Revival of the Runelords (Inactive)

Game Master Cellion

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INIT template:
[dice=Ziva]d20+2[/dice]
[dice=Astrid]d20+3[/dice]
[dice=Colvyn]d20+4[/dice]
[dice=Kellek]d20+2[/dice]
[dice=Guiness]d20+2[/dice]


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Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Stunned, Flo takes the box graciously and places it on their table. "Thank you, to both of you. While we didn't do it for gold, it is certainly appreciated," she says with a smile. I wonder how much a boat would be from the docks? We could even use it to get to Magnimar!

"Well, we do plan on taking a trip to Magnimar, but I don't think it is something we intend to do tomorrow," she admits. "Or, at least I don't. We've learned that something might be connected to what's been happening here. We'll poke around a bit and see what we turn up. Until then, I'll be enjoying my time at home!" I won't be the one to say that Aldern had shady connections, at least in public.
________
Once we are out of the inn scene, I'll get a proper vignette up. GM, how much for a boat that Flo could manage herself AND would be seaworthy enough to make it to Magnimar if she hugged the coast the whole way?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Mayor Deverin nods. "I've been to Magnimar only a handful of times myself. If someone in the city sought to bring ill to us here, we would have little recourse. If you do learn anything we should prepare for, please let us know if you can." With that she gives a tight, slightly worried smile and heads on out.

With the townsfolk heading out for the night, you're finally able to head off to rest yourselves. The night is peaceful and your sleep is restful now that you're far from the manor and its malignant evil. You wake and have the full day, and the days ahead, to finally unwind a little and rest and recuperate.

It takes a couple more days to lift everyone's ailments and debilitations, but soon both Kargas and Guiness are looking far more healthy and lively. You sell off your massive pile of treasure and start equipping yourselves for the journey to the south. After inquiring around town, Flo learns that there's an elderly fisherman with a seaworthy sloop who's willing to part with his boat for only 500 gold. And Guiness finds that Das Korvut's Red Dog Smithy has a pricey suit of full plate that he's willing to adjust for a dwarven build given some time. Unfortunately, there doesn't appear to be any very heavy armor of traditional dwarven make for sale around town, nor are any of the heavier armors enchanted.
1d100 ⇒ 95

Alright, I'll leave it up to you guys to talk about your purchases and any other tasks you'd like to handle before you head to Magnimar.

Grand Lodge

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Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness 'models' for Das Korvut as he works to modify the masterwork plate armor to fit the dwarf's frame. In addition, he uses his considerable skill in metalworking to personalize the iconography of the armor to match his shield and reflect the proper dwarven homages to clan and god. When it is done, he leaves his battle-worn banded armor to the smith to do with as he will, as thanks for a job well done. (Purchasing the masterwork full plate for regular price--1650 gp--and giving Das Korvut the previous armor--which would normally sell used for 125 gp--as a tip.)

Guiness also begins gathering supplies including silver, cold iron, mother of pearl, and several small gems to work on his own project in the corner of Das Korvut's shop, a design that has the delicate beauty of an diaphanous dreamer but the enduring strength of cold-forged steel.


2 people marked this as a favorite.
Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Flo rises at her usual time and lumbers down to the ground floor for breakfast, only stopping for a moment to look at Kellek's door before shaking any thoughts from her head.

With the days ahead her own, she heads straight for the beach of Sandpoint. While nothing exceptional, it'll do. Sitting in the sand, the tide rises and falls before she gets up again, each gentle rush of water carrying the misfortunes of the past few days off to sea.

As her stomach begins to rumble under the towering sun, she sets off into the cool, receding surf. Not far off of shore, she finds a rocky outcrop riddled with oysters. Prying several loose with the aid of her pearl-handled dagger, she eventually swims back to her sandy haven for a feast.

It isn't until the sun begins to set that she winds up back at the Rusty Dragon Inn again for dinner. Taking her meal alone, she spends much of it writing again. By the time her candle begins to flicker out, she has four thick envelopes stacked neatly to be sent out with the morning light.

--------
The next day starts much like the first, a lazy breakfast and the checking of her unfounded suspicions.

Heading down to the docks, she spends much of her time working odd jobs, blessing boats and ships as they shove off, and singing with sailors. That is, until shortly after lunch when the opportunity of a life time falls into her lap.

Approached by an elderly man who already knew her name, he offers her a seasoned sloop. His bones unable to take the strain of his trade any longer, he can think of no other he'd like to turn it over to than a nautical hero of Sandpoint. Without a second thought, it is a matter of minutes before she returns to the docks with a sack full of gold and the biggest smile she's held in weeks.

This... This is mine. Touching the hull of the vessel like a mother to the face of her child, she inspects every inch of it before pushing off from the docks herself. She barely makes it back to the dock before the sun fully sets, exhausted, but never more alive.
________
GM, it was a while ago, but did Flo get any response letters? Regardless, she sends a stack of letters off to her family.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

When he's not working on armor refitting, Das watches over Guiness as the dwarf works on his holy symbol and ends up offering some advice and materials here and there as the piece progresses. While his advice is not always helpful, it livens up the smithy for both of you.

(Sounds like the holy symbol is more of an art piece than a simple symbol. 12.5 gp in materials, as would be appropriate for a silver holy symbol, is a good starting point, but the sky's the limit depending on which gems you want to include)
---

(Flo, let me think about those letter answers. Has there been previous communication back home from before I joined as GM? That might help with incorporating your family into the campaign more consistently.)

I'll give Kargas, Kellek and Colvyn a couple more days to make their purchases and talk about their downtime activities. After that I'll start moving you guys on. I assume the current plan is to take Flo's new boat down the coast into Magnimar?


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Kargas spends the next several days waking with the sun, finishing a hurried breakfast before heading out the door. He spends his days ranging around Sandpoint, exploring the hills and woods, swimming in the river, and otherwise being alone with his thoughts.

As the sun begins to set the half-orc wanders back into town--dusty and sweaty but mostly content. After bathing he spends his evenings at the Rusty Dragon for dinner, trying to talk to Ameiko and wishing that Rig was still around.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Colvyn continues hunting around Sandpoint and do some light shopping. He donates all the meats he gathers to Ameiko so that she pass it along to the family in needs. He just passes the time until the rest of the group is ready to move on.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11
Kargas Stormscar wrote:

Kargas spends the next several days waking with the sun, finishing a hurried breakfast before heading out the door. He spends his days ranging around Sandpoint, exploring the hills and woods, swimming in the river, and otherwise being alone with his thoughts.

As the sun begins to set the half-orc wanders back into town--dusty and sweaty but mostly content. After bathing he spends his evenings at the Rusty Dragon for dinner, trying to talk to Ameiko and wishing that Rig was still around.

Any interest on tracking down the Sandpoint Devil for some ritual combat? Guiness has offered to be your witness, if you like.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

The bounty of meat brought back to the Rusty Dragon each day keeps Ameiko's staff busy as they prepare portions while also curing and smoking the large majority for later distribution. Soon there's a battalion of meat smokers sitting out in the Rusty Dragon's courtyard, along with a half dozen locals hovering around and hoping for a sample. Thankfully, Ameiko is firm in doling out the prepared meat to those most in need.

Kargas finds the Sandpoint Hinterlands far more restful than the last time the party left in search of a murderer. In fact, the landscapes are downright peaceful - or they would be if not for the memories of the last couple of weeks. Back at the Rusty Dragon, Ameiko somehow manages to be busy every time Kargas returns in the evening - it doesn't seem to be purposeful, as each time the heroes of Sandpoint are in the building, the inn's customers swell. But it does mean that there isn't much time to just talk with the woman. Nevertheless, a beaming smile greets Kargas each evening when he enters.

On the fourth night after returning, Flo finds a letter sitting on her bed at the Rusty Dragon.

Letter from Home:
The letter, addressed 'Floredana', is written in Reliza's sharp, businesslike script.

Flo, what wild stories you brought us with your last letter! Dimitru, Luther and I were crowded around the table in the nook trying to read the whole tale at the same time. Dimitru only swore over your recklessness eighteen times, but he was grinning the whole time, so I reckon you did well by him. I, at least, think you're making us proud out there. My Flo, an adventurer, and a savior of a town on top of that. Desna bless.

Now, finding a family out there is important, but how about you surprise us next time with news that you've found a potential suitor too? No adventuring group are going to have your side like a good husband or wife. And they can carry whatever treasure you find.

Everything here is much as you left it, except for Luther's seasonal apprenticeship with Old Blake. Your father and I are managing without him as best as we can, but it has been harder than I expected. It wasn't all that long ago that he was more hindrance than help.

Your brother Sandor hasn't given any word, but a sack of gold was delivered to our boat about a month ago by a courier who said they came by way of Roderic's Cove. No message, just gold. I would rather hear that he's alive and well, but I suppose we don't get any say in the matter. If you go up that way soon, give him a good boxing for us, will you?

It was a great relief hearing from you and I hope you'll send another letter soon. Don't do anything I wouldn't do.

Love,

Reliza.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

A few days later, once you're all fully rested, re-equipped and refreshed from your harrowing experience at the Foxglove Manor, you meet up in Sandpoint's Harbor. Flo's new boat is moored in a prime spot, and thanks to the generous donations of insistent townsfolk, well equipped for multiple days at sea. The sun shines from behind the few scattered clouds in the sky. There's a bit of a chill to the air this autumn day, but there's no sign of heavy clouds on the horizon and you should have good weather for the two day journey to Magnimar.

Whether or not you intended to make a show of leaving, you attract enough attention these days in Sandpoint that you've already exchanged pleasantries with two dozen well-wishers. Among them Mayor Deverin, Sheriff Hemlock, a distracted Brodert Quink, and a few of the people you personally helped during the aftermath of the goblin raids.

---
Rig stops by to see you off as well, wishing you good luck in Magnimar. When you ask what he's planning, he says "A little bit of this and that, but I get a feeling I'll be staying around here. Truthfully, when I got back to Sandpoint with those farmers we saved in the Hinterlands, when I saw how they were embraced and helped by the people here that were basically strangers... well, I think I finally saw what my mother saw in Sandpoint when she was living here. As good as finding out who was really behind those murders might be, I'd like to stay here and keep an eye on Sandpoint and its surroundings. Maybe a little like Shalelu?" He grins. "Hope I'll see you all back here soon."
---

Rig is followed by two other familiar faces - Ameiko Kaijitsu and Father Zantus. They beeline to Kargas and Flo respectively.

After a bit of hesitation, Ameiko throws an arm around Kargas in a brotherly hug "You've survived goblin warlords, priestesses of Lamashtu and insane ghouls. I'm going to count on that streak holding up. Bring back some interesting stories from Magnimar, alright? And know that you're welcome back at the inn any time. All of you are." Her mouth twists with frustration for just a moment as she pulls back. "And since that had far too much air of finality to it, here's a drink for the trip!" She pulls out a bottle of some dark ale and presses it into Kargas' hands.

Meanwhile, Father Zantus places a hand on Flo's shoulder. "In the time you've been in Sandpoint, you've done incredible things for us. And in that time I've seen you grow strong in Desna's favor as well. I expect the Tender of Dreams has great plans for you - ones that will take you far from our little town and on to much more important matters." He gives a kindly smile. "It's no more than a feeling, a dream maybe, but I see you as making a tremendous difference in the entirely of Varisia. And that your travels will take you far from Sandpoint before they bring you back. I hope you'll keep us in your prayers. I plan to keep you in mine." He offers a traditional Desnan blessing for good travel as you ready to leave.

Grand Lodge

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Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

As he is speaking, Father Zantus hands Floredana a small item wrapped in a smooth, dark cloth dotted with some kind of reflective material so that it looks like the stars in the night sky above Sandpoint.

When you open it up and look at it:

This is an exquisite piece of jewelry in the shape of a butterfly, possessing the delicate beauty of a diaphanous dreamer but the enduring strength of cold-forged steel.
Obviously consecrated to Desna as a holy symbol, its construction is framed by elegant but strong layers of cold iron to withstand the rigors of adventuring, and it features gold inlay for the sun, silver inlay for the moon, small but beautiful clear gems for the stars, and mother of pearl accents in the wings and antennae. There is also a slot cleverly concealed in the torso of the butterfly, but it is currently empty (can be used for an ioun stone).
Some experimentation with it reveals that the sun can emit a warm golden light the equivalent of torchlight at will, the moon can emit a cool silver glow the equivalent of a candle at will, and the stars align themselves to magnetic north when the symbol is held flat (giving a +2 to Survival rolls to avoid becoming lost).


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek lives in his room for however many days the party remains in Sandpoint. He has his meals, and hot water brought to him, and only leaves his room on occasional errands, and then without a word.

If someone does hold him up with with what he considers "idle chit chat" he tries to remain pleasant for the duration as instructed by Miss Prompt's pamphlet--though he is shaky from long nights, and too much caffeine, and seems in need of a bath. Once this happens, he begins going out in magical disguise, and possibly through the room's window via vanish, and feather fall. If given more than 3 days in town this behavior doesn't change, but he might get more scribing done. He doesn't keep track of the number of days, or the party's travel plans, figuring someone will come get him when he's needed.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

When Ameiko starts for a hug Kargas raises his arms to reciprocate. When it turns out to be an Iomedaean side-hug the half-orc freezes, not sure how to respond other than grinning nervously. He takes an awkward half-step back as the hug ends.

As the bottle of ale is pushed into his hands Kargas grins at her, and even dares a wink as he tucks the bottle into his pack. "The best stories, with happy endings, promise!"
Please be charming: 1d20 + 2 ⇒ (11) + 2 = 13

Cha14 but still awkward as hell. I know a Kargas or two IRL

@Guiness: if asked Kargas will insist he's definitely going to go find the Sandpoint Devil and slay it, then head back to his tribe to impress all the shaman and chiefs. He just...you know...has some other stuff to do first. Shouldn't take long.


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Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Flo briefly jumps into the air with joy at the sight of the letter. Yes! Finally! With her favorite dagger, she delicately slices it open and pours over its contents. I'll send another letter from Magnimar. Might be further, but a larger city probably has an actual post system instead of having to trust random travelers. She tucks it away into her bag.

--------

On the day of their departure, she groups up with everyone on the ground level of the Rusty Dragon Inn. Looking around, she can't help but to take attendance while she visually inspects her companions. Everyone looks happy and healthy enough! But where's... Frowning, she sets her bag down before scaling the stairs.

Arriving in front of Kellek's door, she knocks thrice upon it. Once Kellek opens it (or giving it about a minute before she breaks and speaks through it, hoping the reclusive man is within), she takes a deep breath. "Kellek, we're heading to Magnimar. If you still plan on joining us, we'll be down by the docks, ok? Look for a sloop, the Dreamweaver," she explains proudly before leaving him to his... stinking. Maybe he's just... odd? Whatever he's been doing must be quite engaging.

--------

"I hope to see you soon Rig, take care of Sandpoint and yourself, ok?" she asks, giving the man who risked his life with her a warm embrace. Hard to leave this place, but easier knowing Rig will be keeping an eye on things. "If anything wild happens, we'll just be in Magnimar!"

Already beginning to get emotional over the departure, her eyes start to water as Father Zantus validates the work she and her friends have done for Sandpoint. "Thank you Father Zantus," is all she can manage to force out of her tight throat. Like Rig, she wraps the man, her spiritual leader, guide, and surrogate father, in a hug.

As she pulls away, he pushes a small package wrapped in a dark cloth into her hands. Slight confusion crosses her face as the surprising weight of it takes in her hand. Looking at it, she blinks hard for a moment. Are those constellations? Gently unwrapping it, she covers her mouth as she takes it in. "Fa-Father! This, I can't, how did you-?" she stutters and fumbles before composing herself.

"This will always be close to my heart. I can't ever express my gratitude for this gift from you and the Church. I hope I continue to be worthy of its beauty and craftsmanship," she says, visibly chuffed.

When goodbyes conclude, she leaps aboard her sloop. As it gently dips under the sudden, off-center increase in weight, lapping waves gently splash against recently dried paint. Dreamweaver is written in an elegant script across the side. "All aboard the Dreamweaver!" she calls to her friends, beaming. "We're Magnimar bound and daylight's burning!"


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

On the morning of the departure, Colvyn shows up wearing a brand new armour. He smiles as people gather to see the group off. "So, we are travelling by boat now? Is there room for Phasgan in there? Then again, should he come with us to Magnimar? I must confess, I never went there, so I don't know what to expect." After saying goodbye to all that gathered there, he steps on in the boat.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Father Zantus smiles as he hands over the strange holy symbol, simply saying "Hold it close, and may it serve you well. I expect you'll be in good hands with those friends of yours, and they protected by your capable ones."
---

Before you know it, you're casting off from Sandpoint's Harbor. Friends, acquaintances, crushes, all waving as you drift away from the docks and out into the bay. Flo expertly guides the sloop out and unfurls the ship's single sail. The wind catches it, and you're off.

---

Alright. Flo, I'm going to assume you're captaining this small vessel, so go ahead and give me two Profession (sailor) or Survival checks. Other people can aid with either skill if they wish.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek arrives at the dock with a heavy pack. He looks the vessel over.

appraise: 1d20 + 9 ⇒ (9) + 9 = 18

"Is it seaworthy? Where's the crew?"

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness will smile contentedly at the warm sendoff the group is getting on the crisp autumn day. Already getting situated on the boat at the set of oars closest to the mast, he answers Kellek with a smile, ”We are the crew of the Dreamweaver.” He appears to be tying a sturdy rope about his waist, with the other end attached to the mast—a tacit admission of his likelihood to sink instead of swim should there be issues.

Still he will help with the rowing whenever needed and stay close to the center of the boat. If Floredana wants any help, she has but to ask.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

"WHAT! That seems a bit like being your own barrister at your Chelish trial. I notice too that you did not answer my initial question." Kellek says more suspicious than ever.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Looking curiously at Kellek, Guiness shrugs and says, ”If it is good enough for our resident sailor, it is good enough for me.” Turning to Floredana, he calls out, ”What do you say, Captain, will she get us to Magnimar safely?”


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"She hasn't sunk yet, Kellek!" Flo teases. "Of course she is seaworthy. I've checked everywhere, inside and out."

"The idea, your Majesty" she says with a goofy bow, "is that I'll only need a little bit of help unless things get rough. Sails are a wonderful thing, until they aren't. It'd be all hands on deck then, or else it'll be all hands off deck!"
________
Sailor: 1d20 + 13 ⇒ (14) + 13 = 27
Sailor: 1d20 + 13 ⇒ (6) + 13 = 19
Colvyn, I'd imagine Phasgan would have room on board! Not a lot, but probably a place to nest while we are underway. In case any players are worried, Flo only intends on sailing without an experienced crew for relatively short distances and in good weather.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

@Floredana. I wasn't too worried about the place in the boat. Colvyn was more worried riding in the street of Magnimar on the back of a giant rat.

During the trip, Colvyn tries the best he can to be useful. He also takes the time to learn what he can about sailing, since this might be their new way to travel long distance, he figures that adding a new skill wouldn't hurt.

Survival: 1d20 + 9 ⇒ (2) + 9 = 11
Survival: 1d20 + 9 ⇒ (8) + 9 = 17


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Kargas eyes the little boat skeptically, his expression making it clear that he shares Kellek's doubts even if he doesn't give voice to them. As the others begin to clamber aboard the half-orc carefully climbs in and makes his way to the bow. Sitting down, he peeks over the edge into the water below.

Cautiously, but without a word, the land-lubber settles in for the voyage.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Magnimar is pretty cosmopolitan, so while Phasgan wouldn't be accepted in all districts, you're not totally out of luck either. Side note: I just misspelled Phasgan as Pharasmagan.

The Dreamweaver emerges from the sheltered areas near Sandpoint and out into the open ocean of the Varisian Gulf. Wind whips the frothy waves near the shore into cold spray, and Colvyn and Flo are left running around the sloop to get the sail under control. Once again, Flo proves an expert and she's able to set a swift trajectory for your trip - tracking the coastline while staying far enough out from the jagged rocks near the cliff-clad shore.

As you travel, you pass by Foxglove Manor, high up on the cliff. From a distance, the building looks strikingly beautiful and majestic as its stained glass windows glint in the sun.

Midway through the afternoon, Flo manages to spy a hazardous area of shallows up ahead and guides the sloop into giving them a wide berth.

You make good time on your first day, getting more than half of the way down to Magnimar. The rocky coast means that you're forced to anchor for the overnight stretch rather than either beach the sloop or risk traveling while Flo is sleeping.

That night, the sky clears up, and you're gifted a beautiful view of the stars and crescent moon. If not for the constant rocking of the boat, it would feel like an idyllic camping trip.

Will introduce Magnimar with tomorrow's update.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness suppresses an involuntary shiver as his skin crawls with the memory of that horrible disease as they pass the manor. Tugging at his regrowing beard, he settles down for the night in the center of the boat and eats some of his Dwarven rations, eventually falling asleep under the stars. "It's not like the tall caverns of my home, but it does have some appeal, for a surfacer, I suppose," he thinks, looking up at the night sky.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek boards the boat but doesn't look particularly happy about it. He notes Phasgan boarding, and says. "Ah, now it feels more like a real ship."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

It's in the late afternoon of the second day that the Dreamweaver approaches Magnimar itself. From far away, the most striking element of the city is the staggeringly enormous remains of a stone bridge, spearing out from the nearby rise. The ancient crumbling bridge stands at least two or three dozen stories tall and reaches out into the Varisian Gulf as though to connect a missing landmass out at sea.

As you come closer, you see the city itself, buildings crowding on top of, around, and underneath the ancient bridge. The city exudes the air of a metropolis, a myriad different styles of house, tower, and business crowded up against one another. And on the promontory, mansion after mansion, each one attempting to outdo the last in side and architectural flourishes.

See handouts for a couple of views of the city. Also check out handouts for a map.

As you pull into the harbor, you see the city's many towering monuments, ostentatious architecture, and elegant gardens held between its winding streets. As your gaze moves from the great palatial estates above to the winding alleyways below at the docks, it becomes clear that Magnimar is a place of great opportunity and great danger alike.

Despite arriving in the early evening, the harbor is abuzz with activity. Dockhands loading massive Taldoran caravels and unloading spices from Qadiran merchant vessels; captains and crew on swaying legs making their way in toward one of the many dockside taverns; street vendors, rabble rousers, and dock officials all shouting loudly to try to get the attention of their preferred marks.

One such dock official waves you over to a tiny berth barely large enough to fit the Dreamweaver. She has a scroll and quill in hand and inkpot dangling from her hip. As you throw ropes over to tie yourself to the dock, she shouts out in a rapid staccato "Dreamweaver, is it? Reason and duration for your stay? Berthing fee is 2 gold per day upon casting off, 10 gold deposit. We scuttle your boat if its unattended for 2 weeks and you don't come to the dockside office. That's a pain, so don't make us have to do that."

KN History or Local DC10; Regarding the stone bridge:
This massive edifice is the Irespan, sometimes referred to as the Giant's Bridge. It stands at over 300ft above sea level and is over 100ft wide. It existed in this area since before Magnimar was more than a twinkle in the eye of its founders.

Though sections of it have crumbled into the gulf, the material its made out of - Irespan Basalt - is widely known to be incredibly strong and hardy.

If you rolled History and exceeded the DC by 15 or more, open the following spoiler.

Spoiler:
You've heard stories told that the Irespan is a remnant of ancient Thassilon, the empire that ruled Varisia thousands of years ago. Some scholars have posited that it must have connected ancient Thassilonian cities once. Others suggest that it was used by giants in ancient religious rituals.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Knowledge/History: 1d20 + 1 ⇒ (5) + 1 = 6

Guiness unties himself and steps off the boat onto the dock, handing the official a platinum piece and saying, "Ah, the stability of land beneath my feet once again. I am not cut out to be a sailor." Looking back at the others, he asks, "Uh, how long are we staying? Maybe a week?"


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"As long as takes, Guiness," Kargas grunts as he unsteadily hops onto the pier, causing the Dreamweaver to rock from his sudden movement. "Oops, sorry Flo."

The half-orc pauses to take in the city before him, particularly the enormous stone bridge. "Heh, somebody had an ego."

IIIRC, our big lead from "Xanesha" in that letter was that Aldern has a townhouse here in Magnimar, I think locating and visiting that should be our first step.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

I agree, the townhouse is the big lead, but there is also the painting to sell, and, of course, if it is evening time some food to be eaten and ale to be drunk...

Turning to the official, Guiness responds with more confidence, "We will be here at least a week, and I would say our reason for stay is primarily business--although a good recommendation for comfortable accommodations with hot food and cold beer wouldn't be unwelcome..."


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek gives the dock official the once over as the Dreamweaver draws near.

"I'll find us someplace reasonable to stay... with hot water." Kellek says leaving the boat with only a light pack. "I'll send word to the ship. Bring my things along, when you've made docking arrangements."

GM:
As I'm not certain Kellek has ever been to the City of Monuments I'll roll this one for fun's sake.
knowledge (local): 1d20 + 11 ⇒ (9) + 11 = 20


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Flo smiles at the official and returns her wave. "Yes, the Dreamweaver! As has been said, we are here on business. Just came from Sandpoint and a week to start sounds about right. Would you mind pointing out the office? I'll make sure to come by if it'll be longer than that," she explains.

"Is there an information center or something that we could get a map of the city from? There are a couple of errands we need to get while here."
________
Agreed, we can try to sell off the painting quickly and then find Aldern's townhouse. If the painting becomes an ordeal to sell, we can just put it off until later. Since we aren't living in the sloop, Flo will not leave anything of importance on it and will keep any necessary paperwork for the vehicle and its docking on her person at all times.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

If you'd like to find someone to sell the painting to, you'll need to gather some information - Diplomacy!

@Kellek: KN Local doubles up as "stuff I know about other countries, cities and its people" so it A-OK for you to roll.

The Dock official takes your gold in a swift motion, writes a series of notes on her scroll, and tears off a piece on the side for you as a basic sort of receipt. "Alright, business it is. Don't go wandering around Underbridge if you don't have to. As for a place to stay, there's more inns and taverns than you can count around Dockside, and the competition means only the good ones survive. If you want to spend some coin, there are a number of nicer establishments up in Naos." She points a finger to the plateau covered in palatial estates. Now that you're in the city itself, that plateau looms over the lower parts of the city.

The official immediately turns to a neighboring boat about to cast off, raising some complaint about their paperwork.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness shrugs and starts unloading their gear as the captain deals with the paperwork and Kellek heads off to find them an inn. Hopefully by the time everyone is ready to head out, the mage will have found them a place to stay.


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N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
GM Cellion wrote:
If you'd like to find someone to sell the painting to, you'll need to gather some information - Diplomacy!

Painting! I have a small, bright, fuchsia character with a wolf in another game who could use one of those right about now.

GM Cellion wrote:
@Kellek: KN Local doubles up as "stuff I know about other countries, cities and its people" so it A-OK for you to roll.

I knew that, I just wanted to note why I wasn't going to take 10 on the roll, like I normally would.


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3
Kellek Zaderan wrote:
GM Cellion wrote:
If you'd like to find someone to sell the painting to, you'll need to gather some information - Diplomacy!
Painting! I have a small, bright, fuchsia character with a wolf in another game who could use one of those right about now.

Haha, ain't that the truth! We're about to wrestle her down if she tries to have at the painting with the win!

Business concluded, Flo waits patiently with Kellek's bag for the mysterious wizard's return. I wonder what used to be here? Those bridges are huge!

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

While he is waiting with Floredana for Kellek to send word of their destination for the night, Guiness asks, ”So, do we have any legal authority to explore Aldern’s townhouse? Without something written from Sherif Hemlock, I don’t see the Magnimar authorities looking favorably on our forced entry.”


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N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek wanders the streets looking for a place that is both more-or-less secure and functional as well as close to their target.

Waiting to see what Kellek finds myself.

Floredana Mandulescu wrote:
Kellek Zaderan wrote:
GM Cellion wrote:
If you'd like to find someone to sell the painting to, you'll need to gather some information - Diplomacy!
Painting! I have a small, bright, fuchsia character with a wolf in another game who could use one of those right about now.
Haha, ain't that the truth! We're about to wrestle her down if she tries to have at the painting with the win!

Droo + Stäbbi = ❤


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

"Good question. I'm not a legal expert, but I'm pretty sure that we can at least scout out the place." Colvyn looks at Floredana holding Kellek's stuff. "Are you really going to carry his stuff?"


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Patting the hilt of the adamantine sword, Kargas grins at the dwarf. "I can't think of a better authority for hunting down cultish ghouls obsessed with stars."

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness smiles at the big half-orc and says, "Yeah, maybe we just don't break in while the watch is looking on, though...No telling what laws might be in a new city."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Though it takes poking his head into a few less savory establishments, Kellek eventually locates an inn that's up to his standards. A quaint affair in the corner of a particularly dingy alleyway that manages to be cozy and well kept inside with a somewhat more middle-income clientele. The elderly man running the place nods silently in the affirmative when Kellek asks about the availability of boiling hot water, and points a gnarled finger silently at a list of prices on the wall for food and rooms.

It doesn't take long for the rest of you to catch up and get rooms of your own, along with drink and slices of a decent roast on your plates.

Once your bellies are full, all that remains to be handled is the discussion of your next steps.
----

Locating the Foxglove Townhouse would also require a Diplomacy to gather information.


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Lounging in her seat with her belly full, Flo swirls a cup of wine. "I think we've pretty good reason to get into the house, considering what we know," she begins, watching the wine-nado flatten before starting it up again.

"We should find it, look it over, and when the time is right, investigate it. I can't imagine the authorities will believe us, so asking first might just make it harder for us..." Finally, she drinks more wine.

"Thoughts?"


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Kargas drains his second tankard of mead and leans back in his chair.

"Whoever was behind Aldern's rampage may not know about his destruction yet. We should move fast and, when we find our enemies, strike hard. The more time that passes the more likely this unseen enemy catches on."

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

”Then perhaps after we get settled here we should go tonight,” says Guiness. ”We can figure out the painting in the morning. Anyone know where the Foxglove townhouse is?”


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek would have asked around on his way to finding this place just to make sure that the group's accommodations would be on the same side of the city as the townhouse. If he can't fins it in the time it takes he settles on a place to stay with the idea of changing it if the need arises.

Diplomacy - Ask around: 1d20 + 2 ⇒ (14) + 2 = 16 for: 1d4 ⇒ 2 hours.

Then he would have sent a runner (a young lad like the one Scrooge sends to buy a Christmas turkey for the Cratchits) to inform the party of their accommodations--and most-importantly, to remind them to bring his things. ;)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Lol, how does this party endure Kellek :)

While Kellek was gathering information earlier in the day, he'd managed to track down Aldern Foxglove's townhouse. While no one seemed to personally know Aldern, one merchant had provided a delivery of bird cages to the townhouse a couple of months ago and was able to provide its address.

The townhouse is located in the Naos district, not far from Starsilver Plaza - about four blocks away from your current accomodations.

From the look of the district as you made your way to the inn, this appears to be the "new money" part of town. The streets are mostly well maintained, and new or pristinely refurbished townhomes line the streets. The few people out and about appear to be mostly well-to-do merchants and social media influencers local socialites.


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N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
Brother_Guiness wrote:
”We can figure out the painting in the morning. Anyone know where the Foxglove townhouse is?”

"As a matter of fact...." Kellek explains what he has learned.

GM Cellion wrote:
Lol, how does this party endure Kellek :)

Could be worse.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Finishing up his last mouthful of beer, Guiness stands up and says, "Alright then, let's go. Is there anything in particular we need to keep in mind from the letter?"

More quietly, he asks, "Does anyone know about this 'Brothers' organization?"


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"Fair enough, tonight it is," Flo says, throwing back the last of her wine. "Lead the way Kellek!" she says, patting the wizard on the shoulder as she walks past him for the door.
________
How else are we supposed to best prepare the next generation's heroes for their ultimate BBEG fight unless we know the way Kellek the BBEG thinks and fights?! Also, no way Flo would let this guy hang out in Sandpoint without a little oversight ;)

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