The Fall of Fairhaven (Inactive)

Game Master Jubal Breakbottle

Fairhaven town map
Encounter Map: Michael Bay ending

Villain stats:
Ymial: AC 25, touch 11, flat-footed 24, CMD 23, Fort +9, Ref +5, Will +2. SR 17. DR 5/magic


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"What Esaul says is true-- we trek through it plenty, but we don't really call the woods home. If it were up to me, we'd stick to those jobs what can be done within an hour's walk of an inn!"

Never mind that it's her own activities which led to this little 'get out of town for a while' thing.

"As for entertainment-- well, I can sing, but all I know is sailor's songs and they're none too delicate on the ears," Tris snickers. "And I've been told I've a voice like a seagull. But a spot of gaming, now... I do have cards with me."

She eyes the other woman speculatively. "Name your game, priestess. Maw of the Beast? Wizard's Patience? Lords and Ladies? Crusades?"

Tris is always up for the chance to gamble with someone who doesn't already know all her cheats tricks and tactics. Never mind that you can't play cards while on the trail, and that even when they rest for the night it's unlikely they'll have the light, or the energy, to game.

As they hike along, Tris looks intrigued by the list of all the places Rahaal has been. "Never got further into the elf-wood then sailing past on the river, and I've not been to Qadira or Katapesh at all. 's it true they've got these big horses that go weeks without water?"


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"I wasn't going to mention the singing I like to subject the rest of them to," Devan chuckles, "But that's one way to make a fire feel like home. It doesn't matter as much how we feel, the knowledge that other people need us is what keeps me going. That, and my family's here," he says looking at all the Samaritans. "There's Grandpappy Thondie, cousin Esaul, cool auntie Tris and poppa Davan and his weird half-son Arend." It obvious from his tone that Devan is poking fun, but also quite serious about how he feels towards the other Samaritans.


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Arend just glares at Devan for a moment before rolling his eyes and continuing on in silence.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Rahaal laughs an easy laugh at Tris' comment about sailor songs. "Hey now Tris! I'm a believer in order and civilization, not prudity. I can enjoy a bawdy song as much as the next gal, as long as it’s clever.

“I don't think I've ever played Wizard's Patience, but I like learning something new, and Maw of the Beast and Lords and Ladies are old favorites. Seven Stars too, if you know that one. Maybe the wind will die down and we'll find some time to play tonight, after we make camp. And if not, singing it is! I’ve no real training but I think I can hold a tune reasonably well, and I'd be happy to trade a few songs around the the fire.”

Catching her breath while hiking uphill, she replies to Tris’ question, ”Those’re camels you’re thinking of. Very handy if you’re trying to get across the desert quickly to the next hospitable town. My parents ran an import business, so I grew up traveling a decent amount at my mother’s side. Some by camel, some by boat. In a carriage when Abadar blessed us with prosperity. Every city I’ve visited has it’s own unique charm, be it their theater, sculpture gardens, or cuisine. No one makes baklava like the Katapeshi, often scented with orange or rose." Another pause while navigating under a branch that crosses the path. ”Of course there’s nowhere in Golarion to top Absolom, the City at the Center of the World. The theater is phenomenal -- from comedies to tragedies -- but so are the markets and the restaurants. And of course there’s the Starstone, where your patron won his godhood.” Rahaal nods to Tris. ”Maybe some day I’ll be able to show you all around. Have none of you been?”

When discussing sleeping outdoors, Rahaal nods at Esaul, Tris, and Devan’s explanations. ”So you put up with the hardship for duty’s sake then. That I can relate to.”

Rahaal smiles as Devan’s 'family' story, stopping to look him in the eyes, her own eyes a throbbing swirl of amber, emerald, and gold. ”You really do think of each other as family, don’t you? I...admire that.” And with that she walks along in reflective quiet.


"I'll teach you Patience if you'll show me Stars," Tris offers. She drinks up the tales of distant lands, of 'camels' and 'baklava' and fabled Absalom itself.

"I'll get there before I die," she says firmly, of the City at the Center of the World. "Gotta have a drink in the bar where Cayden took that bet. Don't imagine I'll be quite so brave... or foolish, as him, though."

She laughs raucously at the suggestion of family, shaking her head slightly, but she doesn't elaborate on her thoughts on that.


Day 4 morning

In the morning, Rahaal introduces Carter and Kel to the balance of refugees of women and children who did not awake the night before or were too suspicious. After a breakfast, most everyone is comfortable with the new plan, or at least they hold their concerns. The Samaritans help the refugees bundle up with a few traveling tricks and see them head off toward Highspur with Kel leading and Carter following. Everyone makes their farewells.

While the refugees can still see the Samaritans, Esaul takes the opportunity to obfuscate the camp and cover their tracks, such that as soon as they are out of sight, the Samaritans roll at a fast pace, with which is much quicker than Rahaal is comfortable.

Between Rahaal’s recent experience and Esaul’s skill you continue to avoid the patrols that become more plentiful the closer you get to Fairhaven. After 11 hours of constant marching, you make camp. While recovering from the march, Rahaal tells you of what to expect over the next couple of days.

Tomorrow, you must cross a small river. It was well fordable a few days ago when they passed. The following day at the pace you are making you should hit the major road that heads south. You’ll follow that road north up the mountains into Fairhaven. If the army has a checkpoint, it will probably be at the bridge which spans the breadth of a ravine that digs into a mountain.

You heal the 2 nonlethal HP from the previous night’s rest and take three new HP of nonlethal damage from another forced march. Chit chat; specify watch schedule; and tell me when you are ready to progress.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Do we have any alternative solutions to cross the place aside from the bridge?"

I suggest we divide into five shifts (each with two hours). Me and Light take one, Arend and Devan another, Tris, Rahal and Thondrir will get their own shift alone, although they have very good perception checks, and Thondrir compensates by having Darkvision.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Devan and Arend should sleep first, then Devan can wake up and summon Arend for shift 5. Shift 1, Tris. Shift 2, Esaul/Light. Shift 3 Rahal. Shift 4, Thondrir. Shift 5, Me and Arend. That puts people with darkvision during the dark parts.

"If the bridge is guarded, I could send in Arend on a suicide mission. Then once he goes down, summon eagles to assault the remaining enemy forces from hiding. If they can't be eliminated with summoned creatures, we can pepper what remains with ranged weapons and finally engage in melee if absolutely necessary."


I'm good with Devan's suggestion for watch schedule. Putting darkvision in the darkest parts of the night suits me.

When Esaul finds their campsite for the night, Tris takes a few moments just to relish not-moving, after eleven hours of the punishing pace. She rubs at her sore legs and drinks deeply from her waterskin.

Once she's got her breath back, she studies the campsite Esaul has found, trying to figure out if there's any point in getting out her string from her pack.

If the terrain allows for a feasible use of her string+mess kit trick, Tris will set that up. If it's a situation of "well there's no clear side to try and set up the alarm on" then we won't worry about it.

"Dibs on first watch," she calls, only half-teasing. She'd love to sleep now, but she loves even more getting to sleep out the rest of the night. Well, barring attacks in the night.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

"So long as ye don't expect ole Thondrir ta be swiminn' 'cross a river somewhere. And if it be more serious 'an that, cannae ask fer a more suitin' bottleneck 'an a bridge. Set me at tha front an' pick em 'part if ye please. Ain't found an orc or demon forged stabber fit ta get past me plates yet."

Thondrir will just stay up on through his shift and Devan's. He'll need time to pray for spells and already be fully armored anyways. Also sorry I couldn't add more to the refugee scene. Really wanted to get the kindly grandpa's two cents into it, but I've been lacking both time and muse the past week.


Esaul wrote:
"Do we have any alternative solutions to cross the place aside from the bridge?"

No.

Esaul wrote:
If the terrain allows for a feasible use of her string+mess kit trick, Tris will set that up.

Yes.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Rahaal wishes she had the energy to take Tris up on her offer of cards from the morning. Instead she asks Devan if he'll sing to them before hitting the hay.
.
She's happy with Devan's watch proposal. Her only addition to the strategizing for the bridge is that she'd be willing to stand behind Thondrir and Arend, dazing as many of the soldiers of Ymial as she can. She can summon an eagle as well if useful.
.
Ready to continue, but can chat if engaged.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

My whole idea is to use Arend and summoned resources first, while we hide, and then fight ourselves only if we have to. We need to see the battlefield to know if that's even possible, but hopefully it will be. Thodrir wall is a good secondary plan. But, you know what they say. No plan survives contact with the enemy.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Freedom Fry: the 'Murica Bird. Deus Ex Machinaing bridges 'cause he just don't give a f#+~. Democracy wins again, whewwww!

Okay, I'm done... for now.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

You know I have some terrain-manipulating spells, so it may help us a lot, specially entangle and Obscuring mist. Anyway, I'll be taking them down with the bow.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Spending summons and spells first sounds great


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Throw up an obscuring mist behind them, an entangle in front of them. Then let the eagles and Arend smash them. If any are left, archery to clean up.

We're ready to move on, yeah?


Only one issue I see: summons, Arend, entangle, obscuring mist, etc do not prevent them from blowing horns and calling endless orcs to our position. I'm not saying I have a better plan, though, cuz I don't. And yeah, ready to move on.

Tris strings her makeshift alarm around the camp once more, even though she feels nearly too tired to see straight. With an exaggerated yawn, Tris climbs a nearby tree for her watch, settling about fifteen feet off the ground. It's not truly a crow's nest, but it's the closest she's found on land. She leans back against the trunk, legs straddling a sturdy bough, and arms crossed over her chest as she settles in for a hopefully uneventful watch.

In the morning, she is ready to move on with the others, breaking fast with handfuls of dried meat on the trail. Gambling games will have to wait.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Well hopefully Arend can sneak up and take out a couple before they realize what's going on, and then Rahaal and I can summon eagles (can you prepare summon nature's ally Esual? Don't know how hunter works). While the two or three eagles go at them, Esaul can entangle them. If they start blowing horns then we start shooting and hope for the best. If everything went perfectly we'd be able to take them out without them even seeing us. It won't of course, but hey, a man can dream.

It's all going to depend on the set up of this bridge.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Let's carefully look after the ones with the horns, and make them our priority. SNA is not really useful in my list of spells, Devan... I can summon them, but 3 rounds and their power is not worth it, I would better shot an arrow (or two).


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

If you spend one round summoning an eagle that gives nine attacks potentially from it over the next three rounds and you can still shoot normally on those rounds. Not always worth it, but if you're setting up an ambush it's awesome. However, it's your character, do what you want.


Day 5 afternoon

Your first evening without visitors on the Peak’s Wood Path seemed thankfully odd. Neither your sleep nor breakfast was disturbed.

After five hours of marching and avoiding patrols, you finally arrive at the ford of the river. Esaul stops you within sight of it and motions even noisy Thondrir forward. The stones of the ford cause minor rapids of the spring snowmelt easily cloaking the discordant music of the dwarf’s heavy metal armor. The only unusual sight is across the river on the muddy bank and trail heading away from the river. A human works with a stone to open a very large wooden chest without the key.

The travel of the chest is easy to follow with heavy gouges in the muddy slope disappearing out of sight on the trail. The man is covered in mud: head, boots, studded leather armor, weapon’s belt with a shortsword and dagger. The mud on his hands and feet is wet, shiny and fresh while the balance is matte and dry. He’s breathing heavily, and stops periodically to wipe his eyes of tears and sweat. Exasperation and frustration are clear from his movements. He has not noticed you.

Rahaal recognizes him from Fairhaven but does not know his story. His name is P something.

The river is 5 squares wide. You are gathered 3 more squares up the river embankment behind cover. There is 1 square between him and the river.

To avoid falling prone in the river, you must make a DC 5 Acrobatics check +2 DC for every 1 square per round that you want to cross. For example, taking 5 rounds to cross needs a DC 7 check and taking 1 round to cross is a DC 17 Acrobatics check. You can take 10.

Other way is to just get wet and walk across. It’s considered difficult terrain to wade across.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

From their hidden spot, Esaul tries to understand what is the man doing, keeping his voice low even if the river cover their sounds. "What's he doing?"


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Calling out in a clear strong voice, Rahaal says, "Citizen of Fairhaven. It is I, Rahaal, priestess of the Judge of the Gods, together with some bold adventurers who come to save Fairhaven. Do you require assistance?"

Once all are ready to cross, Rahaal will take 10 for an 11 at Acrobatics, which should get her across in 2 rounds.


A river. Well, a stream by her standards, it's certainly not the Sellen River, but it'll do... Tris grins a little at the sight of moving water. Just needs a little raft and she'd be right at home. But, as there is no raft...

And there's a man trying to open a box he doesn't have a key for. Interesting-er and interesting-er.

She pauses to see the man's response to Rahaal's hearty greeting. If the man responds civilly to Rahaal's greeting (I.e., doesn't draw weapons or look hostile or something), she will slip out of the trees and attempt a bit of watery derring-do-- picking her way across the odd bit of slippery rock that juts up from the water, balancing deftly until she lands with a flourish on the other side of the water.

Acro to cross in 1 round: 1d20 + 6 ⇒ (17) + 6 = 23

"Need any help opening that?"


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"It's probably a tribute? But why wouldn't he have the key?" Devan draws his crossbow, but stays on the opposite side of the river from the man. He mentally commands Arend across to keep an eye on Tris.


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Take 10=11 to cross in two rounds.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul seems to be lost as to what is happening. He certainly didn't want to call attention to their position like Rahaal just did, since it could certainly get them killed. They would have to have a long conversation later, but for now he held his bow ready, searching around for possible threats.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11


Should probably toss in a perception from Tris while I'm at it, too. She doesn't necessarily trust the guy just cuz she's going over there, but she wants to know what's going on, so...

perception: 1d20 + 5 ⇒ (8) + 5 = 13


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir doesn't cross the river just yet. "Angradd's steamin' coals—an' 'ere be tha river ah said ah willinnae cross."

He maintains the facade of keeping Devan safe, though it's likely more to do with stubbornness than anything else. Rahaal seems to recognize the human, whoever it is, so his steel likely won't be needed on the far bank. Inwardly, he is forced to admit he's more likely to drown in the current than make it across swiftly.


The fellow stops banging on the chest to listen to Rahaal. He then raises his hand without the stone and waves to acknowledge that he heard her but need any help.

When Tris skips across the rocks, he makes some sort of surprised noise of Acckk! and stumbles away from Tris.

A square separates Tris and the P-fellow who is still diagonally touching the square the large chest is in.

Perception: 1d20 ⇒ 15


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Halfway across the river, not wanting to increase her speed and risk a soak, Rahaal calls out, "Don't be alarmed. These are my friends. I'll be there in a few moments."

Sense Motive (what's up with him?): 1d20 + 7 ⇒ (18) + 7 = 25
Diplomacy (calm him): 1d20 + 9 ⇒ (5) + 9 = 14
Perception (any other interesting details visible?): 1d20 + 10 ⇒ (18) + 10 = 28


Rahaal:
You detect that he his genuinely startled, almost jumpy.

You make eye contact with him but the distance prevents you from really connecting.

You don't notice any other interesting details.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

OK, not sure if we're round-by-round right now but when it's her turn Rahaal will continue across (taking 10 at Stealth for an 11) and then approach him, walking slowly and talking in a voice meant to reassure.


Takes 2 rounds to cross with a Acrobatics of 11. We'll give Tris that time relatively alone with him.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul says something low to Light, then picks the wolf in his arms and proceeds to cross the river. "He doesn't like to get wet."
He crosses the river easily enough, even with the heavy wolf in his arms. "You're getting heavier every day, Light. I'm gonna have to control your orc-based diet."
Acrobatics: 10 + 2 = 12


Tris offers a white grin at the man. "No help needed? Alright, suit yourself. So you're from Fairhaven, eh?"

She drops her voice a bit, speaking quietly. "Getting out your valuables-- or someone else's-- before the town gets conquered?" she ask, sounding amused and knowing.


I doubt I'll be able to tell anything Rahaal didn't, but, it's a good habit to be in the practice of, so, sticking on Sense and Perception rolls:

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13


"Yeah. I'm from Fairhaven," He says to Tris with a long sigh. He drops the stone from his hand and looks beyond Tris at the approaching Samaritans.

Tris:
He's tired, and you've seen that look in his eye before; it's desperation.


Tris offers the man an easy, casual smile. She stands there with her thumbs hooked into her belt as she waits for the rest of the team (at least, those who are coming out into the open), and darts occasional glances between the refugee and the surrounding environments.

"Well, we're here to save the day, rescue princesses, kill dragons, all that stuff," she says with more optimism than she personally feels on that score.


If that's the extent of Tris's preview conversation. I'll wait for whomever joins her, because the fellow will just stand there.


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

Arend crosses the river with Rahaal, then stands with Tris.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

When Rahaal gets across the river she squats down next to the man and speaks in a tone meant to sooth and give hope, "Hello, citizen. I see the fear in your eyes; is there an immediate threat you know of in the immediate area? I and this band of Samaritans will do our best to defeat those that threaten Fairhaven."

Pausing to let her words sink in she adds, "I've been out of Fairhaven for a few days now. Tell us, if you would, how you come to be here and what you've seen these past few days. And please remind me of your name, citizen."

Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27


Yeah, that's pretty much it for Tris. She doesn't know the guy, he doesn't seem like he's eager to chat, she's keeping an eye on him ready to act if he's trying to signal someone else, etc, but she's not gonna try to have an in-depth conversation in the six seconds before Rahaal gets there.

She keeps an eye on their surroundings while the cleric talks soothingly to the man.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir has himself a seat on one of the rocks flanking the water's path. Turning to Devan, he says "Wha' d'ye figger tha wee lad is up to? 'E seems a wee bit jumpy ta me."


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul and light will be watchful for the surroundings, letting the others talk with the man.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"No idea, this is strange," Devan replies.


"Persey Pendersnup, how you doin'?" He says to Tris and Rahaal with a lecherously smile. He shifts a bit to move away from Arend, which appears to unnerve him.

"Left Fairhaven yesterday. It's going to hell-in-a-handbasket. You're going the wrong way to escape." He attempts to look casual.


HP:3/14
Stats:
AC 17, T 11, FF 16; Fort +4, Ref +1, Will +3; Percption +5

"What's in the chest little mouse?" Arend asks, leering at the man.


Persey raises his eyebrows when Arend speaks and tries to ignore him by focusing on Tris and Rahaal.

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