Savage Tide -- Pathfinder Core Only

Game Master Chainmail

Players Guide
Current COMBAT map

The City of Sasserine is recovering from a century of oppressive rule. The thieves guilds have been destroyed and many unsavory elements eliminated. It is a place of opportunity for the prospective knave and a heroic battleground for the prospective knight.

(1) You are recruited by a desperate noble of the city of Sasserine, one Lavinia Vanderboren. After her parents recently perished in a freak accident, she inherited a large number of debts along with the rest of the estate. Yet her real problem is not financial, but personal.


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M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Aye, we have taken quite the beating.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

In any event, let us take the siren to the Xerboians and then report to Lavina, we need to let her know what has been going on with her brother. Plus she might be in danger.


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

"Very well. Let's head back. We can return and search the island for more clues if we cannot find any other leads in the city."


The return to Sasserine is uneventful. Upon arriving, the news throughout town is that Keltar Islaran, the old harbormaster of Sasserine, was found murdered in his bed. Cut up with many knife wounds.

Lavinia greets you with relief at seeing at you alive. "Where is my brother, did you find him??"

DC KN:local 15 Garnstn only DC 25 anyone else:
The Lotus Dragons are a new guild of thieves-they seem to be a lot more organized than the other fly-by night guilds that have been popping up over the past few years.

A local sea temple is found, and they receive Tina's body. They give you a 100gp reward for bringing it back.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Dain hands over the note. IT seems that your brother is trying to move into certain circles. I nae know what the Lotus is, but he betrayed several people to get in good with 'The Lady'. He locked us into some complex on Parrot Island where we almost got killed by walking dead. Look like we should go looking for him at the Taxidermist's Hall.


Male Moon Elf HP = 26/26, AC=, F+3 | R+6 | W+3 (+5 vs. Enchantment Spells) , Per +9, Ini. +9

Mal waits for Lavinia's answer in silence.

Sovereign Court

Female Human
Stats:
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3

Kat nods but looks at her companions."We also should try to find a few items to improve our equipment. I for one would like to get a better quality weapon and a stronger armor."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Know Local: 1d20 + 6 ⇒ (11) + 6 = 17


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn mutters to the group. "The Lotus Dragons are a crew. New but tough, work well together. Yer brother may be with them."


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

Mahath nods at Garnst's comment. "Okay, we'll have to be careful how we approach them. It sounds like you at least have heard a bit about them; maybe you can find out where they hang out, if you don't know already. We should go soon, but I suppose we can hold off while Kat visits an armorer or weaponsmith. As long as you have someone in mind and don't need to just wander the markets looking for someone."


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"Likely track some down in Shadowshore... where all the crews hide-out from the law."


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

The note said somethin about the Taxidermist's hall, so we should check out there.


Lavinia sighs and informs you: "I want my brother alive, but your safety is more important than his. He has made his choices, and he may be unable to avoid a bad end!!"

Lavinia calls in her strange seer, and she burns some incense and goes into a trance. She informs you that she can see the taxidermist guild hall in a vision.

"The guildhall is a relatively modest building. There are two entrances: the front door into the showroom opens from Water Street and a locked service entrance from Dead Dog Alley."

Some investigation by Garnstn reveals even more....
The Taxidermist's Guild is located in the Sunrise District and is run by a lanky, middle-aged man with a gold tooth and a penchant for looking down his nose at customers. The clientele going in out are very respectable. Curiously, they are reputed to have a collection of exotic animals.

Before heading there, you consider buying equipment in town. The town seems to have many items for sale, but is quite lacking in exotic metals.

You may want to buy more equipment.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Dain purchases a fine Masterwork Warhammer for 312 gold.

Hopefully I won't miss so much with this hammer. So do we want to go in the back? I'm very poor at sneaking, we might want to go in at night and take advantage of the dark.

Sovereign Court

Female Human
Stats:
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3

Kat would buy a Chainmail, trading in her Scale mail for a total of 125 gp and a scimitar in MW quality, trading in her old sword for 312.5 gp


Male Moon Elf HP = 26/26, AC=, F+3 | R+6 | W+3 (+5 vs. Enchantment Spells) , Per +9, Ini. +9

I will get to the equipment purchasing ASAP, sorry behind on a few games I run that I need to update.


Male Moon Elf HP = 26/26, AC=, F+3 | R+6 | W+3 (+5 vs. Enchantment Spells) , Per +9, Ini. +9

The Ranger purchases Hide armor for some protection but maximum maneuverability. He also purchases a second quiver with 20 fresh arrows and a Flail in case his foes require bashing instead of slashing.

The Ranger also purchases some provisions which may assist in tackling a group of foes. Smokesticks (5), a Thunderstone, a vial of Antitoxin, and Tanglefoot Bags (2).

DM:
Mal uses his copper for the armor so he is not encumbered by it moving forward.


All stocked up, the heroes decide how they visit the Taxidermy Guild. With two doors, one locked, it is a question of time of day and any preparations.

Or they consider other avenues of investigation.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"If we're doin' this bloody, best be at night. Unless one of you thinks you can talk yer way in during the day..."


Male Moon Elf HP = 26/26, AC=, F+3 | R+6 | W+3 (+5 vs. Enchantment Spells) , Per +9, Ini. +9

Mal shakes his head at Garn, "I certainly cannot. I do agree that night would be best. Perhaps first we can find someone who knows the layout of this building so we can know the best way to enter. Or even better, perhaps we simply watch the building and snatch our quarry without having to invade. We have been lucky thus far in avoiding death but death seems to have its hand at our throats whenever blades are drawn".


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

"Is there someplace we can hole up nearby and watch? Maybe an inn with a window overlooking it? I can't say I'm very familiar with that part of the city, so I'm not sure what's around there. But perhaps, as Malstei suggests, we can watch it for a little while. Then if nothing presents itself, investigate before dawn."

Sovereign Court

Female Human
Stats:
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3

"I agree, it would be wiser, for once, to get some informations."


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Maybe ask about getting a stuffed animal. Dain chuckles. Get the basic layout at least. As for darkness, Garn and I can see without light and Mal can handle dim light. It is Mahath and Katharina that have trouble.


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

"I have a spell that will allow me to whisper back and forth with someone from about a hundred feet apart, even through some walls and such. I can cast it on whoever scouts for for us and then the rest of us can rush in when it is needed. We can check too and see if there is a more discreet way to enter; perhaps for an adjacent roof or cellar, or an alley or sewer?"


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Alley sounds possible. I doubt the sewers since we just can't bust up from under them like in stories.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

"I'll try to case the place a bit. Not my best thing, but not my worst either."

Garnstn will set up in an alley across the street and watch the commerce in and out for a few hours. If the rest want to pass by or play customer as well, that's fine. He is mostly watching people go in and out, hoping to get an idea of how many people we can expect to find in there.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Dain heads in as a customer, he checks out the main room as much as possible. Plannen to do a bit of hunting and want my first catch mounted. Small game. He says and inquires about prices.


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

So, to summarize, we'll walk past the outside of the place, trying to discreetly take in the structure and its neighbors. Then Dain will go in to scope it out as a prospective customer, Garnst will set up a lookout nearby, and the rest of us are going to settle in a tavern or inn nearby where we can see the entrance, Garnst, or a spot that Garnst can move to quickly and signal us that we are needed. If Garnst and/or Dain find something out and want to circle back with the rest of the group, they'll know where we are to do so.


Male Moon Elf HP = 26/26, AC=, F+3 | R+6 | W+3 (+5 vs. Enchantment Spells) , Per +9, Ini. +9

If there are any nearby buildings that have a good vantage point on the Taxidermist building, Mal will attempt to make it to the roof and take a look around to get a different view of the area.


For those of you following in the player's guide linked in the campaign tab, the taxidermists guild is #14 on page 15 in Sunrise

Near the taxidermists building, a small inn with black bird called 'The Old Crow' is facing the street, its back shares and alley with the taxidermists guild. The inn is known for serving exceedingly strong alcohol, and, with a price, some with a smooth smoky taste.

Across the street is the Shivering Cat, a more traditional in and tavern serving fish with its own dock. On a nearby corner, Mal scales the roof of a warehouse and looks around. He has a nice view of boat traffic down the canal and the rear of the taxidermy guild building. At the moment, nothing looks amiss as you scout the area.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Dain heads into the Taxidermist's guild to get an idea of the inside.

Sovereign Court

Female Human
Stats:
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3

Following Dain Kat joins into investigating the house, leaving polearm and shield behind, just as if she were a member of the Nobility trying to find a new present for her father. After a second, she reconsiders and genuinly thinks about it.


As you enter the showroom, you are confronted with dozens of
expertly stuffed and preserved animals, ranging from parrots, monkeys,and bats to more exotic creatures like a monstrous centipede, a stirge, and even a black dragon wyrm1ing. A bell near the door bears a short sign-"Ring for Service."

After a few moments, you discover the Taxidermist's Guild is run by a lanky, middle-aged man with a gold tooth and a penchant for looking down his nose at customers. "I am Nemien Roblach, are you here to buy?? You don't find dragon wyrmlings anywhere but here."

You are in G1 on the current map--you notice the proprietor has come from the room out the South door to he left.


Male Moon Elf HP = 26/26, AC=, F+3 | R+6 | W+3 (+5 vs. Enchantment Spells) , Per +9, Ini. +9

Mal stays in position in case anyone comes or goes or he sees the familiar face of the human that trapped him to die among the dead...


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

Mahath goes into the Shivering Cat, opting for a table at a window where he can watch the Guild entrance that Dain and Kat use. He'll order a drink and watch, ready to bolt out and help if he sees a sign that it is needed.

Sovereign Court

Female Human
Stats:
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3

"Not? A pitty. I am looking to buy something special for my father. I want to go into the djungel and kill it. So... what would you say would be a decent monster to hunt?"


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Good evening. My friend and I are planning on a hunting expidition and indeed we may be heading into dangerous areas. We'd like to check your prices for size and numbers and any special costs if the beasts are dangerous.

Dain wanders around the area, checking the layout. If there floor or other areas are stone, he uses his stone sense to see if there are hidden areas.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Nemien seems impressed and lets out a whistle.
"Let me know what you find. I can pay you well for returned carcasses. The less damage, the better of course. Anyway, it is said that large apes reside in the heart of the nearby jungle. I always wanted one of those."

Mahath finds the Shivering Cat filled with fishermen and sailors. The 'mixed fish' plates and stews are a silver, and seem to be popular. Ale and a strong drink called 'Sea Tar', which is jet black, seem to be popular. Given the crowd, a few fishermen join him at the table and seem to be trying to give him some space as they talk about the weather.

The store seems to have no secret doors or hidden compartments or anything unusual after a quick look by Dain.


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

Seeing what the locals seem to be favoring, Mahath orders a mixed fish plate and a Sea Tar. Knowing he might have to bolt out at a moment's notice, Mahath pays for the food before the server brings it, and sets a few coppers on the table as a tip. If he ends up staying a while, he'll add more coppers to the tip.

When others move to join him at the table, he'll smile warmly but say little. He half listens to the conversation in case a local speaks to him directly and pulls him in, but otherwise he keeps a watch out the window.

Sovereign Court

Female Human
Stats:
hp 33/38(+2) AC 16|T 11 |FF 16, F +5 |R +1|W +1 (3 againstcharm, compulsion, and fear effects), Init +1, Per + 9 CMD 18/20 raging
Barbarian 3

"Hmm, an ape. Well this is interesting. Makes it harder to use a pit. I have to think on it. But it would make for sure an interesting addition to my fathers collection."


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Arrows might be best for apes. Well thank you good sir, we'll certainly be bringing back any finds. Dain leaves with Kath and goes to find the others.


Dain and Katharina leave the shop. Mahath is found eating and drinking nearby. The ranger is still up high.

Garnstn is around somewhere.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Dain heads over to Mahath. Didn't sense anything like secret doors or compartments. They might be in the back areas though so coming back at night time sounds like a good idea.


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

"Very good. Let's see what Garnst learns." He ponders for a moment, then adds "One of my teachers claimed he knew of a spell that would reveal concealed portals to the caster. I don't happen to have it, but I'm sure anything he could have cast I could certainly manage. I could head back over to the market district and see if I could acquire a copy?"


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Do you have the funds for it? Garn will make a good scout at night and perhaps your familiar could ride along so it can speak with you if Garn gets into trouble.


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

GM:
Garnstn will continue to case the place into the night, staying in the shadows but close enough to see with Darkvision. He will rejoin the party a while after midnight and report anything he sees.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

So it seems like a night time visit. Mahath, I think you have time to go look for that spell if you want to be prepared.


Male Human Wizard 4 | HP 40 | AC:12 | FF:10 | T:12 | CMB:+2 | CMD:14 | Fort:+3 | Ref:+3 | Will:+6 | Init:+2 | Perc +2 | St:+2 |

Mahath will leave the others, heading quickly to the marketplace to see if he can find a copy of the spell (detect secret doors) and the materials to add it to his spellbook.


gm:
stealth G/per G: 1d20 + 6 ⇒ (6) + 6 = 121d20 + 5 ⇒ (20) + 5 = 25

Garnstn carefully moves around the building at night. He finds a rear door in the alley, and what appears to be a lack of activity. He notices a large amount of disturbed ground in the alley--indicating a large amount of traffic through the rear door.

As he moves around, he notices what appear to be a pair of sailors wandering by. They give no indication of noticing him.

Mahath finds the spell available at a magic shop.

Std prices for scroll


HP 27 | AC 17 | F+3, R+6, W+1 | Init +3 | Perc +6 (7 for traps)

Garnstn searches the area in the alley carefully, wondering if there is a secret entrance, before returning to the group.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

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