DM Kludde |
Hello everybody and welcome to the fourth instalment of PbP Game day! While we wait for the festivities to start, please take a moment to set yourself up.
Have a look at the 'map and handouts' linked above and add your icon to the map (if you're unsure how to do that, have a look in my profile - the easiest way is to use chrome and drag an image from a different chrome window onto the map). Also, please add your init modifier to the text box.
If you have any questions on PbP, feel free to ask them now or during the game.
Brigid Half-Human |
Dot, Icon in place along with Init modifier. Wei Ji's Character.
Brigid Half-Human |
Right now we have such a weird synergy... Brigid > Bard > Bard > Lyani > Sylph > Sylph > Vagantem...
DM Kludde |
Welcome everybody to the fourth instalment of PbP gameday! We're still waiting for bluedove, but I've PM-ed her, so I guess she'll be around soon. Sheila heidmarch is impatient, though, so I'll give her the floor:
“Welcome to Varisia, welcome to the city of Magnimar, welcome to the Pathfinder Lodge of Heidmarch Manor, but most importantly, welcome to my home.” Venture-Captain Sheila Heidmarch greets you in her low, breathy voice, finishing with a warm smile.
“Varisia is a land of ancient wonders and exciting possibilities,” she continues, “and I’ve found it most helpful to keep a team of Pathfinders on call at the lodge at all times, should anything of interest to the Society come up unexpectedly. This assignment is only temporary. We’ll rotate in a new team to take your places in a few weeks, but rest assured, there’s plenty of potential for you to make a name for yourselves as Pathfinders here.
“I’ve arranged for you to stay in Bakrakhan House, one of our guest cottages, for the duration of your stay here. It’s currently unoccupied, so you’ll have the place to yourselves. You’re on duty starting tomorrow morning, so take some time to settle in, wrap up any unfinished business you have in the city today, and should the Society have need of you, I’ll contact you directly.
“Ebrylis, if you could show them the way, please,” Sheila says as she turns and departs.
A half-elf guardsman steps forward. “This way, please,” Ebrylis says. “Bakrakhan House is the last house on the end. I’m sure you’ll want to unpack, set up your bunks, and so on. Dinner’s at sunset in the manor’s dining room. Look for me at the gate if you need anything else. I’ll leave you to it.” With that, Ebrylis strolls back down the path.
If you could all have a look at the handout. I need you to fill out several things: I need you to upload your avatar, enter your intiative on the table and (new) enter your PFS details as well. Feel free to make a day job now, so we can already enter it - saves some time later on.
Ask any questions you might have
Ebrylis is the Heidmarchs’ gate guard. He guides the troop around the manor to the back, where three stone cottages stand beside a path. He leaves the group at the door to Bakrakhan House.
Bakrakhan House is a cozy stone cottage with a slate- shingled roof and stained glass windows depicting colorful Varisian designs. The ground floor consists of a den centered around a wide stone hearth, a small kitchen with a side dining area, and an exterior sun porch. The second-story loft contains private sleeping quarters for up to eight people.
Vagantem Aere |
The sylph grins at everyone, looking as excited as someone on their first assignment !
"Hello everyone. I'm pretty new to the society. What do you think we can expect?"
Lyani Breen |
"You new too?" Lyani replies to her fellow sylph. "I'm Lyani, I joined the Society recently, after helping some old man from the Society investigate a fortress just outside Absalom. this is my first mission for the Society!"
Lyani looks like a young human woman with long blond hair in a braid, but her eyes have a pink glaze over them and her skin is incredibly pale. Beneath the surface of Lyani's pale skin you vaguely see blue swirls moving.
Day Job in advance: Perform (Dance): 1d20 + 6 ⇒ (20) + 6 = 26
We're off to a good start! :D
Brigid Half-Human |
There are probably many tales behind the half-orc bard. The least of which probably starts with the dwarven war axe that she wears comfortably on her left hip, progressing to the durably well-crafted studded leather armor with a lot of runes embossed upon it (not magical to the senses), to the very prominent tattoo work of Torag's faithful up her arms and around her neck. The fact she has her hair done in a very tasteful braidwork that extends over her shoulders... well, it's almost like she's a dwarf wannabe... or... was she... raised by them??!!
"Hueh. They had ye poke at a fortress too? Figyers. They send so many folk that way, ye'd think they made it a trainin' facility?"
There's a bit of a pause. "An' then they had me an' some folk poke at some stuff over in the Rivers, it's been busy."
Her Taldan ('Common') has that particular canter to it that clearly indicates she's been at least living with some dwarves for a while.
"Brigid Thundertone. Or 'half-human', if'n ye wanna be crass. First *official* mission f'r the Society."
"'s far as what t' expect? Anythin's possible."
Day Job (In Advance)Perform: Sing: 1d20 + 7 ⇒ (1) + 7 = 8
Guess folks don't like dwarven eddas around here.
Selima |
Selima bowed deeply to their lovely hostess and said, "Peace be upon you and your beautiful manor, Venture-Captain Heidmarch. We are honored to be welcomed beneath your roof. Do you expect any trouble, and if so, of what sort?"
The dark-haired, swarthy beauty chuckled lightly upon hearing the fortress mentioned. "The fallen one, just outside the city? It must be often beset by squatters if so many of us have been there. Heavens, I do not think I have ever smelled anything so foul as a Troglodyte, neither before, nor since! Isn't that right, my darling?"
The young white tiger at her side gave a chuff of affirmation and leaned into his mistresses' doting scratches until he nearly pushed her off her feet. "Now, now... manners, my love. We are among many fine ladies, as you can see, and you must be on your best behavior." Turning to her fellow Pathfinders, she beamed and said, "You must excuse him. This is my companion, Thirsty. He is but young yet, overeager and sometimes ill-mannered. But if we should run into conflict, he is quite something to see in a fight!"
"Should we enjoy the city tonight, ladies? Some sightseeing or shopping, perhaps?"
Selima would like to gather information on the reputation of the Pathfinder Lodge here.
Diplomacy(Gather Info): 1d20 + 4 ⇒ (19) + 4 = 23
Thirsty |
Thirsty yawned widely, showing his full complement of sharp, shining teeth. He huffed in the direction of the other ladies, drinking in their scents and leaning protectively in front of his mistress.
Apologies for our late arrival. Stuff is all out of whack in my world these days. >_<
Adurra Nivek |
Having Technical Difficulties with my computer. Will post more when it is not having issues.
A Kitsune listens very carefully as Venture Captain speaks and seems to take in all he can about his compatriots. Without making any sounds he nod his head and is ready to folly.
Isabella Aldori |
The human female listens carefully to what is said and stands up, sheathing her sword. She stands light on her feet and moves about with confidence.
"Seems like those troglodytes return from time to time to that tower, I had to clear that thing out too. After that I got send to Cassomir in Taldor for what was supposed to be an easy job, I do hope that this assignment actually gives me a chance to train my swordwork."
In a softer tone she adds "Iomedae be praised that that obnoxious Groetus-worshipping dwarf was not assigned to this place"
"Name is Isabella"
- --
While they are walking to the guest house she walks next to Ebrylis "Is anything in particular going on in this city? Any troubles, cults or otherwise things that worry your masters? And would you mind to have a small chat in private later?"
Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
Also going for:
Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
Diplomacy DC 18 take 10: 10 + 9 = 19
DM Kludde |
The city of Magnimar is full of secrets, and there is always something happening. That is why I want to a team here, available twenty-four seven. I have nothing in particular right now, but that is sure to change.
Ebrylis nods the mistress seems very concerned by the Aspis Consortium nowadays. He then listens with patience to Isabella's proposal, and agrees to consider membership.
Sound like you have both goals there. Just mark 'faction goals' on the day job box
Sure enough, when the pathfinders first make their way into Bakrahan house, Thirsty immediately sniffs and growls, as if something is upstairs.
Upstairs, the group startles a young female goblin with bluish- gray skin and bits of bone jewelry. With a shriek, she jumps out of the window
Acrobatics: 1d20 + 13 ⇒ (16) + 13 = 29
This is a chase scene. The map for the chase is on the map&handouts page. A picture of Ekkie and a summary of chase rules is on slide 3
Chase scenes can take up huge amounts of time. My suggestion would be to roll for as many rounds as you can (you can figure out for yourself when you failed a roll, all DCs are on the map. I'll then piece together the results.
init, Brigid(+2 underground): 1d20 + 0 ⇒ (8) + 0 = 8
init, Vagantem: 1d20 + 4 ⇒ (9) + 4 = 13
init, Lyani: 1d20 + 4 ⇒ (13) + 4 = 17
init, Isabella: 1d20 + 5 ⇒ (5) + 5 = 10
init, Selima: 1d20 + 2 ⇒ (5) + 2 = 7
init, Thirsty: 1d20 + 4 ⇒ (14) + 4 = 18
init, Ekkie: 1d20 + 3 ⇒ (19) + 3 = 22
(Round 1)
The Goblin is lightning quick, and before the group can so much as react, the little critters squeezes through a hole in the wall.
Escape Artist: 1d20 + 10 ⇒ (20) + 10 = 30
--- (Round 1)
Thirsty
Lyani
Vagantem
Isabella
Brigid
Selima
---
--- (Round 2)
Ekkie
---
Vagantem Aere |
Vagantem tries to follow the goblin out the window
(round 1)
Move: upstairs
Standard: acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22
She lands easily, the winds lifting her to the ground.
(round 2)
Move: To garden
Confronted by the wall, she tries to slip her slim frame thought it escape artist: 1d20 + 4 ⇒ (8) + 4 = 12
But she sticks
(round 3&4)
She continues to wriggle through the wall
escape: 1d20 + 4 ⇒ (3) + 4 = 7
escape: 1d20 + 4 ⇒ (17) + 4 = 21
(round 5&6)
Eventually through the wall, Vagantem pushes her way through the crowd
escape: 1d20 + 3 ⇒ (5) + 3 = 8
escape: 1d20 + 3 ⇒ (16) + 3 = 19
(round 7)
A horse rears up and she tries to dash between its legs
Acrobatics: 1d20 + 4 ⇒ (16) + 4 = 20
(round 8)
Passing the horse he is confronted by the town guard, who she tries to avoid notice of.
Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15
(round 9)
She follows the goblin into the ally but is confronted by a gate which she gives a good shove to
STR: 1d20 + 3 ⇒ (14) + 3 = 17
And day job
cook: 1d20 + 4 ⇒ (6) + 4 = 10
Isabella Aldori |
Round 1: House Downstairs -> Manor Outer Wall
Two move actions: Isabella races out of the house and darts to the outer wall
Round 2: Manor Outer Wall -> City Watch Patrol
Full round:
Escape Artist: 1d20 + 7 ⇒ (16) + 7 = 23
Climb: 1d20 + 4 ⇒ (15) + 4 = 19
Isabella scales the wall with surprising ease, walking over the ledge to bypass the crowd gathered beyond and the rearing horse behind the crowd. She lands right in front of a sergeant of the watch.
Round 3: City Watch Patrol -> Night Soil Alley
Standard action:
Bluff: 1d20 + 3 ⇒ (19) + 3 = 22
"Come on handsome, just let me by and I will later join you in the tavern for some good times"
Round 4: Night Soil Alley -> Night Soil Alley
Standard action:
Escape Artist: 1d20 + 7 ⇒ (5) + 7 = 12
Unfortunately she can't just slip past the drainpipe, so she tries again
Round 5: Night Soil Alley -> Sewers
Standard action:
Escape Artist: 1d20 + 7 ⇒ (14) + 7 = 21
And on her second try she succeeds! She draws her sword and readies herself for the arrival of the goblin.
Brigid Half-Human |
Phase 1
Move out front, climb fence
Climb: 1d20 + 2 ⇒ (7) + 2 = 9
Brigid gets STOPPED by the stupid Fence. Well, yes, it does make a bit of sense. Fences are there for a REASON.
Phase 2
Climb fence again?
Climb: 1d20 + 2 ⇒ (9) + 2 = 11
Phase 3
Rip hole in wall in anger (Squeeze through)
Escape Artist: 1d20 ⇒ 7
Free action: Blow up dice roller on website
Phase 4
Try to climb the ******* fence again.
Climb: 1d20 + 2 ⇒ (1) + 2 = 3
Phase 5
'Mired'
Phase 6
Try to climb the ******* fence again.
Climb: 1d20 + 2 ⇒ (19) + 2 = 21
Phase 8
"MOVE!" Brigid makes her way through the crowds easily enough. No one wants to mess with the strange half-orc.
Intimidate: 1d20 + 5 ⇒ (16) + 5 = 21
Phase 9
Acrobatics: 1d20 ⇒ 14
Phase 8
Acrobatics: 1d20 ⇒ 4
Phase 9
'Mired'
Phase 10
Acrobatics: 1d20 ⇒ 10
Phase 11
She finally makes it past Fated-To-Be-Glue.
Acrobatics: 1d20 ⇒ 19
Phase 12
Talk to the nice city Guardsman, is he cute?
Bluff: 1d20 + 3 ⇒ (4) + 3 = 7
Phase 13
Talk to the nice city Guardsman, is he a RACIST?
Bluff: 1d20 + 3 ⇒ (16) + 3 = 19
Phase 14
OPEN, you rusty *****: 1d20 + 2 ⇒ (10) + 2 = 12
Phase 14
Keep Forcing: 1d20 + 2 ⇒ (1) + 2 = 3
Phase 15
Player now knows why chase scenes have a bad reputation: 1d20 + 2 ⇒ (4) + 2 = 6
Phase 16
'Mired'
Phase 17
These aren't *quite* as bad on a tabletop: 1d20 + 2 ⇒ (18) + 2 = 20
Brigid finally manages to push open the grate and tries to calm down, hoping she's not finding faster party members dead or unconscious. Because this whole chase-thing? Someone's gotta pay for it, and it ain't her, she wasn't the trespasser.
Lyani Breen |
Round 1:
Full-round action to move 3 squares. Not rolling anything, 'cause my starting square doesn't have any obstacles.
Lyani turns around and runs outside the house. she heads straight to the manor's outer wall, and in into a busy street.
Round 2:
Move and standard:
DC 12 Intimidate, -2 for speed: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
"Out of my waaay!" Lyani yells as she storms through the busy street and ends up in front of a rearing horse.
Round 3:
Move and standard:
DC 15 Acrobatics, -2 for speed: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
Lyani tries to dart in between the horse's legs, but nearly has her foot crushed by one of its hooves.
Round 4:
Full-round:
DC 15 Acrobatics, -2 for speed: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
She tries again, but the annoying horse continues to block her way. "Get lost, meanie!"
Round 5:
Move and standard:
DC 15 Acrobatics, -2 for speed: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Lyani finally manages to move past the bothersome horse, only to nearly bump into the city watch patrol.
Round 5:
Full-round action to move 3 squares (though just 2 are left):
DC 15 Stealth, -2 for speed: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
DC 12 Bluff, -2 for speed: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
To make up for the time lost with the horse, Lyani decides to take some risk. She quickly follows a passersby to blend in with the crowd. When a single member of the city watch patrol notices Lyani and addresses her, she quickly grabs his hand and shakes it. "I'm SOOO glad you're here to protect all of all!"
While the member of the watch patrol is confused, Lyani quickly leaves and heads into Nightsoil Abbey. She then enters the sewers.
DM Kludde |
Shove people aside: 1d20 + 5 ⇒ (8) + 5 = 13
The little goblins shoves some people aside, only to see its path cut off by Lyani and Isabella. Brigid takes some time to catch, and arrives shortly after Vagantem, who both see the goblin surrendering after being surrounded, dropping her weapon.
I surrender! Don't hurt me
Lyani Breen |
"I have no idea what you're saying," Lyani tells the goblin. "Do you speak Common?"
DM Kludde |
The goblin does not understand.
Or does it?
Brigid Half-Human |
Sense Motive(Untrained): 1d20 + 2 ⇒ (11) + 2 = 13
Brigid holds up her hand in what she hopes is a peaceful motion, with no weaponry in it, even. She makes three statements as she watches the goblin's body language, making slow motions as she pulls out her coin purse.
Failing a response to any of those apparent inquiries, she'll reach into the coin purse and pull out a gold coin embossed with the symbol of Torag.1 gold coin
DM Kludde |
With a swift movement the goblin snatches the coin and bites on it, hard. Leaving a dent in the metal, she pockets it, then crosses her arms.
Isabella Aldori |
Sense Motive: 1d20 - 1 ⇒ (16) - 1 = 15
Isabella chuckles as the goblin bites the coin. She then asks Brigid
"What are you trying to buy here? And how did you know that goblin is a prostitute?"
Bluff: 1d20 + 3 ⇒ (11) + 3 = 14
Vagantem Aere |
sense motive: 1d20 ⇒ 1 <- untrained.
"She doesn't understand Taldane. Anyone speak goblin?"
She then pauses for a moment.
"Good work going round the front and heading her off. Teamwork.. "
Brigid Half-Human |
"Look, we obviously don't want t' kill ye, we want t' talk. But we've got t' have a way 'f doin' that?"
Brigid's dwarven accent gets a bit thicker as she gets a bit more frustrated, but she's forcing herself to remain calm, still not going for any weapons.
"Torag 's my witness, if y' actually do need t' go to trial, I'll represent y', even, 'kay? Pro bono"
Diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7
Profession(Barrister): 1d20 + 6 ⇒ (18) + 6 = 24It's Magnimar, what sort of charges COULD she be facing aside from trespass?
Isabella gets a deadpan look. "If that were the case, she's a bit too short and narrow for me?"
Adurra Nivek |
"Unfortunately I do no speak the goblin tongue. However most seem to know bits and pieces of Taldane at the very least when in the cities." Adurra speaks from some experience it seems.
DM Kludde |
SSM: 1d20 - 1 ⇒ (7) - 1 = 6
The goblin clearly flinches as Isabella mentions the goblin being a prostitute.
Brigid Half-Human |
"Okay, ye understood that comment, which is kind've a big word f'r a goblin, right? So. Are ye mute, missin' a tongue, or 'fraid of bein' watched?"
Brigid will keep on going unless someone else wants to chime in, or even knows Goblin...
DM Kludde |
The little goblin just looks nervous, patting the skull sh is holding and rambling in goblin:
“Plarg, the nasty longshanks are going to eat us.”
“Yes, they are! See how they’re looking at us with their beady little eyes.”
“I know you’ll protect me Plarg.”
“Plarg says I’m poisonous and full of disease, and if you eat me, you’ll die!”
Then, Brigid speak, and the goblin gives away her understanding of the phrase by looking her straight in the eye. She seems to hesitate...
Diplomacy check, anyone?
Brigid Half-Human |
Diplomacy(Assist others if they're better at it!): 1d20 + 3 ⇒ (6) + 3 = 9 Webdieroller, you're on The List. DM: Please let me know if folio re-roll is applicable *after* everyone else has a crack at it?
DM Kludde |
Not sure. I guess it's allowed at a table, so it would be here
Isabella Aldori |
Knowledge local on goblins: 1d20 + 5 ⇒ (6) + 5 = 11
I assume that is enough to know that goblins love fire and pickles
Diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24
"Come on small one, we know that you understand Taldane. Let's get back to our place and I'll see if I can get us a nice jar of pickles. We might even light a fire later.
See those people are looking at us? I guess it might not be long until they decide what to do. They are probably deciding whether you are a threat to them. If we do not do anything they might decide to take things in their own hands. You have yielded to us, so we will protect you, but that does not mean I want to risk the blood of innocent bystanders because you want to play games."
Lyani Breen |
Aid Isabella, Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
"Why yes, that would be wonderful!" Lyani adds enthusiastically.
"We can all dance around a big bonfire!"
DM Kludde |
Pickles good! the goblin finally says in common, trading her relative brooding silence and goblin muttering for waterfall of common you give me pickle and fire, and I give you talk. But no filthy human-veggie-pickle. Real pickle.
Back at the Magnimar lodge, Sheila Heidmarch has joined the party Go on, interrogate her!
The goblin is erratic an easily distracted, looking around in the lodge and lifting carpets, looking in cupboards. When it finds a spider, it traps it and then sucks on it. Finally, it tells its story:
Even out in the swamp, we heard stories about the Nightsoil Marauders—a gang of goblins in the longshanks city. When Murg tried to bite off my ear—again!—I left the swamp and came to the city to join up. I met some other goblins outside the city and they sneaked me inside. They took me through the smelly tunnels and made me wait outside their lair. An important-looking goblin with a big, dangly hat came out and stared at me. He said his name was Versevosh. I thought he was the boss, but he said that the big boss is much scarier than him. Versevosh said rude things about me and my tribe and said I’d have to prove myself if I wanted to join the gang. He said I’d have to steal shiny things from a tribe of longshanks in the city. He showed me drawings of what to look for.”
She shows a drawing of the glyph of the open road, and a wayfinder.
“The other goblins showed me the way through the smelly tunnels to the horse-killing place. I like that place, ‘cause they cut up horses there and you can see their insides and I got lots of dead horse to eat. The goblins said to steal from the big house then go back to the horse-killing place, then they ran off. It was almost sunrise and I could hear longshanks so I hid. Later I sneaked up to the big house and took some shiny things from the small houses, but then you caught me.
You let me go outside the city, and I lead you to the horse-killing place!
Hmm. Sheila says with a sneer If you're going to take that goblin, you better hide it in a bag, or you'll startle the citizens.
If you want to know about the goblins around Magnimar:
Goblins are insane and sadistic. They both hate and fear dogs and horses, and adore fire and destruction.
Sewer goblins are often known to lair in abandoned secret workshops or old thieves’ hideouts in the sewers. This can make them dangerous to tangle with as they often utilize defenses left behind by their lairs’ previous inhabitants.
Isabella Aldori |
Diplomacy for knowledge goblins: 1d20 + 9 ⇒ (10) + 9 = 19
To Sheila Heidmarch
"I take it you know that goblins are living in Magnimar's sewers. Are we to check if they have organized or do you want us to do something else?"
To the goblin
"And what is your name little one? I am Isabella. What did you take from the small houses? We have to return it to their rightful owners. As a captive we will look through your belongings. We will return things that are yours at a later time when we have decided what to do with you."
Brigid Half-Human |
Knowledge: Local(Goblinfax): 1d20 + 2 ⇒ (17) + 2 = 19
"You weren't told *what* shinies t' get, aye? Well, today is your lucky day!" The 'half-human' grins toothily and excitedly!
Brigid has a plan. It's not a good plan, but it is a plan! She pulls out a bell that's been marked with her name in Dwarven (bunch of runes) on one side and has a Glyph of the Open Road on the other (in case it gets lost so she can identify it.)
She may or not actually be starting to agree with the goblin sentiments about horses after her own encounters during the chase... Stupid ****** horses!
"You found this shiny when y' were looking around the 'longshank' place!" She drops the bell into a scrap of cloth and sets it next to the goblin.
"What is y'r name, smart little 'un?"
Vagantem Aere |
aid another, diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5
Vag also helps ask around for clues. Despite rumours to the contrary, this sylph doesn't seem good at finding them.
"It sounds like the butcher, or tanners if it is a place they kill horses. Also sounds like a trip in the sewers is going to be required. ?I wonder why they are stealing wayfinders?"
Isabella Aldori |
clarification of earlier post: Isabella intends to go through the gear of the goblin, preferably with permission. However if permission is not given she will do so without.
Adurra Nivek |
"It seems acceptable, however if we catch you sneaking off again we may not be so gentle as this time.
Pondering Vagatem's question Adurra thinks for a few seconds. "It's obvious that goblins would have no special use for Pathfinder way finders. It must be this big boss that has a grudge or purpose."
DM Kludde |
The goblin seems particularly protective of the skull it is holding, and she snaps at Isabella when she tries to touch it. Other than that, it sees no other option but to let Isabella search through her gear.
- necklace of fireballs type II (with two 2d6 spheres remaining),
- potion of cure light wounds;
- masterwork studded leather,
- masterwork dogslicer,
- wayfinder,
- backpack,
- skull (but she won't let you touch it)
- horse meat rations (3 days’ worth),
- masterwork thieves’ tools
Do you take Ekkie to guide you to the 'horse-killing place'?
Lyani Breen |
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19
Lyani takes the necklace of fireballs and puts it around her own neck. "I'll borrow this."
She then takes the potion of cure light wounds and puts it in her own bag. "And this."
"Let's go. Ekkie, you lead the way."
Brigid Half-Human |
Brigid would *like* to, but if Ekkie is worried she might get in trouble for it, then she'd be willing to respect the goblin's wishes and leave her with the Venture Captain...
As Lyani starts looting the would-be guide, Brigid coughs. First a little bit at the necklace of fireballs... and then even louder and harder at the potion of cure light wounds.
"Ye know I've got a wand to handle that sort 'f thing, right?" She's also trying to figure out what the legalities of the situation are... granted, the goblin's roguish, but at the same time it IS cooperating...
Profession: Barrister: 1d20 + 6 ⇒ (6) + 6 = 12
DM Kludde |
Heidmarch strongly implores the group not to lead a goblin out in the open of Magnimar The panic it would cause! and suggests that the little woman be hidden in a bag, or some other hiding place.
Assuming you hide the goblin:
Located in Magnimar's Lowcleft district is Mariska's Knackery. The knackery stands on the northern edge of the district, two blocks west of the Matador’s Lodge. Lame or old horses, as well as animals and beasts maimed or used up in events at the Serpent’s Run arena or the Matador’s Lodge, are brought to the knackery to be slaughtered and dismembered, and their meat and other remains are sold off.
You notice the burned remains of a large shed off to one side of the main building.
There's a middle-aged man who is Varisian with a hint of Chelish ancestry. He stands stands just over 5-1/2 feet tall, sporting a graying walrus-like mustache.
From within her hiding place, Ekkie says That's the long-shanks horse-killer! Drool drips down her chin in the presence of all the meat in the knackery.
The man speaks with a heavy Varisian accent. Why are yuu 'ere? and then adds Yuu're in the waye, we're not 'aving visituurs
Brigid Half-Human |
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
"Ach! Ye're not open f'r business, then? Can't imagine that it'd be hot an' fast wit' th' equine viscera?" Brigid may be leaning a bit more into her Dwarven accent as she's speaking to the fellow, to sort of muddy the linguistic waters, as it were...
Lyani Breen |
Lyani shrugs when Brigid comments on her looting. "If she behaves well, she'll get her precious fire necklace back. It's a kind of insurance. The potion... Uhm... Yeah, okay."
Lyani takes the potion of cure light wounds from her backpack and hands it back to Ekkie. "Here you go, but I'm keeping your necklace of starting big fires till you prove you can be trusted."
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25
"Hello, sir, I'm Lyani! What happened there?" Lyani asks the man while pointing at the burned remains of a large shed. "Did that happen recently?"
DM Kludde |
Ekkie silently mutters something in goblin when she is handed the potion.
Do you see that Plarg. She's giving the drink what makes you feel better. But she's keeping the necklace what bring good burn! And keeping us in the bag. She's going to kill me for food Plarg! But you'll keep me safe, won't you Plarg! You keep me safe real good.
The man notices something in the bag, and Lyani's remarks make him draw his conclusions: “What could I do? Those little vermin have got me right where they want me! At first, I tried locks and bars to stop them, but the thefts got worse. If there’s any way in, they’ll find it!. Then the big, creepy one, at least a foot taller than me, came one night. It put the fear right into me, I’ll tell you, lurking there in the shadows with its snuffling breath and twitching ears. It said it knew exactly where my family lives and said it’d know if I tried to go to the watch. Then they burned down my shed outside to make their point. So I’ve had to go along with them, leaving the best slabs of meat for them and ignoring the scurrying I hear down in the cellars at night. If I don’t, they’ll burn down my home and murder my family!”
With Ekkie able to guide the pathfinders through the sewers, it takes less than an hour of trudging through filth before the group reaches an corridor that veers of from the sewer.
Ekkie never allowed in the goblin says. Just at that moment, an arrow whizzes past Adurra's head. Three goblins are smirking at the far end of the corridor, bows in their hands.
Longshanks! They be food!
init, Brigid(+2 underground): 1d20 + 0 ⇒ (11) + 0 = 11
init, Vagantem: 1d20 + 4 ⇒ (8) + 4 = 12
init, Lyani: 1d20 + 4 ⇒ (16) + 4 = 20
init, Isabella: 1d20 + 5 ⇒ (13) + 5 = 18
init, Selima: 1d20 + 2 ⇒ (6) + 2 = 8
init, Thirsty: 1d20 + 4 ⇒ (12) + 4 = 16
Init, adurra: 1d20 + 3 ⇒ (14) + 3 = 17
Init, goblins: 1d20 + 6 ⇒ (7) + 6 = 13
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Lyani
Isabella
Adurra
Thirsty
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Goblin
Goblin
Goblin
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Brigid
Vagantem
Selima
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Isabella Aldori |
"Lyani, we should be certain that that necklace was not stolen from one of the other guesthouses on the Heidmarch premises before we head off
Isabella wants to check those guesthouses to see if the people staying there are missing anything
- - -
In the sewers Iabella has a light-giving gem in one hand. As the goblins appear she dashes forward to attack them, drawing her sword while moving.
Double move