(PFS) GM Alice's #3-00: First Steps Series [Group 2] (Inactive)

Game Master Alice Margatroid

The First Steps series... hurriedly played in reverse before they get retired. [Group 2]


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Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Thanks Shivaan! I am ready to do some harvesting now!

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak grins and with relish, continues to attempt to grapple with the Crocodile.

Grand Lodge

M Elf Wizard/1

I've had about enough of this, here I am trying to have a civilized conversation and you try to feed my little friend here to your pet croc. Tell me Garret, any good recipes for blackened Crocodile?

A red aura begins to surround Valnir as he murmurs and waves his hands. Suddenly as his hands push forward a great blast of flame erupts engulfing the Crocodile.

Cast defensively DC 15: 1d20 + 5 ⇒ (12) + 5 = 17
Burning Hands dmg: 1d4 ⇒ 3

Entangle Save: 1d20 + 1 ⇒ (14) + 1 = 15

Man, I just found withdraw in the combat rules. Wish I'd known about that first round lol. Perhaps next round, I need some breathing space.


Round 3 wrote:

Initiative: Bog Mother | Valnir | Thayn | Balak | Clacent | Garret | Shivaan

Current Map

Status
Balak: 4/11 HP, grappled, entangled
Clacent: 9/12 HP
Garret: 8/10 HP, entangled
Thayn: entangled

Snapjaw: 1 damage, grappled

OOC
Incidentally, you only have to save if you are not already entangled; you can't become double-entangled after all. But you can only become un-entangled with a successful Escape Artist or Strength check. (Or just leaving the area.)

Balak, not sure why you didn't roll for anything...?

GM:
Snapjaw Reflex: 1d20 + 5 ⇒ (18) + 5 = 23

Handle Animal: 1d20 + 5 ⇒ (6) + 5 = 11
Bog Mother Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 ⇒ 3

Snapjaw Attack: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

The crocodile is indeed engulfed by flames, but having only recently emerged from the water it is insulated from much of the wizard's 'fire-power'. Thayn attempts to fire an arrow, but a root rushes up out of the ground and wraps around his hand, disrupting his shot entirely. Balak pulls off the roots holding him back and then tries to grapple the croc once more, finally managing to get a decent hold of him.

Balak Str Check: 1d20 + 3 ⇒ (11) + 3 = 14 Balak Grapple: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20

Clacent, finally able to reach the edge of the magically compelled plants, jumps over a low-lying bush and attempts to bring his enormous blade down upon the kobold. His attack misses spectacularly, and instead he carves a nice dent into the muddy track beside her. Garret retreats back to the welcoming healing touch of the resident cleric, returning him to fighting fitness before joining the fracas himself.

Bog Mother shrieks loudly as she conks her enlarged club on Clacent's armored chest, and the ranger is surprised by how much force is behind the blow, stumbling back a little. (You take 3 damage.) Her croc, meanwhile, retaliates by tearing a nasty chunk out of the annoying tiefling that has his arms around him! (You take 7 damage.)

Meanwhile, Balak and Garret find the weeds clinging to them once more...

Balak Reflex: 1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

M Elf Ranger/2

Thayn makes his move to exit the frustrating weeds and takes a wide track to avoid the croc's tail, rolling around the north side of the battle to take a more tactical position. While he moves, he draws the fine centaur's spear.

Move: H6-G5-F5-E5-D6 That takes me out of the entangle area in two steps (H6) and into the bog. I don't think I read anywhere you saying the bog was difficult terrain, so if that is correct I am at D6. If not, then I am at E5.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"We didn't mean to do you harm, we are merely travellers passing by,"

Clacent was surprised when he got hit by the attack, "I'm sorry but you gave me no choice,"

Power Attack: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Damage: 2d6 + 4 + 3 ⇒ (6, 6) + 4 + 3 = 19


OUCH! That is one dead kobold!

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Lol! Is there anything that I can share with my fellow casters with a knowledge check about the crocodile?

Knowledge Nature: 1d20 + 4 ⇒ (10) + 4 = 14


You know all the basic facts about crocodiles - pretty much as they are in real life: they usually bite, can drag prey under water to drown them to death, and are surprisingly fast at rushing out of the water to attack prey. You also note that this one is only a juvenile, judging by its size. Fully grown crocodiles are probably double the length and twice as dangerous.

Grand Lodge

M Elf Wizard/1

Valnir decides he's spent enough time up close and personal with the Crocodile. Though Balak seems to have its attention for the moment Valnir does not want to risk it and carefully moves away.

Withdraw action to F11

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak is devastated by the bite of the croc, but he grits his teeth and tries to bring his knees into play like he did with the Krenshar.

Grapple check to deal damage 1d20 + 5 ⇒ (6) + 5 = 11
Unarmed damage 1d20 + 3 ⇒ (1) + 3 = 4

Lantern Lodge

Shivaan channels energy from his gods beyond the stars. He then begins to retrieve a scroll from his side.

Whimsical Dice Determination
Whimsy: 1d6 ⇒ 1
Dice total remains 1
Healing Die: 1d6 ⇒ 2
1 mediocre hit point to the group


Round 4 wrote:

Initiative: Bog Mother | Valnir | Thayn | Balak | Clacent | Garret | Shivaan

Current Map

Status
Balak: -3/11 HP, entangled, prone, unconscious, dying
Clacent: 10/12 HP
Garret: 9/10 HP
Thayn: entangled

Snapjaw: 1 damage

OOC
Moving for Garret.

Fyi, the bog would be difficult terrain.

GM:
Snapjaw Attack: 1d20 + 5 ⇒ (17) + 5 = 22

Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Seeing the terrible bite wound inflicted on Balak, Valnir decides to make a tactical retreat. Thayn has a similar idea, although he decides to try wading through the calf-deep bog. Balak tries to crush the crocodile to death, but so engulfed in the cloying weeds he finds himself unable to do so, and in the process Snapjaw finally wrenches himself free of the tiefling's grasp. (That ends the grapple.)

Clacent, meanwhile, apologises to the kobold before deftly removing her head from her body. Her crocodile companion makes a deep and guttural growling noise at the sight, but his morale seems to sustain... for now. Garret slices away the branches of the small shrubbery holding him tight with his kama until he finally breaks himself free. Shivaan lets loose a wave of healing energy, although for the most part it only soothes soreness rather than closing over some of the worst wounds.

Garret Escape Artist: 1d20 + 4 ⇒ (6) + 4 = 10 Garret Escape Artist #2: 1d20 + 4 ⇒ (11) + 4 = 15

Obviously incensed by the death of his master, the crocodile lashes out, ripping a huge chunk of flesh out of Balak's chest and sending the tiefling to the ground in a pool of his own blood. (You take 8 damage and are now dying!) Snapjaw, in some kind of blood fury, then rushes to the water, eyes locked on his next target: Thayn!

Garret Ref: 1d20 + 7 ⇒ (9) + 7 = 16

Grand Lodge

M Elf Ranger/2

I am assuming the entanglement spell has stopped being in effect, since the Bog Mother is dead? And if for some reason the area is still under entanglement, Thayn shouldn't have the condition (out of the area).

Thane leaps in between the croc and Balak to provide some protection for the fallen Pathfinder. He lunges with the spear at the beast.

Acrobatic move (to avoid AoO when moving out of threaten square) to F6-F7.
Acrobatics: 1d20 + 4 ⇒ (6) + 4 = 10
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 ⇒ 7


You're correct in that Thayn shouldn't have the condition (my bad! Just forgot to remove your name from the Status list). However, the spell stays in effect until its duration runs out. Only spells that require concentration run out when the caster dies. Case in point: if Shivaan buffed you with Bless and then died (knock on wood!), you'd still be blessed; same goes for an AoE like Entangle.

Grand Lodge

M Elf Ranger/2

Wow, four rounds of duration? We're lucky we killed the kobold in one shot!


Entangle has a 1 minute/level duration :) It's a pretty nasty spell!

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Would I be able to use a potion on Balak or does he have to use it on his own? If I can, then

Clacent moves to E8-F7

"Here you go my friend,"
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Wow.. if I can't do that then,

Clacent moves to D8-C7

"Go back to the bog, your master no longer commands you,"

Power Attack: 1d20 + 5 - 1 + 2 ⇒ (1) + 5 - 1 + 2 = 7
Damage: 2d6 + 4 + 3 ⇒ (5, 6) + 4 + 3 = 18

Grand Lodge

M Elf Wizard/1

Valnir moves to get a clear line of site of the giant lizard still threatening the group.
Move to D11

Valnir screams at the croc as he sees Balak go down. A burst of blue energy flies at the creature.
Back away from him beast!

Ray of Frost: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d3 ⇒ 2

Lantern Lodge

Shocked at the terrible wounds inflicted on Balak, Shivaan hurriedly runs to his side with scroll in hand (Move to F8). He quickly utters the words to activate the magic writing inscribed on the scroll, and leans downwards over Balak, infusing him with a dark power. Balak's wounds slowly begin to seal as the infernal healing spell takes place.

"I am sorry my friend, you may not like the source of this, but your body needs this magic."

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Assuming the potion is administered, Balak is at 0 on his turn as the Infernal Healing kicks in.

Balak's eyes flicker open and the power of the Infernal blood that powers Shivaan's spell makes his eyes glow red. He stays laying where he is for the time being, however, sensing how close to death he is.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret is really fed up with all the vines that try to strangle him and moves out of the area.

Double move to D8


Round 5 wrote:

Initiative: Bog Mother | Valnir | Thayn | Balak | Clacent | Garret | Shivaan

Current Map

Status
Balak: 0/11 HP, entangled, prone, disabled, fast healing 1 (10 rounds)
Clacent: 10/12 HP
Garret: 0/10 HP, disabled
Shivaan: entangled

Snapjaw: 1 damage
Bog Mother: DEAD!

OOC
You guys are having the worst time in this module. So many failed attack rolls... meanwhile, my dice are on fire. :P

By the way all, the log is 5 feet high, so getting up requires a Climb check. The DC would be fairly low though, say DC 5, so it probably won't be an issue.

Valnir Climb Check: 1d20 ⇒ 18

Valnir climbs up top of the log and attempts to fire off his shimmering blue magic; alas, the spell comes out all wrong! It's warm instead of cold and flies up instead of down! Needless to say, it doesn't have any effect on the rampaging crocodile. Thayn attempts to nimbly dodge away from Snapjaw; the bog makes it hard, but he's able to avoid the crocodile's snapping jaws at least. He tries to shove his spear through its skull, but misjudges his aim through the foliage he hides behind.

Balak, your turn comes before Shivaan and Clacent's, so you have to make a Con check at this point.

Balak Con Check: 1d20 + 2 - 3 ⇒ (17) + 2 - 3 = 16 Success.

Balak bleeds out, but Clacent and Shivaan come to his rescue. The ranger props him up with a potion, and Shivaan with a spell that seems to resonate quite well with the tiefling's infernal nature.

Shivaan, you have to save upon entering the AoE of entangle! Shivaan Reflex: 1d20 + 1 ⇒ (5) + 1 = 6 Failed.

Garret flees the magically enraged entanglement, only to come face to face with a rather hungry (and quite angry) crocodile. It stomps down to the halfling and nom-nom-noms him down, tearing apart the mostly healed injuries and leaving the halfling pale-faced and gasping for air.

Garret, you take 9 damage, putting you at 0. You are disabled.

Thayn, you get an AoO from Snapjaw's movement.

GM:

Snapjaw AoO: 1d20 + 5 ⇒ (5) + 5 = 10

Snapjaw Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"I cannot allow you to further injure my friends, I shall send you back to your deity!" says Clacent as he swings his mighty greatsword with all his might!

Power Attack: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Damage: 2d6 + 4 + 3 ⇒ (6, 5) + 4 + 3 = 18


Hah! Clacent to the rescue with another nasty attack! That slays the croc, just. :)

Clacent turns around with a mighty roar and thrusts his blade deep into the raging crocodile's body. It lets out a keening wail of pain and shudders around before eventually becoming still.

Given another minute or so, the entangle effect finally ends, and Balak heals back up to 9/11 HP.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Oh my, I know what my old chef said: If you can't stand the heat stay out of the kitchen, I have never thought I would feel this useless on my first assignment.

Grand Lodge

M Elf Ranger/2

Let's clear the area and use this place for camp. We need rest before we continue on our path.

Thayn scouts the area and attempts to open the door to the kobold's "log" cabin to inspect the interior.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Knowledge(Nature): 1d20 + 9 ⇒ (6) + 9 = 15 To identify any natural hazards, edible food and plants to be used for healing from the garden.
Heal: 1d20 + 4 ⇒ (13) + 4 = 17 If we decide to make camp, Thayn tries to use the natural remedies he collects to perform long-term healing for the wounded.

Liberty's Edge

Inside the hollow log is a very simple (and somewhat damp) house; part of it is partially submerged and seems to act as an underwater entrance for the crocodile. A pile of old leaves serves as a bed in the driest corner of the room, and a long wooden shelf lines the eastern wall. The purple smoke coming from the chimney seems to be from some kind of mushroom soup bubbling away on a small campfire. The shelves are filled with all sorts of potted mushrooms, the only decorations in this otherwise barren abode.

Searching around, you find nothing of any particular use inside the log house, although you might be able to eat the mushrooms.

If you have a look at the corpse of the crazed kobold, you discover that she had a small bag filled with eight tiny amethysts as well as a twisted, wooden wand carved out of a mangrove root. Anyone with detect magic can tell that it glows with a faint, blueish aura.

Detect Magic + Spellcraft DC 16 to Identify:
It's a wand of cure light wounds, 50 charges.

Grand Lodge

M Elf Wizard/1

Valnir inspects the dead Kobold. He pockets the small bag full of amethysts (though intends to split the loot after they make camp). Noticing the hue of the wooden wand Valnir casts detect magic which verifies this to be a magical item. Valnir takes a closer look:

C'mon dice, you owe me...
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22

Unfortunately for Valnir he does not have the ability to use the wand, he offers it to the other members of the group.

I found a wand of cure light wounds. Can one of you use it help Balak and Garrett? I'm unable to activate it.

After passing off the wand if possible Valnir follows Thayn into the hovel to help as well as see if any other magical items might exist:

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


That's it in the log house, I'm afraid!

Grand Lodge

M Elf Ranger/2

Thayn examines the mushrooms and carries the pot out to Garret.

Knowledge(Nature): 1d20 + 9 ⇒ (18) + 9 = 27 To try to identify the mushrooms.

I would like your opinion of this soup, Garret, as I am no cook. The cabin looks empty, except for these mushrooms. Perhaps Valnir will be able to detect something else.

Once the party is settled, Thayn reviews the map, checks the weather and tries to determine the remaining distance of path or at least to the next settlement.

Survival: 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge(Geography): 1d20 + 7 ⇒ (17) + 7 = 24

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Let me check Thayn, the soup looks nice and I think we could all use some strengthening food.

Garret tries to check if the soup is any good.
Profession (chef): 1d20 + 6 ⇒ (18) + 6 = 24


There's a surprisingly large variety in the mushrooms on display; it's probably a collection of most of the different kinds of fungi found in the local swamp. Though you recognise some as poisonous, some are definitely edible, although none are particularly out of the ordinary in any regard.

The soup looks, well... nice enough, for a soup made out of mushrooms, tubers, bits of bark, leafy fibres, what appears to be a swamp rat, and a couple of purple flowers (that would explain the smoke at least). It doesn't look poisonous, at least!

Thayn is able to determine that you are probably only a half-day's travel away from the nearest settlement, Pier's End, the one you were supposed to reach on the far side of the Isle of Kortos. You can probably make it there by nightfall if you press on. He's unsure on the weather, though.

Lantern Lodge

"Valnir, I can make use of that wand to assist our party. Let me see.."

Shivaan mutters some familiar words and his hand radiates with positive energy.

"Balak, you brave soul, let us finally take care of those scrapes."
CLW on Balak from Wand: 1d8 + 1 ⇒ (5) + 1 = 6

"If it wasn't for your mighty blade Clacent, I fear this could have been far worse.
CLW on Clacent from Wand: 1d8 + 1 ⇒ (3) + 1 = 4

Shivaan crams himself into the house, looking for the severely wounded halfling.
"Careful Garret, we wouldn't want those cuts of yours tarnishing that soup anymore than it already looks."
CLW on Garret from Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW on Garret from Wand, second time.: 1d8 + 1 ⇒ (7) + 1 = 8

He gestures to Thayn, "Thayn, if you think we can make it, I do believe I'd like to push on. This trip so far has been... taxing. I grew up in the jungles but I can't say I don't miss the idea of a tavern bed."

Four wand charges used, updated inventory

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

I agree Shivaan, this soup looks overdone anyway. I will whip up something special for all you guys as soon as I have access to a real kitchen

With that Garret places the soup aside and gathers his mount and pack animal.


I presume that everyone gets healed back up to full with the wand. No need to worry about the exact charges, I sincerely doubt you'll use all 50 of them before the scenario is over after all :)

Eventually the party gives up its investigation of the kobold's hut and sets off towards Pier's End--after dealing with the quite bloody wounds some of the party have sustained, of course!

Approximately five hours of travel across sodden lowlands later, with the sun well on its way to sleep, you catch sight of civilisation upon the horizon. The sleepy fishing village, with its promise of soft beds and warm interiors, is quite possibly the most welcome thing you have spotted in many days now.

A rickety sign made of a piece of broken-off ship's hull welcomes you to the humble village of Pier's End. The town is sparsely populated, largely built around a small (and, considering the time of day, largely empty) outdoor market place that retains a rather strong fishy scent about it. The marketplace opens up directly onto the harbour, where a number of long wooden piers house a number of fishing trawlers and other seaworthy vessels, as well as sailors and fishermen coming in from a long day at sea. Speaking to anyone of an inn quickly points you to The Narwhal's Horn, a rather rowdy tavern currently filled with seamen and seawomen who are mostly well on their way to thorough inebriation to celebrate the end of the day.

Remember that you guys have to secure your own passage from here over to Escadar on the Isle of Erran.

Lantern Lodge

"Mmmm, the smell of salt water. It is strangely comforting. Perhaps we secure lodging for the night and inquire regarding passage to Escadar?"

If the party agrees and we head to The Narwhal's Horn, Shivaan will approach any of the more "seaworthy" looking folks and ask about getting to Escadar.

"Excuse me, but my companions and I are seeking travel to Escadar. I was hoping you might be able to point us in the right direction?"

Gather Information for Passage: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"Thanks Shivan for the healing, I'll go check the tavern and see if there are people offering a ride."

Knowledge Local (untrained): 1d20 ⇒ 6

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak remains content to let the more personable among them to handle the search for a boatman.

Grand Lodge

M Elf Wizard/1

Valnir saddles up to the bar and orders a stout. He slowly nurses it as he listens to conversations around him trying to pick out any information that could useful to the group.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Garret first takes care of his animals and then joins Valnir at the bar.

Is that stout any good Valnir?

Assuming it is he orders one as well.

Grand Lodge

M Elf Ranger/2

Thayn sits outside the tavern, next to an open door or window, to listen to the conversations inside and watch for any activity on the street.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


The party heads inside the Narwhal's Horn looking for a place to rest and for tips on the rest of their journey. There's an immediate dulling of the ruckus inside as heads turn to get a look at these new arrivals to town; you really do stand out amidst the lower class fishermen and sailors that make up the majority of the residents here. The tavern owner, a grey-haired old man currently in the middle of serving big bowls of stew to a nearby table, looks up and gives you a toothy grin.

"Ah, welcome, welcome! We don't often get travellers 'round these parts! What can I do you for?"

After the initial burst of curiosity from the locals, they seem to lose interest and no longer bother you, although a few are happy to introduce themselves and chat about the matter of getting a ship. After all, they explain, it's not often they get visitors - and certainly fewer still that come across the mountains!

"Honestly, only ones crazy enough to do that are up to some nasty stuff, heheh."

"Oh, I don't care if you are. Ain't none of my beeswax so long's as you're not doin' nothing bad to me."

Clacent and Shivaan ask some of the tavern-goers about getting a ship across to Escadar, they're able to easily point you in the right direction. There's in fact three local captains that might consider the job if you ask them nicely (and have the money for it, of course!): Darice Sumore, a surly young woman who's probably spent more of her years at sea than on land; Small Otti, a halfling who's fat and proud of it; and Crazy Old Tanner, an old mad man who lost his mind in the ocean and never quite found it again.

You can continue to use Diplomacy (gather information) or Knowledge (local) to find out more about these captains if you so wish, either tonight or the next day. You won't be able to get anything more out of an untrained Knowledge check, though.

For the most part, the rather poor and isolated townsfolk seem happy for company and a bit of nice, fresh gold flow into their village. There's plenty of advertisements of the great foods on offer in the day time, as well as the myriad wares and trinkets sold in the Pier's End marketplace. The food on offer is mostly limited to seafood dishes, although they've got quite a variety at that: a hearty fish stew, grilled salmon fillets, fresh oysters still in the shell, and barbecued prawn cutlets covered in rich spices.

Thayn doesn't overhear anything of any particular note, unless he's interested in sailor's tales that are likely far from reality or a proud father talking about his newborn daughter.

It'll be 5 silver pieces for an overnight inn stay, and dinner will be 3 sp. The stout's 4 cp a mug, and Valnir can report that the flavour is mediocre at best, but it's a nice and thick feel in the mouth and pleasant to drink.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

9 sp subtracted from profile for stay, dinner, 2 stouts and a tip of 2cp

If Small Otti is not in the tavern Garret asks where he can be found. He is eager to meet a fellow halfling who is a sailor.


You easily get directions to the three sailors' houses; none appear to be at the tavern this night.

Lantern Lodge

Shivaan is interested in Crazy Old Tanner, the thought of a mind lost at sea strikes a chord with him. The thought of a halfling captain is also appealing, as is a potential backup should these two not pan out. Shivaan wanders the tavern rubbing shoulders and exchanging tales, endeavouring to learn what he can from the local tavern-goers before retiring for the evening.

Gather Info on Small Otti: 1d20 + 7 ⇒ (2) + 7 = 9
Gather Info on Crazy Old Tanner: 1d20 + 7 ⇒ (11) + 7 = 18
Gather Info on Darice: 1d20 + 7 ⇒ (20) + 7 = 27

Food and night's stay deducted.

Grand Lodge

hp 52/52, Freedom of movement | Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 | Ki 2/5 | Reroll 1/1

Would you guys mind if I paid a visit to this halfling captain? I am very curious what brings a fellow halfling to go sailing. If anyone would like to join me please do

Lantern Lodge

"I feel quite drained after our recent skirmish, I'd like to meditate after researching our potential captains. By all means please go ahead and chat up Otti if you feel so inclined. Personally I would rather visit them at their ships if they're in harbour, rather than knock on a stranger's door at this hour. Best of luck!"

Grand Lodge

M Elf Ranger/2

As long as the weather stays agreeable, I shall make my own camp close by; leave your windows open and I will be able to hear you, if there is any trouble.

Thayn will wander off into the shadows, explore the small town a bit watching for anything suspicious, gather some dinner and camp close to the inn, in the surrounding woods of the town.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25 Looking for anything or anyone that may be trouble for the party.
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Survival: 1d20 + 5 ⇒ (7) + 5 = 12 For weather prediction, food gathering and camp.

If Thayn sees or hears anyone that is looking to be a problem for the party, he will return as quietly as possible and report any findings. If the weather looks like it will be too unpleasant for a ranger to endure safely, he will get a room at the tavern before he is too effected.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

After a couple ales and a belly full of stew, Balak chats up the men in the tavern, offering to arm-wrestle any who wish to test their strength against his.

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