| Haer Kul |
I would be okay with us quickly going back for the shortsword. Petronicus had the best search socre so I'm surprised he didn't see it. I only left it behind because I'm little and can't carry much :-)
| Petronicus Alazario |
"Oh yes there was a short sword. Silly me to get so distracted. Let's go back. And please someone take that long sword as well. I haven't the faintest idea how to use it."
For the sake of simplicity can we assume we take any treasure we find. Also that we take 10 to quickly use perception on any doors or containers we open before opening them. I am weak as a kitten so maybe we can designate a couple of pack mules for generally carrying stuff unless otherwise specified. Just a suggestion but might help to keep us moving. I will be the designated searcher unless I am not immediately present. Maybe Prahd could be the designated loot carrier as his combat is less impeded by encumbrance.
Does that make sense?
Also does Morgrom have the best Spellcraft at +4?
| DM Rambler |
The shortsword does, in fact, have an enchantment built into it allowing it to strike true, and even to damage foes unharmed by mundane weapons. However, it's the weakest enchantment of that type.
Please let me know on the discussion thread where the dividing line is on what you're taking and not. The group would get quickly weighed down by mundane items. My earlier nudge was more about the fact that nobody checked for magic. You might also include that in your list of standard procedures, and let me know who checks in that case.
| Prahd Goatsfoot |
"I think we should give Vorthad the longsword. It is worth more than the potions, but that makes up for the fact that we are not giving him a choice. Morgrom, why don't you use the magic short sword instead. And while we're at it, did you ever figure out what that tuning fork does?"
| Morgrom Hellblade |
Morgrom looks at Prahd, "It's a fork...an' it tunes...stuff."
Yes my spellcraft is only +4 and with the online dice hating me I'm not going to ID too many items. As for scanning items, I can certainly do that at each scene but if you recall, there was a bugbear who the dice loved.
| Prahd Goatsfoot |
"Well, I guess we are as sorted as we are likely to be. Shall we go check on the Mulnarin?"
Prahd checks the building is secure, and that his gear is stowed as he prefers. He moves into the point position, then checks that everyone is following.
| DM Rambler |
The group continues around the circling road, then turns onto the road to the lumber mill.
To the right of the road lies the smoldering ruin of a large wooden building. It looks like it would have stood taller than the inn, perhaps 3 stories. Now 3 of the 4 outer walls remain, but the interior appears to be nothing but ash.
Beyond the ruin, and opposite, is a small farmhouse. Its door has been kicked in, and the adjacent barn has burned to the foundation.
| Prahd Goatsfoot |
Prahd tucks his holy symbol into his shirt, then cautiously approaches the farmhouse door, crossbow ready.
"Hello? Is anyone in there? We've come to help. Rexel sent us."
He listens careful for any response.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
| Prahd Goatsfoot |
I didn't see that Haer Kul had posted while I was typing. I will back your play, but I think we should investigate the Mulnarins soon,because it may be time sensitive. If we get depleted fighting more goblins or undead, we may come back tomorrow morning and discover the Mulnarin children were eaten in the night.
Edit: to be clear, this farm is just a random farm, correct? It is not the Mulnarin home? If it is, then we should definitely investigate.
| Haer Kul |
Very very quietly to the others (please don't make me roll a stealth check) "Shhh... I hear whispering. It may be the children." Haer Kul will continue to listen.
(Spoilered for space.) I think it is the Mulnarins' farm. From Vessa [url=http://paizo.com/campaigns/RamblersLegendaryPlanet/gameplay&page=9#448]
"The Mulnarins owned the farm north of the road to the lumber mill. Somebody burned their barn after the priests hunged them."
There is a manor on the map that we get to if we take a right at the Lumber Mill.
| Prahd Goatsfoot |
Right, my mistake! I got confused about our destination.
Prahd freezes where he is and tries to not make any noise.
He looks over at Petronicus, points at Scuttles, then points at the farmhouse door, with a questioning expression.
| Petronicus Alazario |
Petronicus moves closer to see if there is a trapdoor or other way into the basement.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
If there is one, he will open it with an open spell (from a distance) and send some dancing lights down below.
| Haer Kul |
Actions unless they conflict with other party members:
- Haer Kul casts recharge innate magic. Remarks "It looks like there is no one here. Let's move on." Whispering to the party: "let's pretend to leave, and see if we can trick them into relaxing their guard."
- Peers into the house through the kicked in door to look for any signs of danger (or movement)Perception: 1d20 + 6 ⇒ (3) + 6 = 9, and if safe, whispers "Cover me" and moves stealthily: 1d20 + 10 ⇒ (15) + 10 = 25 to the trap door.
- A quick search for traps (perception): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 (because Haer Kul knows that children are inherently vicious creatures and not to be trusted).
- If safe, listen at the trap door: Perception: 1d20 + 6 ⇒ (13) + 6 = 19
| Haer Kul |
Haer Kul looks at the party and nods. Checks to see if the door is locked. If so picks the lock: 1d20 + 6 ⇒ (16) + 6 = 22. Once unlocked, opens the door and calls out "Children, you are safe. Rebel sent us. We want to help you. diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10
Haer Kul will go down into the basement if there is no sign of trouble.
| Prahd Goatsfoot |
"Maybe they will respond better to a familiar voice. Rexel is far away and slow, but whatsername at the inn also knows them. She might be able to get them out. We should split the party. A couple of us stay here, while the rest get help."
| Petronicus Alazario |
"Given that there is still an invisible bugbear on the loose, might I suggest we kick in the trap door and get these children out as soon as possible? Now granted, I have never been known for paternal instincts but I am sure they will get over the trauma after a few weeks of household labour or other suitable diversions. That sort of thing builds character, from what I have been told."
| Prahd Goatsfoot |
"Good point" says Prahd. He sets down his crossbow and pulls out his morningstar, then walks in and starts smashing the trap door.
I don't think I can break it with one swing, so I will just smash it until it is open.
Between swings, Prahd calls out"I promise we won't hurt you, but you need to come out!"
diplomacy: 1d20 + 0 ⇒ (15) + 0 = 15
| DM Rambler |
After the first couple of blows at the hatch, there are a couple of short shrieks from under the floorboards. Then, after Prahd's words ring out a voice calls, "Wait! There's a tra-"
A crossbow thrums, and even though Prahd drops at the sound, the quarrel slams into him and sends him tumbling.
trap: 1d20 + 15 ⇒ (18) + 15 = 331d8 + 1 ⇒ (5) + 1 = 6
"-ap!"
Beyond the hole Prahd has created, four children can be seen. The largest boy stands in front of the others, wielding a dagger.
| Prahd Goatsfoot |
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"...ooow!" Prahd grimaces in pain.
"Okay, that's fair, I deserved that, but we really need to get you to Rexel now."
"Unhhh..."
"Grab whatever supplies youve got. And someone bring that crossbow."
Prahd patches himself up, and retrieves his own crossbow and waits for the others to gather the children.
| Petronicus Alazario |
"Perhaps an attempt at comforting would be helpful, no? Well hello children, do you like cuddly pets? Cause my scuttles loves to hug! Would one of you like to carry him?" Petronicus holds Scuttles out at arms length toward the children in a (probably) misguided attempt to calm them down.
Diplomacy: 1d20 + 2 ⇒ (17) + 2 = 19 with circumstance penalties as you see fit.
Hmm that actually went better than I thought...
| Prahd Goatsfoot |
"Petronicus, how are you for obscuring mist? Weay want some cover on the way to Rexel's place, especially as we pass the tree. Otherwise, one of us should go ahead as far as the tree, and make sure that there's nothing at the tree."
Turning to the children. "We are visitors to your town. We are trying to find out what has gone wrong and fix things. We met your uncle Rexel, and he is worried about you and can keep you safe. If you get separated from us for any reason, you should run straight to his house."
To the oldest boy: "I want you to take my morningstar. Give the dagger to your sister. You shouldn't need to use them, but don't be afraid to."
Diplomacy: 1d20 + 0 ⇒ (8) + 0 = 8