WeatherRainy

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Cygar listens to both Korech and Shirzon before they get aboard the Black Mist and quickly answers: «We Pathfinders never reveal our position. It’s just…dangerous sometimes. But it’s just a precaution. I’m sure that you’ll be able to find Reginar by asking some questions around once you’re in Tamran. And Shirzon…Captain Walren, here, has made this trip several times in the last few years. Don’t worry, I promise you’ll reach Tamran safe and sound. Just make sure you and Asina stay in the cabin when you’re approaching Lake Encarthan…They say a cruel hag lives there and attacks those who catch her attentions…But they’re just stories». Cygar smiles and greets you as you embark.

---

You’ve already placed your belongings in the cabin, talked a bit among yourselves while Captain Walren is busy keeping track of the ingots and arranging the last details before departing. When you exit the cabin to go and speak to the Captain, a young lad is aboard.

Identify the guy ⇒ DC 15 Knowledge (local) check:
This lad is known as “Squirrel Jack”, due to his protruding dentition.

Identify the guy ⇒ DC 20 Knowledge (local) check:
“Squirrel Jack” is an orphan who has been recently employed by the Vargidans to serve as their errand boy.

The boy is holding a cart upon which a wooden crate has been placed. He finishes talking with Captain Walren quickly as he sees you coming out of the cabin. The dwarf nods and the boy gets in the cabin and in a few moments he’s outside again, holding an empty cart. He nods at Captain Walrus, handles him a tinkly pouch and gets away as swiftly as he has come.

Read Captain Walren's expression ⇒ DC 15 Sense Motive check:
Captain Walren seemed a bit perplexed before he nodded to the boy.

---

Once you get closer, Captain Walren greets you again: «Well met again. I hope my cabin suited your tastes. It’s large enough, isn’t it? By the way, as I’ve already said before we’re going to be traveling for about a week, so that cabin is going to act as a sort of “second home” to you». The dwarf smiles and he nods at a tall and scarred man with long black hairs tinkering astern*. With a gesture of his thick hand, Captain Walren invites the man to come closer. As he does, the dwarf introduces the man to you: «He’s Ewem, my deck hand. He handles the Common tongue poorly, so should you have any issue please report to me directly». Ewem nods and grunts before getting back to his work. Captain Walren ensues: «I’ve made this journey many times over the years, and I don’t mind you being on board, but should any trouble arise, I ask you to help us out. These days there is more to worry about than the beasts that lurk in Lake Encarthan. Molthini privateers prowl the waters looking for victims, along with the accursed faith barges o Razmiran, who force travelers to accept their faith, often at the point of a sword. While I don’t expect too much trouble, the journey will take about a week, and anything could happen during this time, so…just keep your eyes open. Now it’s time for us to depart!», concludes the dwarf as the Black Mist leaves the calm waters of Kassen.
______________________________________
You can see a picture of Ewem along with an image of the Black Mist on our Pinterest Gallery.


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10

Shirzon doesn't recognize the crate-bearing lad, but is pretty used to the speed with which he flees when he sees the Kassenites emerge from the cabin. I've seen that look before when it's just me. The sight of TWO half-orcs is probably sending the guy home to his mother. Am I going to have to fight dozens of evil skeletons every place I go just to get some respect?

---

"Cabin's just fine, Cap'n. Thanks for letting us hole up there." Shirzon says with a nod. She meets the eyes of the deck hand Ewem, recognizing in him a similar look of not quite fitting in with the average Nirmathi farmer. She gives him a nod as well in respect and acknowledgement.

She fidgets as Captain Walren rattles off a list of the waterway's dangers. If she were alone, it would be much less stressful, but how was she supposed to guarantee Asina's protection against all that? Once back in the cabin with the girl, she gets Asina's attention and takes on a serious tone. "Listen, Asina: you know you're like a little sister to me. I promised your dad that I'd protect you. You gotta trust me for that, okay? Captain Walren says we probably won't run into any trouble, but just in case we do, I want you to stay in the cabin. Run here if you're not here already. And come tell me if anyone or anything is making you feel scared or uncomfortable, okay? I'll be there for you." Shirzon is silent for a little bit before adding, "Do you want me to show you some ways to defend yourself? You're growing up, and I can show you how to get out of a sticky situation if you want."


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Being unsure around children and, well, anyone, Korech has spent most of his time ignoring Asina, not quite sure how to deal with the child.

She's excited, but this could be dangerous. A hag? I don't know what it is, but sounds very serious. Well, we've all proven we can fight. We can protect the girl. Shirzon is offering to teach her to defend herself. Very smart. We all need to know how to fight in this world.

Korech nods sagely as Shirzon speaks to Asina.

"Know how defend important. When I young like you, I have to kill and eat wolf with a stick. We find good stick, I show you."


Male LG Human (Nirmathi) Monk 6

Calden looks pleasantly surprised as Merephel presents the book to Korech. "Ah, that's nice, Merephel. I'm sure you'll do a great job as a guide in matters of the faith." It seems like we're all growing up so fast, all of a sudden.

--

Knowledge (local): 1d20 + 1 ⇒ (6) + 1 = 7
Sense Motive: 1d20 + 3 ⇒ (2) + 3 = 5

Calden seems a bit distracted, dreamy even, but the introduction of Ewem brings him back to the present. "Yes, sir captain, the cabin is fine." He waves a greeting to Ewen, speaking slowly. "Hello Ewem, I am Calden." The list of things that might trouble them gives him a bit of pause, but Calden holds himself tall. "Yes, sir. As much as we can contribute, I'm sure we will all pitch in."

As they depart, Calden stays above deck to watch Kassen disappear in the distance. "Captain, these Razmiran priests, how have you dealt with them in the past? Do we have to fight them? I'm pretty sure their faith is not one I'd be willing to accept..."


Council of Thieves Maps

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DateFireday, Neth the 14th, 4609 AR
TimeMorning
LocationTourondel River
WeatherRainy

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Captain Walren quickly anwers Calden’s questions about Razmiran’s priests: «I’ve been lucky. They never stopped my barge so far. Should that happen…Well, ponder the situation: if you can fight, we fight; if they’re too many for us, we just pledge our loyalty to their God and try to get away with that».

---

As you gather in the cabin to avoid the rain dropping on the upper deck, you have the chance to speak to each other. Asina is excited and as Shirzon proposes her to train her to defend herself, she appears to be thrilled: «I would love to, Shirzon! Yeah, I suppose that thanks to your help I would be able to…wolf?!», she says looking at Korech with widening eyes. Then, she breaks into a laughter. «How do you exactly kill and eat a wolf with a stick, Korech?»

DC 15 Perception check:
You hear a strange noise coming from the wooden create the boy from Kassen has left aboard. The sound was like that of someone actually moving inside the crate.

DC 20 Perception check:
You smell a disgusting stench of rotting coming from the wooden crate.


Male LG Human (Nirmathi) Monk 6

"I see." Neither option looks attractive to Calden. "Let's just hope they don't stop you now, as well."

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

Having said what's necessary to the captain, Calden joins the others below. His path seems to take him near to the crates, which cause him quite some alarm. He tries to act normal, but hurries downstairs. In hushed tones, he informs the others. "Did you notice anything about those crates? I heard noise coming from it, like something inside was moving. And it gave a off a disgusted rotting smell." A disturbing thought hits him. Not wanting to involve Asina, he motions the others to huddle close and whispers his suspicions. "You don't think they've taken one of those zombies, do you? We have to ask the captain about it!"


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

After getting used to the movement of the boat, Korech finds himself delighted to be standing still while the countryside slowly passes beside him. He spends as much time as he can above deck, but is eventually lured back in as the rain gets too much.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Shocked that Asina actually responded to him, Korech continues, oblivious to all else.

"Well when in forest it hard find food. Some things good to eat, most things bad. Make sick or worse. Meat always good, but meat is bitey. So find trail for wolf and get heavy, mean stick. Wolf always smell, so make sure wind go to wolf, not to you. Then, climb tree, and wait. All day some wait. When wolf walk under, jump on wolf and hit with stick. If you miss, wolf scared and run. If you hit, you have food for long ti-- huh?"

He glances over to Calden.

"I not see, but you good-smart, trust. Maybe we go near crates, listen and smell?"


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Merephel observes Korech's interactions with Asina with amusement.

However, when the crate shuddered slightly, she couldn't help but notice.

"I did see that, Calden. But is it that likely the captain doesn't know about it? It does bear investigating, though."


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

"Uh, I was thinking of something more along the lines of how to get out of fights, rather than into them..." Shirzon responds to Korech's suggestions.

"But I guess--wait, what?" Shirzon snaps her attention to Calden's announcement, her brow creased with suspicion, like a scared animal backed into a corner and ready to bite. "Damn right we're asking the captain about it! Asina, here's your first lesson: stay in here and do your best not to let anybody get in. This sounds like it could be trouble. Let's go," Shirzon motions for the others to follow her, making sure that her weapons are at the ready. She steps out onto the rainy deck, and makes her way toward the captain.


Male LG Human (Nirmathi) Monk 6

Calden follows Shirzon, but tries to reign her in a bit. "Woh, woh.... What's that about weapons at the ready? What happened to staying out of fights? We're just going to share our concerns with him, and ask him whether he knows what's in the crate. Right? No weapons needed..."

-Posted with Wayfinder


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

"When starving with no foods, sometimes must fight. But know run, always know run. Run means live," he agrees with Shirzon. He takes off to go speak with the captain with the group, but does not draw a weapon yet, heeding Calden's words.


Council of Thieves Maps

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DateFireday, Neth the 14th, 4609 AR
TimeMorning
LocationTourondel River
WeatherRainy

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You get out of the cabin only to discover that the rain has been intensifying while you were inside talking. As you reach the upper deck, you feel the drops of water coming down from the sky hitting your skin. You quickly reach Captain Walren next to the rudder, and he listens for your concerns about the crate with attention. His thick eyebrows are very expressive, and they betray a sense of guilt. «Strange noises and a decaying reek you say? Mmmh…». The dwarf takes a few second to think about the matter, scratching his well-kept beard with his left hand as his right hand holds the rudder. «That guy said the crate was holding only a rare magical beast corpse…That explains the reek, but the noises…».

Abruptly, a scream coming from the cabin breaks the silence and halts the conversation. «Aaaah! Shir…Shirzon! Help!». It’s Asina’s voice.

---

You rush to the cabin, weapons ready. When Korech throws the door open, a macabre show is awaiting behind. You can see Asina crouched against a corner of the cabin, as a revolting creature with white skin and a long, shiny-red tongue hisses through his bloody teeth. Asina screams in fear. The creature moves forward with a ravenous appetite.

DC 11 Knowledge (religion) check:
This creature is an undead known as ghoul. Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear.
Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.

DC 16 Knowledge (religion) check:
This creature is an aquatic variant of ghouls known as lacedon. Its most renowned and fear ability is to paralyze the victims it manages to harm with its vicious claws and cruel bite. Lacedons are also able to swim as easily as they move on the land.

DC 21 Knowledge (religion) check:
For some reason, elves are immune to a ghoul’s paralysis. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These “civilized” ghouls are no less horrific in their eating habits, and in fact the concept of a well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
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The disgusting creature moves forward, driven by some sort of unnatural hunger. Snapping its blood-red tongue, the foul being moves closer to Calden and attacks; Calden is still surprised by the monster sudden appearance, and the vile creature manages to delve its long and filthy teeth in Calden's neck*.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
Creature
Shirzon
Korech
Calden
Merephel

______________________________________
Calden takes 4 points of damage and must attempt two DC 13 Fortitude saves. If he fails the first of these saves, he's paralyzed for 1d4+1 rounds.

New Roll20 map available! Check it out!

I’ll be posting again at 10:00 A.M. GMT+1 (02:00 A.M. for Korech, 01:00 A.M. for Shirzon and Merephel), botting anyone who hasn’t acted yet.

GM Rolls:

----- INITIATIVE -----

Calden: 1d20 + 2 ⇒ (5) + 2 = 7
Korech: 1d20 + 3 ⇒ (7) + 3 = 10
Merephel: 1d20 + 1 ⇒ (2) + 1 = 3
Shirzon: 1d20 + 4 ⇒ (9) + 4 = 13

Lacedon: 1d20 + 2 ⇒ (20) + 2 = 22

----- LACEDON'S ATTACK -----

Bite: 1d20 + 3 ⇒ (11) + 3 = 14
Bite damage: 1d6 + 1 ⇒ (3) + 1 = 4


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Snarling as he spies the creature, Korech yanks out his greataxe and chops down after stepping to the side to allow the group to encircle the horrid undead.

"YOU NO HURT ANYONE!"

Attack+Favoured Enemy: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 Damage: 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 1
==========

Oops, sorry, my last post was unclear. I just meant that Shirzon was ready to fight the captain if she needed to, not that she had drawn any weapons. Sounds like we have them now, though!

Shirzon sprints back to the cabin at the sound of Asina's cry, snarling and ready to fight. She barely flinches at the sight of the horrible creature, overcome with anger and a drive to protect Asina at all costs. With a wordless battlecry, she strikes out at the foul thing in a flurry of metal.

Masterwork light mace, TWF: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

+1 Dagger, TWF: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Male LG Human (Nirmathi) Monk 6

=======
Round 1
=======

Fort save: 1d20 + 4 ⇒ (11) + 4 = 15
Fort save: 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge religion: 1d20 + 5 ⇒ (2) + 5 = 7

Calden claps a hand to his neck to stop the blood from flowing. He quickly feels his arm going numb, but flexes a fist and wills his body into action. With his fist he pummels at the snake's head, while his foot tries to stamp on its body. "What is it?! Korech?"

Flurry of Blows unarmed. Stunning fist on the first attack.

Attack 1: 1d20 + 4 ⇒ (4) + 4 = 8
Damage 1: 1d6 + 3 ⇒ (4) + 3 = 7
Fort save DC 13 or stunned for one round.

Attack 2: 1d20 + 4 ⇒ (19) + 4 = 23
Damage 2: 1d6 + 3 ⇒ (6) + 3 = 9


Council of Thieves Maps

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DateFireday, Neth the 14th, 4609 AR
TimeMorning
LocationTourondel River
WeatherRainy

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The foul creature cannot stand against three opponents at the same time: Korech, Shirzon and Calden quickly put an end to the treat. Once the creature is destroyed, it turns to dust, leaving behind only a pile of bone flour.

---

Still shaking, Asina stands up and hugs Shirzon: she’s trembling like a little duckling. «What was that, Shirzon?».

---

A few seconds pass, and Captain Walren quickly reaches you in the cabin. «What happened here?», he says looking around himself seeking an answer. You can see that the crate has been slammed open, and inside of it there’s nothing except for an old rolled parchment.

---

The rest of the day passes by uneventful. You’re much warier now, but nothing dangerous happens for the rest of the day. You have the chance to talk among yourselves and get to know each other better, including Asina. Also, Merephel has the chance to read some extracts from the Parables of Erastil to Korech and explain them to the half-orc*. In the meantime, Calden has some time to meditate and practice his exercises, while also devoting some time to the reading of Irori’s sacred book.

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DateStarday, Neth the 15th, 4609 AR
LocationTourondel River
WeatherRainy

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This day of travel is almost uneventful. You have the chance to relax and do what you’ve done yesterday already. Even though the rain is not stopping, the waters are calm and Captain Walren adeptly maneuvers the barge without any problems, helped by his deck hand.

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DateSunday, Neth the 16th, 4609 AR
LocationTourondel River
WeatherRainy

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This day of travel is uneventful too. You have the chance to relax and do what you’ve done in the last two days. Even though the rain is not stopping, the waters remain calm and Captain Walren adeptly maneuvers the barge without any problems, helped by his deck hand.

When the night approaches, Captain Walren informs you that you’ll be leaving the Tourondel River and entering the Lake Encarthan by tomorrow afternoon.

______________________________________
You gain 100 XP.

During these days of travel, Merephel would have had plenty of time to try and identify the last unidentified items from the Crypt (i.e., her scroll).

During these days of travel, Shirzon has plenty of time to work on her alchemical creations if she wishes to. You can assume you’ve bought the alchemical components in advance before leaving Kassen and pay for them as normal. Asina helps Shirzon in that case, granting her a +2 bonus to her Craft (alchemy) checks. In total, you’ve got 3 days of work at your disposal.

* For a general idea about the contents of Merephel’s teachings to Korech, you can see the Erastil entry in Gods and Magic or The Inner Sea World Guide.


Male LG Human (Nirmathi) Monk 6

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Date - Fireday, Neth the 14th
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Calden looks around for more danger, but the fight seems over as soon as it started. Just dust? He walks to the crate to pick up the parchment, while explaining the situation to the captain. Who could he jeopardize the boat like that? "There was a snake-like creature in the crate. It must have burst out and was about to attack." His voice takes on a stern edge. "Why did you have this crate on board? What was supposed to be in it?" While waiting for an answer, he unrolls and reads the note.

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Date - Starday, Neth the 15th
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While Shirzon and Asina are working on her alchemical concoctions, and Korech is otherwise busy, Calden approaches Merephel. "Merephel," he starts, using her full name for once, "I've been meaning to ask you something. I guess you're the best to answer the question, being a priestess of Shelyn and all." He hesitates before continuing, then the words spill out. "How do you know you love someone? Not just your family of course, but someone special. And don't tell me you 'just know', because I don't. Or I did, but... I always figured you'd know from the first moment you met, like love at first sight, you know? But now I'm not so sure anymore..." Having said as much as he wants, he looks at the young priestess expectantly.

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Date - Sunday, Neth the 16th
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When it becomes clear that the boat will soon enter Lake Encarthan, Calden seeks out Captain Walren. "Excuse me, Sir. Is there anything more we should know, precautions we should take? We've heard talk of a hag, and you mentioned beasts in the lake earlier. Should we stay in the cabin for safety, or do you need an extra pair of eyes on deck to look out for trouble?"


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

========
Fireday
========

"Where crate come from?" shouts Korech as the captain comes in, speaking at the same time as Calden. "Who load crate with deader in it?"

========
Starday
========

After the fight yesterday, Korech spends his day maintaining his weapons and armour, as well as working with Merephel on the study of Erastil. Although Korech can read, it's only barely - just enough taught by Arnama to get by. Korech immediately enjoys plain advice and lessons contained within the parables, and spends a good deal of time memorizing the many aphorisms contained within the parables.

"Never trust a fool..." he says, staring at the passage and accompanying text. "Fool mean trouble, fool mean change when no change needed, right?"

========
Sunday
========

Korech, having never seen Lake Encarthan in his journeys, remains silent and excitedly up on the deck, staring out eastwards as the barge continues its slow journey. He glances over as Calden speaks to the captain.

"Is hag real, or joke?" he wonders aloud.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

=========
Fireday
=========

Merephel waited for an answer, and looked distraught at the thought of undead on board.

=========
Starday
=========
"Yes Korech, that's correct. Fools are people who can take a perfect situation, and ruin everything with their incompetence.

Turning to Calden, she smiled.

"Well, yes, sometimes you do just know. But for most people, it is a gradual increase in the way they feel toward someone. Most often, an event will spark feelings in a person. Upon examining the feelings, they find they were there the whole time. It just takes a change in circumstances to make you realize you have loved someone for weeks, or even months."


Council of Thieves Maps

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DateFireday, Neth the 14th, 4609 AR
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Captain Walren appears to be as surprise as you are when you tell him what has happened in the cabin. When the discussion heats up, the Captain speaks firmly and authoritatively: «Calm down, Kassenites! I was not aware of the contents of the crate! That boy told me there was a rare and dead magical beast inside. Did you know him?».

DC 10 Sense Motive check:
You’re sure that the Captain is telling the truth; he’s being honest about this matter. Perhaps he feels a bit guilty for not having personally checked the crate’s content, but he didn’t knew anything about the ghoul.

Unfortunately, no one knows the young guy, thus you cannot even curse anyone’s name for what has just happened.

---

Calden finds out that the parchment roll is full of incomprehensible magical writings. Merephel suggest that it could be a magical scroll, and takes a few minutes to further analyze it. Unfortunately, the young priestess is not able to identify the scroll, and as a precaution warns you to avoid touching or otherwise reading or manipulating the scroll until she manages to identify its properties. She will try again the next day.

▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁
DateStarday, Neth the 15th, 4609 AR
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Merephel tries again to identify the mysterious scroll found in the crate containing the lacedon. Today, she feels much more focused on the task and quickly manages to uncover the scroll’s magical properties. Her examination reveals that the parchment is a scroll of twine double*, a rather rare spell mainly used in the far nation of Cheliax.

▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁
DateSunday, Neth the 16th, 4609 AR
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
When Calden and Korech comes near and ask him about the hag and other possible threats, Captain Walren laughs with a jovial smile on his face: «Don’t worry about it. If you want to hear my story, the hag is just a tale they tell to discourage people from traveling on the lake. Never had problem previously, and actually I never know anyone who has ever seen this “hag”. Stay in your cabin, though; of late these waters are haunted by much more mundane threats that could be lured in by a large crew on a river barge. Stay below deck and just let me deal with this. Should any danger arise, you’ll know».

______________________________________
* See here for a complete description of this spell.

I will post again at 07:00 P.M. GMT +1, moving things along :)

GM Rolls:

Merephel’s Spellcraft check: 1d20 + 6 ⇒ (6) + 6 = 12

Merephel’s Spellcraft check: 1d20 + 6 ⇒ (16) + 6 = 22


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

--------
Fireday
--------

Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16

Korech eyes the captain suspiciously for a moment, and then grumbles, acquiescing.

You not lie, I know. I sorry - deader big surprise. Culters know we coming then. Maybe other surprises."

--------
Sunday
--------

Wanting to see Lake Encarthan, Korech is about to protest before remembering the passage in the parables about fools.

Who is the fool here, me or the captain? The captain just wants to do his job, I want to see the lake. I'm sure I can see some of it anyways. He knows best.

"I stay below, not want extra eyes on boat," agrees Korech.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

===========
Fireday
===========
Merephel take 10 on the Sense Motive roll.

"Indeed, I do believe our poor captain was taken by surprise as much as the rest of us. Thank you for your candor, good sir."

===========
Sunday
===========
Merephel agrees to go below. She wanted a chance to meditate on their destination, and see if she can get a feel for what was coming. She couldn't shake the feeling that they were missing something important...


Male LG Human (Nirmathi) Monk 6

=======
Fireday
=======

Sense Motive, Take 10: 10 + 3 = 13

Calden accepts the captain's explanation. "Hmm, that's a shame. You didn't know who sent the crate. Any idea who you were supposed to bring it to?"

========
Starday
========

Calden looks relieved at Merephel's explanation. Then a thought occurs to him, and her regards the priestess with a critical eye. How much would Dimi have told her? She always went out of her way to get people together. Nah, she wouldn't do that, she takes her calling as a priestess very serious. Calden relaxes a bit, staring at the ground. "Thank you. I'll think about it." He doesn't make a move though, still sitting next to Merephel.

========
Sunday
========

Calden laughs at the Captain's words. "Yes sir, I can believe that they would. We'll be ready for if anything happens." Calden goes into the cabin and seats himself on one of the crates, trying to show confidence and ease. "Well, it's just a precaution. Let's hope we have an uneventful crossing. Nothing to worry so far..."


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁
DateSunday, Neth the 16th, 4609 AR
TimeNight
LocationLake Encarthan
WeatherRainy

▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
You’re all sleeping in the cabin: some of you are dreaming yours homeland and the people you left behind, while others are seeing things that are still to come, such as projecting in their minds the confused images of a city you’ve never seen.

Suddenly, a crash awakes you abruptly, shattering your dreams. You’re tossed about in the cabin as the barge squeaks worryingly. You wake up immediately. Still sleepy, your first impetus is to get out of the cabin to see what caused that commotion*.

---

You rush outside while Asina, who also has awakened due to the commotion, stays in the cabin. Once you’re outside, the first thing you see is the unconscious body of the deck hand, Ewem, lying on the barge’s wood. Then, you feel the rain’s fresh impact on your skin.

---

Enviromental Rules: For the entire duration of this encounter, the thick rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. In addition to automatically extinguishing any unprotected flames, the rain causes protected flames (such as those of lanterns) to dance wildly and has a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. Also, you don’t have any source of light currently lit: you can easily activate your wayfinders as a standard action, but until you do not do that, the entire area of this encounter is treated as dim light, thanks to the few lanterns still lit.

---

Short thereafter, you notice that the Black Mist is drifting without any control: the river barge is quickly approaching the lake’s shores at a worrying rate. Instinctively, you turn towards the rudder where Captain Walren is supposed to be, but the sight awaiting for you is terrifying. You see the captain’s body lying on the floor, with several bleeding wounds on his body. The dwarf is actually lying in a pool of his own blood, diluted by the rain. An horrible figure towers over the captain’s unconscious body: you can only see its back, but even that would be enough to scare off even the bravest among you. The creature is tall and withered. Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.

Suddenly, a lighting lights up the night sky. In that very moment, the creature turns on itself, revealing an hideous old woman with a long, hooked nose, wrinkled skin and deep-set eyes. The creature holds a trident in her long, bony hands. The creature is so horrific that the very act of gazing upon it causes you to feel weak and nauseated**.

---

Identify the creature ⇒ DC 14 Knowledge (nature) check:
The stories were true: this creature is a sea hag. Monstrous sea witches, these wicked hags possess terrifying features that few dare look upon. Those who gaze upon a sea hag usually tell (if they live to tell) that the very sight of the creature is enough to weaken one’s strengths. Reveling in discord, the foul creatures drag sailors to watery graves and torment the peoples of the oceans with wicked promises. Sea hags are always terrible to look upon, and despite their gluttonous ways, they are usually emaciated creatures who look half-starved. Most stand about 6 feet tall and weigh 150 pounds.

Identify the creature ⇒ DC 19 Knowledge (nature) check:
Scholars throughout the Inner Sea warns those who ply the waters to beware a sea hag’s ability they’re used to refer to as “evil eye”. Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 14 Fortitude save or perish. The evil eye is a mind-affecting fear effect. The save DCs are Charisma-based.

Identify the creature ⇒ DC 24 Knowledge (nature) check:
Sea hags speak both Common and Giant. They’re amphibious creatures who can live both underwater and aboveground. They’re also good melee fighters and are somehow resistant to spells, unless the caster is particularly powerful (they have SR). They’re considered as monstrous humanoid of the water subtype. They also have darkvision.

---

Special Rules: The barge is currently out of control, an no one is piloting it. It will crash against the lakeshores on round 4. Until then, you need to find a solution to avoid this from happening. You can attempt a DC 15 Perception check followed by a DC 10 Heal check to notice that Captain Walren is only wounded: if he’s healed, he could reassume control of the barge and avoid the collision while you fight your enemy or after you’ve dealt with it. Alternatively, you can risk and try to defeat your enemy in less than 3 rounds and then try to take control of the barge yourself, succeeding at a DC 15 Profession (sailor) o Wisdom check as a standard action. Otherwise, you can still try to take control of the barge while the fight is on, but if you get somehow hit while you’re piloting the barge, you take a -5 penalty to your next Profession (sailor) or Wisdom check.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Merephel
Shirzon
Creature
Korech
Calden

______________________________________
* If someone normally wears medium or heavier armor (I think Merephel does), I assume she’s not sleeping in it. As a consequence, she will not be wearing her armor for the entire duration of this encounter.

** Please attempt a DC 14 Fortitude save. If you fail, you take 1d6 points of Strenght damage. This is a mind-affecting effect.

New Roll20 map available!

I’ll be posting again at 11:00 P.M. GMT +1 (03:00 P.M. for Korech, 02:00 P.M. for Shirzon and Merephel) botting everyone who has not acted yet.

GM Rolls:

----- INITIATIVE -----

Calden: 1d20 + 2 ⇒ (9) + 2 = 11
Korech: 1d20 + 3 ⇒ (8) + 3 = 11
Merephel: 1d20 + 1 ⇒ (19) + 1 = 20
Shirzon: 1d20 + 4 ⇒ (15) + 4 = 19

Sea hag: 1d20 + 3 ⇒ (11) + 3 = 14


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Fireday through Sunday
==========

Sense Motive: 1d20 + 3 ⇒ (9) + 3 = 12

After the fight with the rotting creature, Shirzon spends all her time close to Asina. She is sure that the captain was unaware of this danger, so she doesn't interrogate or otherwise lash out at the man. Instead she gives him the silent treatment, avoiding him when she can and greeting him only with icy glares for his lack of precaution. Although shaken by the danger she let Asina encounter, she takes pride in her ward's quick thinking, and teaches her the best ways to hide and move without been heard, and how to slip away from restraints and grapples.

==========
Sunday Night, Round 1
==========

Fort: 1d20 + 3 ⇒ (16) + 3 = 19

Blinking through the heavy rain, Shirzon catches sight of the murderous creature at the wheel. Its hideous visage turns get stomach, but she pushes through the discomfort to concentrate on the task at hand. She immediately runs up to the being, drawing her dagger as she goes before trying to plunge it into the creature's stomach.

+1 Dagger vs flat-footed: 1d20 + 7 ⇒ (5) + 7 = 12
Damage, sneak attack: 1d4 + 2 + 2d6 ⇒ (2) + 2 + (2, 1) = 7


Male LG Human (Nirmathi) Monk 6

=======
Round 1
=======

Fort save: 1d20 + 4 ⇒ (18) + 4 = 22

Calden races up the stairs to the deck, grabbing the staff that was propped up besides his bunk. The sight of the captain lying in a pool of blood gives him pause, but does nothing to prepare him for the horrific visage of the hideous woman. He blinks twice, trying the trick of not focusing directly on her, but rather through her. The mental technique does the job, and Calden finds that he can watch her without having to take in how hideous she is. "It must be the hag!" He steps forward to attack her, and spares a short glance for captain Walren.

Perception -4: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Heal, untrained: 1d20 + 2 ⇒ (5) + 2 = 7

"Meph, I think I saw his arm move! Or maybe it just rocked with the boat..." Leaving the fate of the captain with Merephel, he tries to strike at the hag-creature-woman's legs, hoping to leave her off-balance on the unstable surface of the ship.

Attack 1, quarterstaff: 1d20 + 5 ⇒ (13) + 5 = 18
Damage 1: 1d6 + 3 ⇒ (2) + 3 = 5
Concealment, 1-20 is miss: 1d100 ⇒ 59

Attack 2, quarterstaff: 1d20 + 5 ⇒ (15) + 5 = 20
Damage 2: 1d6 + 3 ⇒ (6) + 3 = 9
Concealment, 1-20 is miss: 1d100 ⇒ 95


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

===============
Round 1
===============

I'll start off with Merephel's Perception and Heal checks, to see if she realizes the captain can be saved. Honestly, she'd probably run to him and check anyway.

Perception: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11

Okay, she doesn't immediately know he is alive. So instead of healing him, she will run over to him, and activate her wayfinder to try and examine him. So that is a standard to activate the item, and a move to run to the "body". Does the increase in light conditions light the place enough to remove the concealment -4 for Calden's attacks? I don't know if that makes the difference between a hit or not, but I thought it bore mentioning.

Merephel gasps at the sight of the captain's body, and she runs over to him. On the way, she grabs her wayfinder, and calls the light to her hand.

"Captain! Captain! Can you hear me? Oh, dear, I can't tell if he is breathing!"

Merephel goes before Calden, so unfortunately she won't get his warning this round. :(


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

========
Round 1
========

Hearing the rain, Korech snatches up his greataxe, leaving his bow as being unwieldy. Feeling very uncomfortable without his armour, he rushes to the deck, looking around before spotting the creature.

Fortitude: 1d20 + 4 ⇒ (15) + 4 = 19

Yech!"

Knowledge Nature: 1d20 + 6 ⇒ (11) + 6 = 17

He stares at the creature, recoiling at her appearance, but recognizing her from tales told to him by Arnama.

"That's hag! I know hag! You look; she make you weak!"


Council of Thieves Maps

Merephel, you've forgotten to roll your Fortitude save against the hag's horrific appearance. Please do it in your next post.

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔
As Merephel darts towards Captain Walren and lights up her wayfinder, Shirzon moves forward trying to thrust the hag with her magical dagger. Unfortunately, the hag skin is surprisingly tough, and Shirzon fails to apply the appropriate strength to actually damage the creature.

---

The sea hag shouts as she sees Shirzon approaching, but she smiles gloomily when the half-orc fails to damage her. The old witch laughs hysterically and steps back. She does nothing apart from casting her dire gaze upon Shirzon*.

---

Calden bravely joins Shirzon in her close fight against the hag. His attack is very focused, and the quarterstaff hits the hag violently, smashing some bones as the Kassenite rages**.

---

Enviromental Rules: For the entire duration of this encounter, the thick rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. In addition to automatically extinguishing any unprotected flames, the rain causes protected flames (such as those of lanterns) to dance wildly and has a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty.

---

Special Rules: The barge is currently out of control, an no one is piloting it. It will crash against the lakeshores on round 4. Until then, you need to find a solution to avoid this from happening. You can attempt a DC 15 Perception check followed by a DC 10 Heal check to notice that Captain Walren is only wounded: if he’s healed, he could reassume control of the barge and avoid the collision while you fight your enemy or after you’ve dealt with it. Alternatively, you can risk and try to defeat your enemy in less than 3 rounds and then try to take control of the barge yourself, succeeding at a DC 15 Profession (sailor) o Wisdom check as a standard action. Otherwise, you can still try to take control of the barge while the fight is on, but if you get somehow hit while you’re piloting the barge, you take a -5 penalty to your next Profession (sailor) or Wisdom check.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Merephel
Shirzon
Sea hag
Korech
Calden

______________________________________
* Shirzon must attempt a DC 14 Will save. If she fails, she’s staggered as strange nebulous distress and a gnawing sense of impending doom plagues her.

** Unfortunately, the sea hag had stepped back before Calden could attack, so he can make only a single attack against her. Thanks to Merephel wayfinder, though, now the area is lit with normal light.

Roll20 map updated!

I’ll be posting again at 13:00 A.M. GMT +1 (05:00 A.M. for Korech, 04:00 A.M. for Shirzon and Merephel) botting everyone who has not acted yet.

GM Stats:

Sea hag ― 33/38


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Nuts, you're right! My apologies. Here it is:
Fortitude Save: 1d20 + 4 ⇒ (13) + 4 = 17

===============
Round 2
===============

Merephel examines the captain, and checks his wounds.

I hate using a standard in combat for a heal check, but it happens. Don't worry guys, you can take her, and I'll be there next turn, once I get the captain back on his feet!


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

==========
Round 2
==========

Will: 1d20 + 3 ⇒ (13) + 3 = 16

Shirzon plows through the gnawing sense of dread she gets from the hag's gaze. "You messed with the wrong boat, hag!" she yells as she draws her mace and swings it at the horrid creature.

MWK Light Mace: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

=======
Round 1
=======

Attack: 1d20 + 6 ⇒ (18) + 6 = 24 Damage: 1d12 + 4 ⇒ (5) + 4 = 9

Keeping his eyes fixated on the horrid creature, Korech swings forward viciously with his greataxe.


Male LG Human (Nirmathi) Monk 6

=======
Round 2
=======

"She's falling back! Hurry, we have to drive her off," says Calden, anxiously aware that the shore they're closing in on the shore at an alarming pace. Calden strikes at the hag's right leg again with his quarterstaff. An instant later, his left elbow comes forward to hit her in the chest, hopefully driving the wind from her lungs.

Flurry of Blows. First attack with Quarterstaff, second attack unarmed with Flurry of Blows.

Attack 1: 1d20 + 5 ⇒ (2) + 5 = 7
Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6

Attack 2: 1d20 + 4 ⇒ (19) + 4 = 23
Damage 2: 1d6 + 3 ⇒ (1) + 3 = 4
Fort save DC 13 or stunned for one round.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔
Shirzon slams her mace in the hag’s face with violence. The witch screeches as her already almost toothless mouth loses more teeth.

---

Angry, the sea hag resorts to her trident, trying to impaling Shirzon with a single, powerful thrust. To add strength to her lunge, the witch holds the trident with both of her bony hands. Shirzon deftly dodges the attack with a nimble side step, sending the sea hag into a mad frustration. To avoid being cornered and to force her opponents to come at her, the old witch steps back hissing angrily. She’s now on the very edge of the barge, the water splashing behind her back.

---

Korech moves and brings down his greataxe on the hag, hitting her on the conjunction between her neck and shoulders. The witch screams in pain, but manages to parry Calden’s attack with relative ease using her trident. But the Kassenite lad has more: he attacks the hag with a powerful elbow strike, hitting her right in the chest and stealing the breath away from her. The hag bents, her horrible face distorted in an incredulous surprise.

---

Enviromental Rules: For the entire duration of this encounter, the thick rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. In addition to automatically extinguishing any unprotected flames, the rain causes protected flames (such as those of lanterns) to dance wildly and has a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty.

---

Special Rules: The barge is currently out of control, an no one is piloting it. It will crash against the lakeshores on round 4. Until then, you need to find a solution to avoid this from happening. You can attempt a DC 15 Perception check followed by a DC 10 Heal check to notice that Captain Walren is only wounded: if he’s healed, he could reassume control of the barge and avoid the collision while you fight your enemy or after you’ve dealt with it. Alternatively, you can risk and try to defeat your enemy in less than 3 rounds and then try to take control of the barge yourself, succeeding at a DC 15 Profession (sailor) o Wisdom check as a standard action. Otherwise, you can still try to take control of the barge while the fight is on, but if you get somehow hit while you’re piloting the barge, you take a -5 penalty to your next Profession (sailor) or Wisdom check.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Merephel
Shirzon
Sea hag
Korech
Calden

______________________________________
Roll20 map updated!

I’ll be posting again at 07:00 P.M. GMT +1 (11:00 A.M. for Korech, 10:00 A.M. for Shirzon and Merephel) botting everyone who has not acted yet.

GM Rolls :

Trident attack: 1d20 + 8 ⇒ (2) + 8 = 10
Trident damage: 1d8 + 6 ⇒ (3) + 6 = 9

Fortitude save vs. Calden’s stunning fist: 1d20 + 5 ⇒ (1) + 5 = 6

GM Stats:

Sea hag ― 15/38
Conditions ― Stunned for 1 round

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