
GM Kip |
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Picking up right where we left off
During a lul in the harvest feast while the mayor is off mingling with some other townsfolk, a man dressed in dark greys and browns approaches the head table. " Good evening, honoured heroes. I am Cygar, a member of the Pathfinders. I've been speaking with the Mayor this afternoon and well he's told me about the bandits you found that had raided the Crypt. I'm a little concerned that they only seemed to be after these amulets but left everything else intact. That kind of thing always stinks of some powerful artefact... I think these Bandits need to be tracked down and I'm hoping you will help me. If your interested meet me at the docks in three days time. " he nods and then melts back into the crowd.

Brayken |

Dot.
Brayken, hearing the Pathfinder's words looks at the town guard's commander with an almost-childlike begging in his eyes. "Can we, please?"

Faunra Chorval |
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Faunra's eyes look through the crowd of people. "Well I would like to get my superiors' input on this matter first. What does the head of the guard think? What does the mayor think? I'm in no rush to leave. I must make sure my position is filled by someone trustworthy first."

Brayken |
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Brayken's head swivles around to face Faunra so quickly one could almost hear it snap. He wears a pitiful expression on his face some five year-olds would have troubles recreating. "You aren't considering we can't GO, are you?"
I have a feeling if someone told Brayken they could go this moment, he'd grow a tail just so he could wag it...

Faunra Chorval |

"Now now I didn't say that." Faunra shook her head. "Always so eager this boy." She muttered. Faunra paused to choose her next words carefully. "But the preacher always said make sure to keep your affairs in order before you leave. I think since Mr. Pathfinder man was speaking to the mayor, the mayor would be pretty supportive of this trip."

GM Kip |

The party begins to wind down as the night becomes late. The mayor makes one last speech about the new hero's of Kassen extolling their bravery in the face of unexpected danger and their dedication to making sure the townsfolk remain safe. He ends his speech, telling everyone that he will do everything in his power to see the crypt restored and to make sure the bandits that desecrated it are brought to justice.
Shortly after the townsfolk begin to file out some swaying as they make their way towards their homes.
Gregor Wisslow, the Commander of the town guard approaches Faunra as she makes to leave. " Faunra, I'd like to see you in my office tomorrow at the mid morning change of guard... I've got a few matters to discuss with you. " he glances across the room as he finishes the sentence.

Quinn Garside |

When Wisslow looks makes eye contact with the rogue a little bit of wee comes out, he makes a decision.
EDIT:
Waiting till Wisslow leaves he says quietly to Brayken, "I'm going to... retire... for the night. Well, for as long as it takes really. Look, down near the docks you'll see a cloak draped on... something. If you want me to come along grab the cloak and I'll join up with you. I trust you. If there's just more trouble for me, leave the cloak and I'll probably head South instead. Good?"

GM Kip |
1 person marked this as a favorite. |

Skipping ahead to Faunra's meeting with the Commander but feel free to continue rping from the end of the party.
Commander Wisslow's office is neat with not one mark of personality. The walls are bare, the plain wooden desk has one straight stack of parchment in the corner and is flanked by identical plain functional chairs. As Faunra enters Wisslow stands up and offers her a seat " Well. What a turn of events with this business at the crypt Hmm? " he says making a bad attempt at small talk. " Ahem, well. The mayor has asked me to look into these masked bandits and seeing that you and Brayken have seen all the evidence and ah, walking dead first hand and at the scene, well, I'll be assigning you to this case. Now I know you'll be worried about your responsibilities here but I promise you I'll make sure everything is looked after... So it will be up to you to work out where these bandits went and what they took. I know you won't let Mayor Uptal down. " he pauses and picks up a piece of parchment from the top of his pile.
" Now I have another matter I wanted your opinion on... What do you think of the Quinn fellow that helped out at the crypt? He's new in town and well, there have been some claims levelled against him. You know how the some townsfolk can get about outsiders... "

Faunra Chorval |

"Thank you Commander. I'll be sure not to let any of you down. I'll be there at the docks like the man said. The preparations are underway."
Faunra shrugged. "Quinn seemed like a nice, ordinary boy to me. Always seemed very eager to help. Despite his obvious wanderlust I think he's taken to this town. What are the claims against him? Do you intend to do something about them Commander?" She asked raising an eyebrow.
perception: 1d20 + 7 ⇒ (3) + 7 = 10

GM Kip |

Wisslow takes his quill and makes a few notes on the parchment. " Well, Colbin has reported some gold missing from the woodcutters guild office and there was a witness that put Quinn there around the time the gold went missing, only one witness mind you and not a very reliable one. I value your opinion Captain. I think I'll have to get the guards to dig a little deeper on this one. It doesn't seem to fit that this Quinn fellow would be the culprit considering how helpful he's been with the crypt... But keep an eye on him. "
He stands up and looks to the door. " Well I'm sure you've got plenty of preparations to make so I won't schedule you or Brayken for any duty from today. Good day Faunra. " he salutes you.

Faunra Chorval |

Faunra stands and salutes the commander. "Yes sir. I'll definitely get on that."
Faunra makes her way out and begins her preparations. She begins mentally making a list of what she has, and what she could need.

Brayken |

Aware of how melodramatic Quinn the 'locksmith' could be Brayken rolls his eyes and shrugs. After a moment, though, he realizes if the little bugger got himself into any trouble he could jeopardize everone's chances of going. He borrows one of the guards saps and then tries to sneak up on the little man and...
... knocks him unconscious. Brayken then props him up like Quinn had drunk to much and leads him away from the party. He proceeds to barricade the thief into one of the abandoned warehouses by the docks with enough food for the morning. Brayken would visit the next day and get him to swear not to touch anything not his own and depending on honest he seemed, maybe let him out...
The above is completely for the fun of it. If you don't want any PvP (even well intentioned) GM Kip or Quinn, ignore it. Also because it's against Quinn's wishes (likely) a stealth check Stealth: 1d20 + 2 ⇒ (19) + 2 = 21

GM Kip |

Ok personally I found this funny. I'll leave it up to Quinn's player whether he goes for it (partially or fully) or not. This should be all roleplayed and mutually agreed upon. No die rolls against each other please. I don't want anyone to feel forced by rolls from another PC.

GM Kip |

Markus and Cora, Cygar has been asking around town for two days looking for some adventurous sorts to investigate something for him. When you expressed an interest he asked you to meet him at his room in the Seven Silvers Inn on the night following the Harvest feast.
Cygar opens the door as soon as you knock and quickly waves you inside looking out into the hall as if to see if anyone is watching. " Only the two of you, " He says shaking his head slightly. " I'd hoped for more but nevermind. I'm sure the other three will help. " at this point he turns to you and looks both of you in the eye in turn. " I'm sure you've probably heard the crypt has been robbed by bandits. " He picks up a mask off his desk. " All of the bandits bodies that were found at the crypt were wearing these. Masks like the followers of Razmir wear. I believe the bandits probably came from Tamran in the south. I'm organising a barge to take you there by the Lake Encarthan. It will be quicker and probably safer than going through the woods. So do you still want to help? "

GM Kip |

Quinn you wake up with a splitting headache, a quick look about shows that you are in a disused warehouse. A little bit of light streams in through a hole in the roof. There's dust everywhere and a few overturned crates. On one of the crates is a small sack that gives off the faint odour of bread.

Cora Montajay |

Cora follows Markus in, bright smile lighting up the room. Got some potential work as an adventurer, coin is doing ok, and the sun is shining. It's shaping up to be a good day. When ushered inside she shrugs. "What we lack in numbers we'll make up for in talent." She listens intently to the briefing, nodding along and giving hmms in response. She frowns at the talk of Razmir followers. "That is an evil cult, it's disturbing that there are faithful of him acting. I absolutely do, anything that I can do to help cleanse them."

Brayken |

Brayken approaches the building with a few reconciliation pastries in hand. Dressed in his old guard armor, the big man ponders again what a nuisance it was to have to work the day after being declared a hero...
As he arrives at the warehouse he double checks no one is watching and checks the building to ensure his friend hadn't escaped yet. Satisfied, he starts to move the six full crates he had placed in front of the door last night. He then opens the door.
This could go a couple of ways, do we (and i mean everyone as this could readily become a group project) want to have to chase down Quinn or should the two of us just have a quiet conversation?

Markus Alexander |

After listening to Cygar, Markus picks up the mask to take a closer look at it. "Interesting, apparently they were too ugly and had to hide their shame," he laughs to himself and looks over to his companion, half expecting a laugh from her. He quickly recovers and focuses back to the more pressing matters. "I may not know much about these people, but I'm willing to help in any way possible."

GM Kip |

The corners of Cygar's lips turn up ever so slightly at Markus's joke but other wise he remains serious but looks pleased. " Good I'm glad your both in. Meet me at the docks on the third bell afternoon in two days time I should have a boat organised by then. I've got a contact in Tamran another Pathfinder you should contact him when you arrive, he may be able to confirm my suspicions and help your investigations. His name is Reginar. I'll give you a letter of introduction. Any questions? "
Click the link on Cygars name above for his picture.
@Brayken and all, it would probably be best if Brayken and Quinn just have a quiet word but I'll leave it up to you guys. Do whatever seems right for your characters. Faunra might also be looking for Brayken at this time to tell him the good news about the Commanders orders.

Cora Montajay |

"Reginar, can you tell us anything else about him? Human, elf, short, fat? Just want to know who I'm looking for." She drums her fingers on the table for a moment. "I suppose...do you have any further knowledge of the bandits? Like what kind of weapons or tactics they use, and in what numbers they often attack? I know these questions are vague and grasping, but I would know all that I can before embarking on a dangerous venture."
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20

Quinn Garside |

Quinn leans back on a stack of crates with one eyebrow arched sharply as his trusted friend approaches.
"Thank the gods you brought those pastries. You see, I learned when I was young that good food solves most problems, and that Revenge digs two graves. Going by the quantity of the pastries either you intend to eat some of them yourself, or your reason for locking me up is a bit lacking. A good reason wouldn't need so many pastries. Frankly, I'm famished and hoping for the latter."

GM Kip |

"Reginar, can you tell us anything else about him? Human, elf, short, fat? Just want to know who I'm looking for." She drums her fingers on the table for a moment. "I suppose...do you have any further knowledge of the bandits? Like what kind of weapons or tactics they use, and in what numbers they often attack? I know these questions are vague and grasping, but I would know all that I can before embarking on a dangerous venture."" Sorry how silly of me, of course you'll need his description. Reginar is a human, he's tall and he has light brown hair and last time I saw him, a goatee. " He listens to your questions about the bandits but shakes his head. " The tracks around the crypt were quite old but judging by them the group that raided the tomb was was fairly big, ten to fifteen but at least six of them didn't make it back out. The ones that were found in the crypt had shortswords mostly. They only took the amulets of Kassen and Asar and left everything else alone. Like they came here specifically for those. That's what's got me really worried about them. "
Markus thinks for a moment. "Maybe we could have a secret code to let each other know who we are. "
" Do you mean Reginar? It's not a bad idea but I have no real way of getting a message to him quicker than you'll get there. I'll explain everything in the letter and it will have my seal on it. But that's something to consider for the future. Code words. " he strokes his chin.

Cora Montajay |

Cora takes a moment to let it sink in. They travel in groups that large, we will need to enlist more help. However she knows that he would have brought more help if he could have; she will have to find some elsewhere. "Unless Markus has something else, I am ready to depart."

Brayken |

At his friend's speech, Brayken flusters a bit before answering, "The first option, of course, though if you're that hungry you can have the rest. But I did bring some dried jerky as well. If were gone for long the stores I have might mildew..." With this his voice drops back into it's normal octave.
"Sorry I knocked you out last night, but I can't risk having you fudge up our plans to leave. If Wisslow ever caught you 'locksmithing' something there'd be a full six month investigation where you, and everyone who'd been within two miles of the crypt while you were in it, would be held for questioning and unable to leave. This is the first opportunity I've had to leave thethis town since I enlisted with the malitia. You are NOT going to mess it up. If I hear of more than one coper piece going missing before we leave, you can consider this warehouse your permanent address. And I can ensure you have the harshest work sentence possible if you do get caught and mess everything up. AM I CLEAR?" By the end of his speech Brayken has crossed the space between the two, stuck his face two inches from Quinn's and reached a roaring crescendo.

Quinn Garside |

"Yes Brayken. I see what you mean. My freedom means everything to me too. It is like a black pearl or a falcon or serenity itself. Something to be treasured for anyone, regardless of how rare or common it is.
"And you are right, you probably should lock me up in here till we leave. With more pastries. And some stew. From Ma Duggan's kitchen, she makes the best lamb stew. And she cooks so much that she doesn't even notice a bowl or two go missing. Thanks Brayken. And some ale. Maybe just one tankard though."

GM Kip |

Cygar sees Markus and Cora out his door saying " Good. Good, I'm glad you will help. See you in two days. "
--------------------------------------------------------------------------- ----
When Markus and Cora arrive at the docks they spot Cygar waiting next to a river barge. Three people stand with him, a tall battle scared man with greying hair, an elf woman in scale mail, long golden hair falling from underneath her helmet, and a young man with dark tussled hair. (You might recognise these three as Brayken, Faunra and Quinn if you attended the harvest festival.) Cygar spots the two of you and waves you over.
" Ah, Cora, Markus. Meet Brayken Faunra and Quinn. I've booked you all passage on the Black Mist here. "
He points to the river barge and then waves over a Dwarf with a bald head and a thick shaggy black beard. The dwarf hops off the barge and walks over.
" This is Captain Walren " says Cygar.
The Dwarf offers his hand to the nearest adventurer.
" I'll be glad ta have ye all aboard. The lake can be dangerous at times and lately pirate activity has been on the rise. Still not bad mind, but it can't hurt ta have a little extra muscle. "

Markus Alexander |

Markus reaches out his hand and gives the group a weak handshake. "Greetings all, it is our pleasure to accompany you on this journey."
When his hand reaches the dwarf's, his posture stiffens and his composure becomes more dignified. "Afternoon captain. We greatly appreciate your service and are glad to help in any way needed during our stay on your vessel."

GM Kip |

" Well, let's get started then. Ewen! Get the gangplank out and help these folks ta get thier stuff aboard. "
A heavily scarred Kellid man takes a wide plank and puts it out between the dock and the barge and walks across to help with any bags. He doesn't say a word to anyone using gestures to see if anyone wants help.
The Black Mist is a rectangular, small-sailed barge, 60 feet long and 20 feet wide. The cabin occupies the back third of the barge, and contains enough cots for the entire party, as well as the captain and his deckhand.
Once every one is on board Captain Walren pushes off and Ewen raises the sail. Walren takes the tiller and starts to whistle a tune as he steers the barge gently down the river.

Markus Alexander |

Markus will put his things in the cabin then try to get to know his new traveling companions better. "Where are you all from? I can't imagine a group this diverse can all be from Kassen."

GM Kip |

Feel free to keep any conversations going from the days I've skipped over while this combat is going. Just put them in a spoiler.
1d100 ⇒ 99
1d100 ⇒ 99
1d100 ⇒ 43
1d100 ⇒ 72
1d100 ⇒ 1
1d100 ⇒ 23
1d3 ⇒ 2
Brayken: 1d20 + 2 ⇒ (20) + 2 = 22
Cora: 1d20 + 2 ⇒ (20) + 2 = 22
Crabs: 1d20 + 1 ⇒ (10) + 1 = 11
Faunra: 1d20 + 2 ⇒ (4) + 2 = 6
Markus: 1d20 + 2 ⇒ (14) + 2 = 16
Quinn: 1d20 + 2 ⇒ (13) + 2 = 15
After 3 days, the barge leaves the Tourondel River and enters Lake Encarthan. Captain Walren keeps the Black Mist to within about a mile of the shore, avoiding sandbars and rocky outcroppings along the way. Steady rain plagues this journey drumming on the roof of the cabin and wetting through those who venture out onto the deck, but fortunately the waters remain mostly calm and they do not endanger the barge.
As evening falls after the second day on the lake the Captain calls out to anyone who is inside the cabin " Ho! we'll be needin' some help out here! "
Three Giant Crabs as big as a dwarf have climbed onto the barge as Walren guided it between two small rocky islands.
Initiative:Brayken, Cora, Markus and Quinn are up first. Post in any order. Make sure to check the Map, you can start from anywhere on the barge, in the cabin or outside. Use the coordinates to let me know where you are and I'll update the map with your avatars.

Cora Montajay |

"Woah, don't want to catch any of those." Cora touches Brayken's weapon, causing it to burst into brilliant flames.
Sun Metal on whatever weapon Brayken's draws.

Markus Alexander |

Markus chuckles at Cora's joke. He moves as far away from the crustaceans as possible while still being able to see them. He then starts casting a spell, and a ray of freezing air and ice shoots from his hand toward the crabs, but flies wide right into the water.
Ray of Frost: 1d20 + 3 ⇒ (2) + 3 = 5

Brayken |

Happy his friend is not going to hold a grudge, Brayken quickly agrees to most of his terms. Glad the little man isn't going to try anything, Brayken gathers up most of Quinn's gear and purchases. On the second to last night he brings a barrel of mead and a couple beakers by as well.
A little inebriated, he comments, "Ya know, Ma Druggen runs a soup kitchen... Everything she makes is free, she just asks for donations..."
Having little to do without guard duty, Brayken packed his gear, Quinn's gear and secrectly repacked Faunra's gear when she wasn't looking... and spent most of his time in the warehouse with Quinn.
Brayken eyes the new people nervously, before deciding he didn't really care what they would do as long as they didn't mess up the trip. The big man entushiatically shakes the captain's hand and loads most of the boat himself.
"Born, raised, and, until now, liable to die in Kassen. Not much else to say..." He replies to Markus' question...
After a day or so of staring at the slowly moving scenery, Brayken soon becomes bored. He starts repacking his luggage and takes to sleeping tons. His dour humor soon returns as he discovers how teadious travel can be.
Already on board the ship, Brayken lazily watches as the crabs climb aboard. With a yawn and a grin he pulls out his shiny new glaive and starts towards the nearest one, just in time for the new lady (Coral wasn't it?) to cast a spell on his weapon. His grin widens as he watches it burst into flame. He rushes up near Quinn, E8 and slashes at the crab his friend hadn't struck.
Power attack glaive, attack: 1d20 + 9 ⇒ (16) + 9 = 25
Power attack glaive, Sun metal damage: 1d10 + 9 + 1d4 ⇒ (10) + 9 + (3) = 22

GM Kip |

Quinn's sword bounces off the crabs hard carapace. Brayken now flaming glaive however cracks straight though the other crabs armor and into it's fleshy insides. The crab scrambles about a little and collapses onto the deck in death throws.
One of the remaining crabs attacks Quinn, snapping at him with its claws.
Claw 1: 1d20 + 4 ⇒ (20) + 4 = 24 Hit
Crit confirm: 1d20 + 4 ⇒ (6) + 4 = 10
Dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Claw 2: 1d20 + 4 ⇒ (17) + 4 = 21 Hit
Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
Free Grab: 1d20 + 8 ⇒ (18) + 8 = 26 Quinn is Grappled
The other crab scuttles towards Ewem who backs away fending it off with a mop. The crab ends up going for Brayken.
Brayken's AoO: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 -2 for cover from mast.
Dmg: 1d10 + 9 + 1d4 ⇒ (3) + 9 + (1) = 13
Brayken cracks this crabs shell as well, giving it a bad wound that just seems to make it angry. It keeps coming claws flailing wildly.
Claw 1: 1d20 + 4 ⇒ (11) + 4 = 15 Miss
Initiative: Faunra is up, then everyone else again.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Quinn Garside |

Escape Artist: 1d20 + 8 ⇒ (6) + 8 = 14
Quinn tries to bash his shield into the carapace as he struggles to worm his way out, unsuccessfully I assume.
Escape from Grappler: You can make an Escape Artist check in place of a
combat maneuver check to escape a grapple (see Combat) or
to change from a pinned condition to merely grappled.
Action: Making an Escape Artist check to escape from rope
bindings, manacles, or other restraints (except a grappler)
requires 1 minute of work. Escaping from a net or an
animate rope, command plants, control plants, or entangle
spell is a full-round action. Escaping from a grapple or pin is
a standard action. Squeezing through a tight space takes at
least 1 minute, maybe longer, depending on how long the
space is.

Markus Alexander |

Markus sees Ewen to his left struggling with a mop. He reaches into his belt and pulls out one of his daggers, extending it to the quiet man. "This might work a little better if you'd like to borrow it."
He then looks down to the freshly mopped floor and thinks of an idea. He casts Ray of Frost at the floor between the crab and Ewen, hoping the wet surface will freeze and become slippery.
I know its a stretch, but even if it doesn't work, its a cantrip.

Faunra Chorval |

Faunra spends her time on the boat focused almost entirely on her surroundings and cleaning the undead off her sword. Startled and almost caught off guard when the crabs attack, she moves to free Quinn from the creature. She attacks the crab grappling Quinn.
Power Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Don't see her on the map, but I'm sure we'll figure something out

Cora Montajay |

Cora sprints at an amazing speed around the edge of the boat, curving around to end behind the crab as she stabs at it!
Attack: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Damage: 1d4 ⇒ 2
Moving to G6 and attacking the crab at F7 to provide flanking. Cora has a move speed of 40 ft. so she can get around without provoking pretty easily.