The Isle of Yune

Game Master Thrun


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Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Ah, yes, Darth is fine. I misread Oberst' statement above suggesting Darth over Luthgrad. Taz is fine with either destination, as he can perform his faction mission whenever the most appropriate time comes along.

Also, it appears that I am the only person in this group that posts when I'm awake. That kinda sucks.

"Yeth, Darth ith a fine landing point." Gathering up his things, Taz appears to be preparing himself to depart. "Good work on the fare Helod. You worked in a temple ath well? I asthume our thircumthantheth were quite different."

Addressing the rest of the group, "If anyone thinkth they will require potionth, just let me know. Keep in mind we will probably need them at thome point, and I can produth them at a much lower fare than what you could find in a thop."

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

"Those skills will certainly come in handy..." Oberst leans in closer to Taz and saws in a low voice, "but how are you with brewing poisons?"[/b]

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz leans in and speaks quietly to Oberst, "I have nothing againtht poithonth, ath long ath they're not of the lethal variety. Poithon asthithted me in abandoning my life as a thlave, so it'd be my pleasure to brew up a few batcheth for you."

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

Well, we've got the extra chunk of change, let me see what we can do with it.
With a total of 120gp, 30 was spent for 60 trail rations. Done.
90gp.
2 Bullseye Lanterns (24gp total) - A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). A bullseye lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on 1 pint of oil. You can carry a lantern in one hand.
66gp.
2 Signal Horns (2gp total) - Use should be obvious.
4 folding poles + 2 blankets (1gp total) - Can be used in order to form a ready-to-make stretcher for moving collapsed companions, even if they're heavier or in armor (such as me).
63gp remaining.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Sounds good to me, I will have to secure more powder and bullets later. I think we should get more basic gear...shovels, things like that, as well as candles. maybe have our alchemist makes us some tender twigs and a few other objects


I will still let you say you bought supplies from Absalom until Sunday but I want to get the show on the road, so without further ado.

The ride to Darth went with little commotion. The ride was hardly pleasant, the small longship carried back exotic spices and steel tools from Absalom (You learn on the boat ride that the Isle has no good source of steel production.) and hardly had the room to stretch about while traveling. Luckily though the boat ride came across few problems, hardly seeing any other ships about at all. Eventually, after about a 2 week trip the Isle came into site.

The Isle itself is about 50 square miles, and from the distance looks like a forested peak rising from the ocean. A strip of mountains runs through the center of the Isle, almost cutting it in half. The forests are of shorter type, almost hanging beach trees (think Mirkwoody), not like the taller pines of the more northern Linnorm Kingdoms. For most of the Isle waves crash into a tall jagged cliff face, creating a fair share of death traps to boats if you tried to dock without an established port.

Of the port you pull into, Darth, the outside looks like a small fishing town clinging onto what little port land is around. The houses are made from wood, and in the style of the Longhouses of the north, with thatched ceilings and log walls. Many small longboats are docked at the dry dock, outfitted for trade and fishing.

The defense of the town is minimal, with little more than a mound of earth with a picket fence on top of it as its wall. The dock is overlooked by a small wooden watchtower, on top is a small magonel looking out for any unfriendly boats. Besides the watchtower the town has only one other remarkable building, the only stone building in the town, next to the docks sits a large Inn and Merchanting Headquarters for the town.

The captain of the ship, a small, sullen man walks over to the group once the docking has finished. "I suggest you head over to the Crooked Leg, only place around that gives a meal to travelers." He jerks his head over to the large stone building, then returns to unloading the supplies.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz remained introspective for most of the voyage, spending most of his time aboard staring over the railing at the swelling waves. He was equally nervous and excited. He thought about where he'd come from and where he yet might go. His time spent as a slave reduced his confidence, but didn't damper his spirit. He was determined to obtain more power not only to seek out and bring these slavers to justice, but also to prevent future acts of slavery.

He didn't know much about his traveling companions, but from what he could gather they seemed like a competent bunch, although a few of them appeared to have alternative motives for traveling to the isle. He thought hard about this dark force the priestess of Erastil seemed to believe was threatening their land. He wondered how this would impact their mission. Maybe he should put more emphasis on researching this issue than he had originally thought.

As they landed on the isle he waited to see what the party consensus was as to where they would head first. The Inn seemed like the most sensible destination to obtain more information on the current events in town.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Tom had spent most of trip keeping his gear. He wasn't much of a fan when it came to ship travel. The lurching made keeping a solid stance very difficult. He however tested it with the ships crossbows. He did not seek to errantly shoot his limited supply of ammunition, or be unprepared with his gun if need be, so ever the forward thinker he asked to use a crossbow and thus gained a needed practice.

As they got to port Tom got to the dock and looked about taking in the sights of the place. He had heard the words of the good captain and than looked to the others. "Seems the likes of us will have to dine and sleep at the only place that will allow us. I don't much like it to easy to be trapped,but if that is the only place we can rest than so be it" He says as he looks to the others with a slight smirk on his face.


Male Human (Taldan/Ulfen) Ranger (Spirit Ranger) 1 | HP 11/11 | AC 17, Tch 12, FF 15 | CMD 17 | Fort +4, Ref +4, Will +2 | Init +2 | Perception +6 | Sense Motive +7

A fine mist of salty sea spray enveloped Einor as he stood watching the waves from the aft section of the longship. This far north the water was bitingly cold but the stoic ranger endured it in silence. There was a stark beauty here that wasn't as evident in the south, and his blood sang as if the ocean and earth called out to him. It felt like he was returning home even though he'd never been to the winterlands of his father's people before. And when the rocky shore of Yune appeared on the horizon, he exhaled a quiet sigh of relief.

As the island drew close enough to inspect in detail, Einor shivered from a frisson of primal potency in the air. He knew from Othis' scrolls that Yune was an untamed isle, its dark and mysterious wilds still unconquered by man. And it was the potential thrill of visiting its feral areas that tantalized his explorer's spirit. But he realized that he would have to be careful not to be seduced by the island's fey allure. I must never let my guard down, he wisely reminded himself.

However, the small town of Darth was dingy in comparison to the pristineness of the terrain surrounding it, a man-made blemish that squatted in a cliffside break like a ugly scab. Not much to look at, the ranger mused. He reached out to grip the side of the longship to steady himself as it came to a rough stop at a wooden pier that looked like it was older than he was. Tentatively setting one booted foot on the slick, discolored wood, Einor carefully disembarked with the other Pathfinders and drew in a deep breath. The air was crisp and invigorating, but with nightfall approaching, travel to Olnslav would probably best wait until morning.

"To the Crooked Leg then?" he asked the others. Hitching his backpack a little higher up on his back, he prepared to walk the short slope to the building that the captain had pointed out.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

While not the most proficient sailor, Oberst has always enjoyed sea travel. He certainly didn't hesitate at the chance to sing good ol' sea shanties with the sea breezes blowing and the waves crashing along the sides of the ship.

Stretching out on the docks, he grins at the thought of some good ale and a hot meal after the trip.

"Ah hell, anywhere sounds just as good to me so long as we can get full and rested. Crooked Leg it is."


Upon entering the "Crooked Leg" you hardly find it to be the great inn that was expected. It seems that a large portion of the building goes to ship repair and servicing so only a small corner of the building serves as the Inn and Tavern. A small collection of dirty and completely empty circular tables sit in front of a table bar. As you enter a bell rings and a from the back you hear the sound of boxes tumbling around.
After a thirty second wait, a small portly man comes out from behind the bar. He wears relatively rich dress, a huskarl's robe and beard braided into his gold belt mark him as a man of wealth and power. He calls over the counter in a thick Ulfen accent "Ah greetings, you must be the Society members from Absalom, come in, come in. I welcome you to my small establishment, please eat and drink your fill, it is the least I can do for people of such prestigious background" He motions to the seats at the bar and begins to rummage around behind the counter, pulling out large iron steins.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

With a wide smile, Oberst takes a seat, placing his pack down and gingerly laying his instrument by his side.

"Well met, sir. What is it they call you? Eat and drink to my fill is exactly what I think we all need after the journey!"

He is really excited for an ale and some hot food, so much so his mouth is literally watering.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Not one for elaborate greetings or introductions Taz replies simply.

"Thank you, thir. A hot meal would do wonderth. What newth of the Isle?"


Male Human (Taldan/Ulfen) Ranger (Spirit Ranger) 1 | HP 11/11 | AC 17, Tch 12, FF 15 | CMD 17 | Fort +4, Ref +4, Will +2 | Init +2 | Perception +6 | Sense Motive +7

Einor looked askance at the untidy condition of the cramped seating area as one of his dark brows arched slightly in disapproving concern. Not that he was actually expecting Absalom-class service in any of the towns of Yune, but the obvious dirt and food stains still left a lot to be desired in terms of quality and cleanliness. It made him seriously consider skipping dinner entirely as images of what the kitchen must look like flashed through his head. He simply couldn't shake the mental picture of roaches crawling over stored food from his mind.

Keeping his face politely neutral for the time being, the tall ranger set aside his backpack and took a seat at the bar. He waited until the stout innkeeper turned away and then quickly wiped the inside of the mug that was given to him clean with a corner of his mottled gray-and-green cloak. Noticing the bearded man's heavy accent when he spoke, Einor switched from Taldane to Skald. He indicated the empty tables with a curt nod and asked, "Not many guests this time of year?"


The man will finish pulling out cups for drink and turn to the group. "Ahh, my manners, I always seem to forget them. I am Rogthrin, Master of the Docks and head merchant of Darth. As for news, the fact that the Thane's Society members have arrived is about as big as anything else around. I guess you would not know any of the more recent problems though... Rogthrin will scratch his chin with a heavily ringed hand and then smile. "Problems always seem to be abound on this Isle, but of late a group of bandits have taken up positions upon the overland route to Rutt, it's damn near impossible to get any goods to or from that town anymore. They are hardly my largest problem though, they seem to stay away from any of the larger towns. Rogthrin will then turn to Einor and reply in perfect Skald, "A southerner who knows our tongue, how surprising. No, I never have much of a gathering in this small tavern, my money has always come from other sources.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

"Bandits, eh? Well, sooner than later we must meet with the Thane to see why exactly it is he requests the Society's assistance. I see Rutt on the map here... is it on our way to see the Thane at all? But... if these bandits had a bounty on their head, perhaps we could be convinced to make the trip..."

Gather Information (Diplo): 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9


STATS:
HP 11/11 | AC 17 | FF 15 | TOUCH 12 | INIT 2 | SPD 20 |
Human 1 Devout Paladin of Sarenrae

"Yes, right about now a large amount of food and a good nap would do me well..." Helod says with a nod.

"Hello Master Rogthrin. Thank you" Helod says with a nod, overall remaining quiet, as he was tired. Helod looked around with a wary eye, and at the mention of bandits his eyes perk up. Helod looks Rogthrin in the eye, "And what might ye know about these bandits?" Helod joins just after Oberst.

Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

Craft: Customized Hand-Drawn Map of Yune: 1d20 + 1 ⇒ (4) + 1 = 5

Although less than sociable, noise and movement seem to provide no annoyance to Askar - in fact, he scarcely seemed to notice that they were on a ship, that the quarters were cramped, that Oberst was particularly fond of his singing, or that a small thrush kept darting hither and thither on his arms and shoulders. Occasionally the tiny creature would flutter in front of his face and he would say, "Oh, down with you, Phoenix."
One thing that was a bit odd, though, was how much time he spent either reading books he'd brought along or writing in a small journal he'd brought about. The only book of his that he seemed to pay little attention to was his butterfly-emblazoned leather-bound compilation of The Eight Scrolls.

On the island itself, though, Askar did not finally begin to pay much attention to his companions until they entered the tavern, at which point he seemed to be pulled back to awareness. "Rutt is out of our way geographically, but it is most likely wise of us to take this detour. We're part of the Society - we have an obligation to help as we may, especially at the mutual benefit of the Isle and the Society." He placed his elbows on the bar and brought his fingertips together in front of his lips. And if I could just have a cup of coffee, if you have any, that would be lovely.

Askar pulls out his journal and continues on with his list.
-Speak with the Thane about the Sidhe Gate.
-Speak with the Master of the Town of Luthgrad.
-Look into information pertaining to the Sidhe Mounds.
-Help Oberst manage his debts.
-Identify alchemical ingredients for Tazennin.
-Handle the bandits on the path from Rutt to Darth.

Yes, any information on the bandits you could give us would be appreciated; or if you happen to know somebody more useful in this department, please point us in their direction. Askar's speech was generally rapid, unpausing, and flat, as if uninterested in inflection - it made his words, regardless of content, somewhat abrasive and insulting.

Aid Helod for a +2 to Diplomacy

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Tommar looked about the room keeping watch at all the were there. He kept him self hovering over one of the cups at the utterance of the word 'bandits' and smiled. he knew a thing or two about bandits and would love to earn some coin before having to travel to Luthgard.

Tommar smiled at this rogthrin and uttered in Skald." Aye few indeed know the tongue of the Ulfen, every warrior should know it for from this tongue comes some of the greatest epics ever known."

Tommar than looked to the rapid talking Askar and nodded." I too would love to take down this bandits. to displace trade that much is a terrible offense, the road is home to all who seek to trek it."

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

"Aye, Long Tom, the road is free, as are all who walk upon it! And Askar is right, I suppose it is our job, if it is any ones... I am also up for a little bandit hunting, even if it is a little out of the way. And who knows... perhaps we will make a little coin?"

While he awaits Rogthrin's response about the bandits, Oberst leans in towards Askar and says to him in a hushed tone so others won't hear:

"Hey... you seem to be pretty perceptive. I find it odd bandits would spring up just when these paths through the Darklands are found. I think there is something more going on here, perhaps something greater than what we were told was found? What do you think?"

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Unbeknownst to either of them, Taz’s thoughts paralelled Oberst’s. He wondered if this bandit threat was part of the darker force the priestess belived was threatening the Isle. Should he bring this up to his companions? Could he trust them? What were the other two discussing in this foreign language with the bartender?

He had to make his way to Olnslav soon to find out what exactly she knew. ”Ith the road to Rutt the only path threatened by thethe bandith? Doeth the road to Olnthlav remain clear?”

Aid another (Helod diplomacy): 1d20 ⇒ 20
That'll be another +2 then.


Rogthrin will chuckle slightly as the party rushes to him with offers of helping against the bandits. "Darth isn't worried about Rutt, if the Thane wants to deal with bandits, then let him do the hiring. If your interested in work though, there are plenty of things I could hire some sellswords for that would be more in my interest."


Oh, and no coffee here.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz seemed uncertain how to proceed with this new offer of work. We already had a job (many jobs) to do, after all.

Hesitantly, "We have been brought to the isle for a thpethific purpothe, but I can't help but wonder what would be the nature of thethe tathkth you had in mind?"


The Master of the Docks breaks into another of his familiar smiles. "Well, I am sure you managed to catch site of the large watchtower overlooking the docks, yes? Underneath that tower is the storage compartments for shipping supplies and spare food for the town, for use if under economic strain. Of late though some pests have managed to worm their way in from underground and are destroying my stocks and.... well my stocks. It is likely no more than an infestation of larger than normal rats, but with the Thane's men to busy to deal with Darth I would gladly pay the honorable society to clear out these... pests." Rogthrin looks down at his hand nervously twists one of his gold carved rings. He then takes it off his hand and lays it on the table. "Call this payment for the task"

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Tom looked at a ring and than the others. He looked to them and spoke." A rat problem"He says as he looks at the ring.

"I have no problem with killing a few rats?"he pauses and than looks at his glass and smiles."I do wonder good Rogthrin if there are any good places to get some alchemy supplies and maybe see some pretty faces belonging to the fairer sex?"

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

The thought had already occurred to Askar about the oddity of the bandits' location and timing. While he considered their crime a horrible offense, it was not what had made it such an easy decision to decide to go after them. Rutt and Darth's trade was not of the highest value - as he had already pointed out, it was out of the way when going to or coming from Olnslav, which meant materials of particular importance would either be taking the path from Darth to Olnslav or vise versa. But to effectually end trade between Darth and Rutt? Either the bandits want something that they think they can get there, they're particularly stupid, or they're hiding something of relevance.
It was their peculiarity, not their crime, that made them interesting.

Then again, this Rogthrin was important due to his position and wealth. Pleasing him is an excellent idea in order to increase the personal access of the group to possible resources.

Kn: Nature (Dire Rat): 1d20 + 5 ⇒ (14) + 5 = 19
"Dire rats, then? That shouldn't be a problem, they're a meter smaller than womp rats, and a bullseye isn't hard to achieve in point-blank range."

Askar speaks briefly in Sylvan, saying, "Tazennin, take a look at the ring - try and be subtle about it."

Then a quick rotation back to Common. "And, Einor, if you wouldn't mind, I would like to look into the pest problem as soon as possible with you, once you're done eating and all. I hope that's quite all right." Then, Askar pulls out yet another book, this one written in Elven, sets it down, removes a pair of earplugs, and puts them in as he begins reading, albeit slowly.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz's head shifted suddenly to Askar's direction, surprised at his knowledge of the Elven tongue. His companions were full of all sorts of surprises.

Taz's mask provided all the subtlety he needed. He was already seated at the table, so he merely leaned in slightly to get a better look at the ring's make.

Appraise (ring): 1d20 + 4 ⇒ (15) + 4 = 19


Male Human (Taldan/Ulfen) Ranger (Spirit Ranger) 1 | HP 11/11 | AC 17, Tch 12, FF 15 | CMD 17 | Fort +4, Ref +4, Will +2 | Init +2 | Perception +6 | Sense Motive +7

While the topic of bandits raised quite a bit of interest from his fellow operatives, Einor mentally prioritized it lower on his list of things to do. Rutt lay a considerable distance to the west and made for a substantial detour when compared to traveling directly to Olnslav from Darth. But is the road to Olnslav similarly plagued by marauders? he wondered. Although as well-armed as he and his companions were, it would take a sizable group of robbers to stop them from reaching the Thane. And that seemed to be an unlikely probability, so he chose not to worry about it for now. We'll deal with it when the time comes, he thought grimly.

Idly drumming his fingertips on the bar's weathered countertop, he pondered on a course of action for the next day. But when the dockmaster mentioned the town's problem with keeping their watchtower's stored supplies untouched by vermin, it presented a quick opportunity to garner some gratitude and goodwill. And those were two things that were always good to have, especially since Darth was the Pathfinders' only port access at the moment, and also their current base of operations.

"How many levels belowground does the watchtower extend?" Einor asked the bearded merchant.


You judge the ring to be worth about 300 gold if you can find a good buyer. It is pure gold and the runes surrounding it are done in fine silver and the entire ring is fine craftsmanship.

Rogthrin quickly picks up the ring and returns it to his finger. He licks his lips nervously and after a short hesitation grins "Well then, if we have agreed on payment I suggest you follow me shortly. Oh, and the storage system is 2 floors deep, unless of course you account for our empty storage rooms down bellow, which add another 2 floors."


Missed Tommar's question.

"If your looking for a whore your not in luck. We don't get merchandise like that on the Isle unless the Korvosian trade ships are in for the summer. Of course throw enough money around a local girl and I'm sure you could get results. As for a magic shop the only place I could think of would be the "Illuminated Order" and they are not big on selling to those not in the guild. If your simply looking for shot though I could probably put in an order and you can have it in about 2 weeks."


Male Human (Taldan/Ulfen) Ranger (Spirit Ranger) 1 | HP 11/11 | AC 17, Tch 12, FF 15 | CMD 17 | Fort +4, Ref +4, Will +2 | Init +2 | Perception +6 | Sense Motive +7

Inside one of the spartan guest rooms of The Crooked Leg, Einor shrugged off his backpack and set it down by the rickety looking bed. It was unneeded weight that he felt could be safely left behind for now. He kept his steel greataxe, longbow, and quiver though, along with a torch and some flint and steel that he fished out of his leather pack. His assumption was that the clearing out of the watchtower's bowels would be a short venture. Go in, exterminate some pests, then get out, he figured. Followed by a good night's rest on solid ground. The tempting thought of sleep made him involuntarily yawn.

Quickly making his way back to the dining area, Einor rejoined the others and informed Rogthrin, "I'm ready." As he spoke, he tied back his dark, shoulder-length hair into a topknot-ponytail using a string of cured hide.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

"Nah nothing like that, just women who can dance with a fella and sing her pretty little songs, not unlike Oberst here save prettier" He says and than strokes his chin at the mention of more shot."A man who knows about firearms I am impressed Master Rogthrin, very impressed.Yes I need powder and shot. I will order it now and than use some of this payment from the rats to secure it when it arrives deal"


Rogthrin grins and slaps Tommar on the shoulder "Guess your a man who likes the hard way around. There aint no such performers around here though, perhaps up at Luthgrad or in the Grand Hall of Olnslav, not sure though."

Thinking of starting the tactical map tonight, so anything you need to get done should be said soon. Such as how much shot Tommar (It will be 50 percent more expensive for traveling costs), also if you guys are staying the night, and it seems like you are I need each of you to knock of 3 SP for room and board.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Tazennin was a little deflated that his first task as a pathfinder had him basically playing the role of exterminator. He understood the value in gaining favor with the locals, but he had envisioned much loftier, more epic tasks. I guess one has to start somewhere.

Taz didn't really have much to his name, so he had no need to store any belongings. "We are happy to help any way we can, thir. Pleathe, lead the way."

Taz is flat broke. I don't know how any character properly outfits themselves with average starting wealth. I could barely afford my bow, armor, and alchemist's kit. I guess I'll have to hit up my rich friend Askar? :)

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

Tazennin's room will be paid for, don't worry about that - I'll dock off six SP no issue. I have a tendency to take Rich Parents in PbP games to ease early adventuring.

Askar sits just inside the door of the Crooked Leg, Phoenix settled on his finger, and his whole body quite still. His backpack was still on him, although it had been relieved of his bedroll and other excesses of no real use. His bow sits upon his back, and a starknife sits at his hip. Nevertheless, he did not yet look focused upon the outside world - just staring off into space.
Once Oberst has set himself up, though, Askar will call him over. He begins to speak quietly in Sylvan, but, seeing that Oberst doesn't recognize the language, simply reverts to Common. "I think the presence of bandits is the closest thing we've gotten to a map marker telling us where to go. I would like to appear . . . proactive, but not distractable to the Thane. I would consider finding these bandits and discovering the reason for their appearance a priority, and one that should be dealt with swiftly."

He waits for the rest of his companions to deal with their affairs, and then to head to the cellars. He's eager to leave, eager to fire his bow, and eager to split the value of that ring to properly outfit this team.


Well, as not very many people gave me their gmail address I will run the tactical map a different way. Just tell me what square you would like to go to and at the end of the day when I run through all the actions I will move you to the spot you requested instead of you moving yourself.
A couple of rules about Dungeoning
1. For combat, at the end of the day I will run through everybody's actions and tell you the results. If someone took an attack on a creature killed earlier in the turn then I will have your character do a simple action (usually your basic attack)
2. When not in combat I will usually take the first person who posts result for doors to take. For example when choosing north or south door, the first person to answer will usually be the one I chose.
3. If you wish to take an non combat action, such as perception, in a room we already passed, as long as a full day has not gone by then I will let you take the action as though you did it in the last room.

Rogthrin seems rather jolly in the morning when you awake. He quickly leads you out of the inn after a quick breakfast of black bread and herring. The small port hums with activity, not the activity of merriment and trading that pervades Absalom though, a much more quiet type. The town of Darth seems to be a fairly sober place, the people all seem to be at the port working on a new ship, or else trying to squeeze out an existence farming on the less than fertile sea cliffs. Laughter is not unseen, but just much less common then the wealthier parts of the world. As you walk through town you realize just how wealthy Rogthrin must be in comparison to the people here, a nice tunic and gold, although common enough in Absalom seems kingly in comparison to the drab the commoners seem call clothes.
Arriving at the small wooden watchtower, Rogthrin calls for young boy to step off watch and throws him 2 copper. "Needed to make sure none of the damn pests got out into the town ya know". The Master of the Docks opens the old wooden door to the watchtower and points at a small stone staircase that steeply descends into the sea cliffs. "Well, there ya are. Make sure you clear out that entire thing and my ring is as good as yours." Rogthrin smiles at the group, almost as though there is something slightly humorous about the entire situation, then motions down to the staircase. "I'll stay up here, but if there is anything you need a hand with don't hesitate to yell like the Hags of the North are after you and I will make sure to lock the door behind me." He gives a small chortle at his rather crude, if truthful, jest.
The cellars of Darth are made of a poorly cut stone, moss and earth can be seen between the cracks in the floor and walls. A pervading smell of old wood and pickled herring wafts out of from the staircase. Luckily, there seems to still be some amount of light coming from old lanterns, so torches are not necessary at the present time.

The tactical map
HERE IT IS

Also, I don't require you to tell me your position at all times on the map, only once combat starts.

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

Due to his considerable desire to avoid being locked down in these cellars, Askar decided it really would be an excellent idea to make sure they were as efficient as possible about this extermination process. Which meant avoiding getting swarmed. He looked at the walls, the size of the rooms using the first as a sample, and then looked at the loadout of the party.
"Two notes about Dire Rats, if they're what we're going to find down here. First, they have exceptional senses, so try to avoid drawing too much attention to us as we move - that means that your gun, Tom, and your bombs, Tazennin, may be a poor choice at first. Second: really try not to get bit. Dire Rats are infamous disease carriers, and those are a lot more problematic than the rats." He walked along the wall directly opposite of a door and then falsely drew his bow, as if inspecting the distance. "Aaahh.. unless they swarm. Then please use your bombs all you like. Helod, Einor, can you manage the doors? If you step out of the way after opening them this should go rather smoothly."

Also, Tommar, if you happen to need a silent ranged weapon and have an existent strength score, feel free to use my Star Knife.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

"Ah, hell. I doubt a few rats could be much trouble, and that ring looked worth a decent amount. This should be a quick job. After that, as much as I would like to check out those bandits, I figure we should probably report to the Thane as expected, right? Gods forbid we had someone else breathing down our necks..."

Oberst flips his instrument over his back and readies his bow as he prepares to descend the stair.

He says to the group in a low voice:

"I can be pretty sneaky when I need to. I can creep down first and take a look around, but one of you had better have my back if one of those rats shows up!"

Stealth: 1d20 + 7 ⇒ (1) + 7 = 8

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

It would appear I spoke too soon o.O

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Tom smiles at the notion of not using his gun, and instead pulls out his rapier. He than looks to the others."So go in for the kill, no showboating unless necessary"

he than walks forward and followed Oberst.

stealth: 1d20 + 6 ⇒ (12) + 6 = 18
perception: 1d20 + 7 ⇒ (18) + 7 = 25

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz brings up the rear, bow at the ready.

"I'll only uthe my bombth if abtholutely nethethary. In thethe tight quarterth, I would most thertainly catch a few of you in the blatht, tho unleth you fellowth have a penchant for pain, I'd like to avoid doing that."

Stealth: 1d20 + 3 ⇒ (1) + 3 = 4
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Lol, apparently Oberst and I are forming a marching band.


Male Human (Taldan/Ulfen) Ranger (Spirit Ranger) 1 | HP 11/11 | AC 17, Tch 12, FF 15 | CMD 17 | Fort +4, Ref +4, Will +2 | Init +2 | Perception +6 | Sense Motive +7

Einor shook his head and rolled his eyes at the dockmaster's poor attempt at humor. I bet Rogthrin really would lock us all in, he thought as he carefully navigated the tower's steep staircase behind the other Pathfinders. Grimacing at all the noise made by Oberst's and Tazennin's descent, he wondered, If this is how loud these two are when they're trying to be sneaky, it must be absolutely deafening when they're purposefully trying to draw attention. So much for the subtle approach.

With a silent sigh, Einor continued on, wrinkling his nose at the musty smell of the cellar. He deftly hefted his steel greataxe in a two-handed grip as he passed in front of his companions. Taking up a flanking position beside the room's easternmost door, he momentarily slipped his right hand off of his weapon and tested the latch to see if it was unlocked. Glancing back at the others, he held up three fingers in the flickering light to indicate that he was going to push it open after a three second countdown, and then slide out of the way.

3...
2...
1...

Einor is opening the door at H3 and then dropping back to G2.

Sczarni

Male Half-elf Bard (Street Performer), 1 | HP: 9/9 | AC: 15/13/13 | Fort: +0 | Ref: +5 | Will: +4 | Init: +5 | Perc: +8 |

damn those squeaky floor boards, right?


The door slides open into a small room with a long hallway continuing on from it. The door directly to your right has a sign on it reading "Drink Storage". The other two far doors have no such signs. The floor and lighting continue as they have been and no signs of life are yet detected.
Thanks to Oberst's suggestions the tactical map is now open to anyone for posting. Also, I understand that we only want the big melee people to be opening the door but in order to speed stuff up I would be fine saying that Einor or Helod (if he is actually around) opens the door in the interest of saving time, that way Askar or Tommar could also direct the group around.

I am going to put the link to the tactical map in the campaign info, for ease of use.


STATS:
HP 11/11 | AC 17 | FF 15 | TOUCH 12 | INIT 2 | SPD 20 |
Human 1 Devout Paladin of Sarenrae

After a restless sleep Helod arose and looked at his companions. In a blur it seemed, he was walking down the stairs and was in a small damp room with the party. He looked to Einor as he counted, and pulled his Scimitars to the ready, remembering the invigorating force that they left him with. He smiled, and twirled them across his fingers, he had almost forgotten what they felt like. He peered into the next room trying to see what might lay past Einor.
Dire rats are nothing... He thought as he stood at the ready, weapons at the ready.

Liberty's Edge

Male Elf Alchemist (Mindchemist) 1 | HP 10/10 | AC 15, Tch 13, FF 12 | CMD 14 | Fort +3, Ref +5, Will +2, +4 vs. ench. | Init +5 | Perception +7 | Sense Motive +1

Taz will attempt to stealthily move forward, positioning himself in the back corner of the new room (I2) with an arrow nocked and ready. He glances around the room as he enters, taking in it's contents.

Stealth: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 7 ⇒ (3) + 7 = 10


The room contains no life other than yourselves. It seems as though this is a hallway connecting to other storage areas, the room to the south of you likely holding some sort of drink. As far as you can tell, the dust on the floor here seems to be undisturbed.

Sczarni

Male Dwarf Expert1st/Fighter 3rd HP: AC: F: R: W: Init: Spd:20

Tom inspects the containers and than looks about to see if there are any labels.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


containers? Ahh, you probably mean the drink? If so, you only think that is there because of a sign, you have not opened the door.

Grand Lodge

Male Human
Inquisitor 1:
HP 10, AC 19, Fort +3, Ref +4, Will +4, CMD 16, Perception +7, Init +4

I'll just assume we pull the same general formation as we enter each room - open door, roll initiative if enemies are present, if not, everyone enters, inspects the room, and then reform a horizontal line across the room from the next door opened (whomever by). Helod and Einor will open the doors, one person on each side, ideally, meaning some eight attacks can land before an enemy is fully in the room. So, for whatever door we opened, we assume that position is taken - no need to say that every time.

Once the inspection of the second room is complete, Askar will quietly motion for the party to file through the hallway and open the door at R3. He'll take the second position right behind Einor or Helod, listening with his Ear Horn (reduces penalties for listening through objects by 4) through the door at Q4 before knocking an arrow. He indicates that, if something should be on the other side of the door, that everyone should systematically attack and then duck.

Intelligence Roll for nonverbal communication: 1d20 + 1 ⇒ (9) + 1 = 10
Perception Q4: 1d20 + 7 ⇒ (19) + 7 = 26

I believe the DC for understanding that is something like Sense Motive (DC20 - my total)

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