Trail of the Apprentice [Private]

Game Master PorterMacShack

Google Drive folder for maps


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Everyone ready to go?


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

Yep


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

Hank scampers down to the druid shop, where he buys a few bribes for Cammy. He tells the druid behind the counter about how sad he was to kill a boar and a wolf on his last adventure--the helpful shopkeeper provides scrolls that should help Hank avoid these problems in the future. Hank then gathers Cammy and heads to the docks, ready to depart.

Hank buys one scroll of the following:

Speak with Animals
Calm Animals
Charm Animal
Monkey Fish

Grand Lodge

Male LN Elf Alchemist (Chirurgeon) 2 | HP: 12 / 15 | AC: 16 20 (13 Tch, 1317 Fl) | CMB: +1, CMD: 14 | F: +4, R: +6, W: -1 | Init: +5 | Perc: +7 | Speed 30ft | shortbow+4, mwk morningstar+3 | Acid: 0/7 Bombs: 4/6 | Spells: 1st: 3/3 | Active conditions: shield for 2 mins

Phedran visits the local temple and apothecary, picking up a flask of holy water, refilling his satchel with minor alchemy components, and refilling his bandolier with seven phials of acid.

25 gp - holy water
(x7) 10 gp = 70 gp - acid
+70, -105 = -35 gp from carried gold.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

I am all set!


You are able to catch a ferry to Port Fairglade, and the trip passes uneventfully. You arrive in the mid afternoon at the docks, where many storage sheds dot the coastline. Dozens of streets lead further inland, and the museum is relatively easy to locate. A man is standing at the door, and greets you as you approach the building. "Hello! Would you like to see the Fairglade Historical Museum?"


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

Hank is happy that things seem to be going smoothly. "Yessir, we would like that very much. We are here to talk with a Mr. Wolfe, we hear he runs the old stuff show in Fairglade. Cousin 'thamar sent us."

Grand Lodge

Male LN Elf Alchemist (Chirurgeon) 2 | HP: 12 / 15 | AC: 16 20 (13 Tch, 1317 Fl) | CMB: +1, CMD: 14 | F: +4, R: +6, W: -1 | Init: +5 | Perc: +7 | Speed 30ft | shortbow+4, mwk morningstar+3 | Acid: 0/7 Bombs: 4/6 | Spells: 1st: 3/3 | Active conditions: shield for 2 mins

Phedran perks up at the possibility of meandering through a museum for the remainder of the afternoon. "Most definitely!"


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Do we really need to spend our time pokin' about a bunch of dusty junk? The world's in danger, don't think there's much time to be waztin' Belliken grumbles trailing behind the other more excited party members. I spent my childhood pouring over books, I came to Sandpoint to see the world


"I'll go get Mr. Wolfe, just wait here." After a minute, a different man comes out of the museum. He is middle-aged, with a tall, thin frame and much resembles his cousin. "Taril Wolfe, at your service. You said Ithamar sent you?"


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

Hank takes a deep breath. You've done been through a few battles now. Time to learn how to talk smart like Pheddy and Bellie.

"So there's this thing, a lil' statue, and orcs are after it, and they think it'll end the world or whatnot, and they have it, so that's bad. But you have it too, or rather, you have one, and we thought we'd come because if you have one and they have one they'll want the one you've got so then they'll have two. So Ith'mar sent us over to say, yeah, watch out for orcs, and can we help at all? It's made of that yellow shiny rock that comes from trees and has bugs in it. At least I think that that's what's what. Right?"

Hank pants with the effort. But he feels heroic.


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

Karthurg looks just uncomfortable here as he did in Sandpoint. He lets his friend do all the talking. He stays on edge, ready to hop back into battle at the first sign of something bad happening.


"I’m afraid I won’t be able to give you the Amber Serpent - I assume you were referring to it. Two days ago, it was stolen." He opens the door wider and invites you in. "There are two things I don’t understand about the burglary. Firstly, there are several more valuable items in the museum, all of them remain untouched. Secondly is the matter of how they got in. All the windows and doors are imbued with magical alarms. I have the key, but even if it was somehow stolen in the night and returned before I woke, the key must be turned in a special pattern to unlock the doors."


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken pats Hank on the back.

That sums it right up pal, good job. So is there anybody else who knows that special pattern other than you?

Belliken also investigates the magical wards to see if there are any holes, or if there is any trace of the culprit.

Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

"My Cammy's pretty good at smellin', I'll see if he can smell any orc 'round the outside of the place."

Handle Animal, Push for Track, Guidance, DC 25: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23

Hank leads Cammy over to Karthurg and lets the beast get a good whiff of (half) orc. Then he leads Cammy around the exterior of the museum, at least as much of the exterior he can reach, and asks if there's any orc smell about. Cammy understands what he's being asked, but prefers not to play this game. Instead he grazes contentedly on the museum lawn.

Hank returns to the group and reports,

"Nope. He didn't want to do it. Just ate some grass. You know him."


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

Karthurg perks up. I think my skills could be helpful here... first, do you have any suspects, witnesses? or anything to go off of? Regardless of the answer, he will go investigate where the artifact was kept.

perception: 1d20 + 7 ⇒ (11) + 7 = 18
survival: 1d20 + 7 ⇒ (3) + 7 = 10 I get an extra +7 to tracking, but I am not sure that will apply here.


"I’m the only one who knows the pattern to unlock the front door. When I got here, it was still locked, but the Serpent was gone. As for suspects, I don’t know of anyone, but I suspect it may have been the work of whoever took the Jade Serpent."
The magical wards seem secure and still active, and there are no traces or footprints. Whoever did this must have been very good at their job.
"There may be something to gain from investigating around the city, perhaps someone can lead you to the perpetrators."

Grand Lodge

Male LN Elf Alchemist (Chirurgeon) 2 | HP: 12 / 15 | AC: 16 20 (13 Tch, 1317 Fl) | CMB: +1, CMD: 14 | F: +4, R: +6, W: -1 | Init: +5 | Perc: +7 | Speed 30ft | shortbow+4, mwk morningstar+3 | Acid: 0/7 Bombs: 4/6 | Spells: 1st: 3/3 | Active conditions: shield for 2 mins

Phedran scratches his chin. "I'm a stranger to these parts, so perhaps us playing the role of the aloof traveler might help to stir up any rumours or leads... though I've an aversion to places of low standing, heading to the local tavern or inn to inquire about the recent events seems a prudent thing to do at this point."

The elf chirurgeon looks around at his fellow party members, who appear bored by his needlessly verbose prattling.

"... plus there's ale there?" he says, trying to win them over.


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

Karthurg shutters at the idea of hanging out in the city to do some investigation. I guess it is necessary...


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken sees that Karthurg looks nerverous and walks over beside him.

Don't you be frettin'now big fella, we won't let nobody look at you crossways. If they got a problem with you they got a problem with all of us. We're a bit famous hereabouts anyways after saving Sandpoint from a dragon and all


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50
Phedran wrote:
"... plus there's ale there?" he says, trying to win them over.

"Let's go save the world, then!" Hank says, gleeful.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

One tankard at a time!


It's easy to find a tavern nearby where there are a decent number of people inside as well as walking around outside.


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken meanders his way to the bar, taking in the other patrons and how rough they look around the edges. He orders something strong and begins to mingle with the locals, inquiring about the break in.

Preception: 1d20 + 3 ⇒ (15) + 3 = 18
Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7


Most of the patrons seem to be at least somewhat well-off. The general impression is that few people know that there was a break in at the museum, although many people just ignore Belliken.


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

Karthurg looks way out of his element here. I wish this investigation was happening somewhere... a little less crowded. He leaves the interacting to his more friendly allies. Instead, he tries to give an intimidating presence to ward off any threats who think they can take advantage of the new travelers. He also keeps a watchful eye out for danger.

intimidate: 1d20 + 7 ⇒ (4) + 7 = 11
perception: 1d20 + 7 ⇒ (19) + 7 = 26


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

Hank notices the people ignoring Belliken. He notices Karthurg's not going to say anything. He takes a deep breath and tries to chat with the bartender.

Diplomacy: 1d20 ⇒ 9

He blushes deeply and manages to change an attempt to brag about Black Fang to an order for a Black JPA (Jalmeray Pale Ale).

Grand Lodge

Male LN Elf Alchemist (Chirurgeon) 2 | HP: 12 / 15 | AC: 16 20 (13 Tch, 1317 Fl) | CMB: +1, CMD: 14 | F: +4, R: +6, W: -1 | Init: +5 | Perc: +7 | Speed 30ft | shortbow+4, mwk morningstar+3 | Acid: 0/7 Bombs: 4/6 | Spells: 1st: 3/3 | Active conditions: shield for 2 mins

Diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19

Phedran makes his way through the tavern, insisting that he and his compatriots are part of an investigation of a break-in at the museum. "In the name of the gods, the sanctity of such a place of learning and history must be restored! I beseech you to assist in any possible way!"


Phedran is able to gather a few bits of information. Firstly, there are a few criminal groups in Port Fairglade. Most are quite small, but the most powerful one is called the Aracus Guild. Nobody knows much about them, but it seems that they might have had the skill required to pull off this burglary.

Grand Lodge

Male LN Elf Alchemist (Chirurgeon) 2 | HP: 12 / 15 | AC: 16 20 (13 Tch, 1317 Fl) | CMB: +1, CMD: 14 | F: +4, R: +6, W: -1 | Init: +5 | Perc: +7 | Speed 30ft | shortbow+4, mwk morningstar+3 | Acid: 0/7 Bombs: 4/6 | Spells: 1st: 3/3 | Active conditions: shield for 2 mins

Phedran approaches the rest of the party while looking over his shoulder at a particularly shady group at a table in the corner.
"Well then. From what I gather, there's a consortium of thieves and professional skulkers by the name of the Aracus Guild. Funny thing is, all I could get out of them was the name." With that said, the elf picks up a stray glass from the bar counter, examines the dregs of whatever substance it once contained, then pours it into an vial from his satchel. "... I mean, it's a start, in the least."


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

"Yup, it's somethin'. Let's ask Wolfe if he knows these 'Racus guys. Maybe he can help us find them."


With the information you’ve gathered, you head back to the museum. Along the way, you see a man step in front of you. "I heard you lot’ve been askin’ around about the Aracus Guild and the museum what got broken into. I got some information for you, if you’ll just follow me away from where someone might overhear." Without waiting for a response, he turns and walks into an alleyway.

Grand Lodge

Male LN Elf Alchemist (Chirurgeon) 2 | HP: 12 / 15 | AC: 16 20 (13 Tch, 1317 Fl) | CMB: +1, CMD: 14 | F: +4, R: +6, W: -1 | Init: +5 | Perc: +7 | Speed 30ft | shortbow+4, mwk morningstar+3 | Acid: 0/7 Bombs: 4/6 | Spells: 1st: 3/3 | Active conditions: shield for 2 mins

Phedran turns to his compatriots, shrugs, then follows the stranger.


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

Karthurg checks to make sure his earth breaker is easily acceptable, and joins Phedran in the alleyway. This smells like a trap...

Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

Hank follows along, leading Cammy and feeling confused.


I have updated the link at the top of the page to lead to a different folder, as we are now in book 2 of this adventure.
All of you follow the man into the alley, and Karthurg doesn't detect anything off about him. After about 30 feet, the man stops and turns around. Phedran can now see that he is holding a knife pointed right at him. "Now that we're in a little more private setting, everyone set down your weapons and hand over your money, and nobody needs to get hurt." Hank and Belliken, being towards the back of the group, can see three more men holding knives sidling up to the mouth of the alley.

Initiative Rolls:
Belliken Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Cammy Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Hank Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Karthurg Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Phedran Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Lead Thug Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Backup Thugs Initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Backup Thugs
Karthurg
Lead Thug
Phedran
Hank and Cammy
Belliken

The three men behind you hold their turns, waiting to see how this resolves.


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50
GM MacShack wrote:
I have updated the link at the top of the page to lead to a different folder, as we are now in book 2 of this adventure.

Yeah, we finished a book! Thanks for all the adventures thus far, MacShack and crew! Let's celebrate by pulping some thugs.


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

Karthurg chuckles, Do you really think would scare us off? Do you guys see with I hate cities? He takes two steps forward, thinks of a mighty bull and swings his earth breaker hoping to break this guys skull.

Earth breaker (animal focus:bull, power attack): 1d20 + 6 ⇒ (13) + 6 = 19
damage (bludgeoning): 2d6 + 10 ⇒ (4, 5) + 10 = 19

Move action to move and draw weapon, swift to enter animal focus:bull, and lastly standard action to attack.


The man doesn't reply as the remainder of his corpse falls to the ground.
The other three move in closer, with one of them stabbing at Belliken, one of them attacking Cammy, and one of them hurling his knife at Phedran's back.
Knife vs. Belliken: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Knife vs. Cammy: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Knife vs. Phedran: 1d20 + 2 ⇒ (4) + 2 = 6
Belliken and Cammy are caught off-guard and unable to dodge the attacks in time, and Phedran sees a blade fly past his head.

Phedran
Hank and Cammy
Belliken

Round 2:
Karthurg
Thugs


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

Hank shouts, yelling, "GET 'EM CAMMY!"

He casts guidance, slapping Cammy on the rump to discharge the touch as usual.


HP: 20/20 * AC 14 * Init +2 * Perception +4 * Fort +5 Ref +6 Will +1 * Senses: Scent, Low Light

"SKROOONK"

Translation: What the heck, little man?! If it's a rumble you want, I'm so down, from my hump to my hooves!

Bite: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 171d4 + 9 ⇒ (2) + 9 = 11


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

I will never understand the crazy good luck streak that Karthurg has in this game. I am really sorry GM, I didn't mean to have such an optimized character.

Seeing his enemy fall he turns to the others, One falls so easily and you still think you have a chance? I want answers! He then moves closer to one of the enemies.

intimidate: 1d20 + 7 ⇒ (15) + 7 = 22

Move action to move (stupid 20 ft speed haha) and standard action to intimidate the one I am near.

Not sure if it is an action to make a percpetion check or not... if it is not, I will make percpetion check to see if gaurds are anywhere nearby. If it is, ignore my check.

perception: 1d20 + 7 ⇒ (3) + 7 = 10


Cammy's jaws put another thug on the ground, and the one nearest to Karthurg seems thoroughly intimidated.

Phedran
Hank and Cammy
Belliken
Karthurg
Thugs


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50
Karthurg "The Lurker" wrote:
I will never understand the crazy good luck streak that Karthurg has in this game. I am really sorry GM, I didn't mean to have such an optimized character.

With the stats you rolled, you were gonna be strong no matter what! I don't think Karthurg is even close to pushing the boundaries of good taste in char design, for what that's worth. And you did nearly die in the last big battle...


Male NG Half Orc Ranger (Wild Hunter) |HP 16/22| AC 16 Touch 12 Flatfooted 14 | CMB:6 CMD:18| F:5 R:5 W:2 | init+2| perc: +7 | speed 20| Animal Focus 0/2

Its not even just the stat rolls though. I think he has only missed two or three attacks in total. But it is true, that big orc sure put a beating on me last fight. I have been enjoying this so far so thank you for investing the time GM MacShack! Congrats guys on finishing the first book (that is not commonfor adventure paths on pbp so it is something to be proud of!). Is this the same length as the Paizo adventure paths (i.e. 6 books)?

Last point I will make, starting now, I will put together a little loot tracking excel file so we make sure we don't miss out on any treasure when it comes time to split up the goods!


Halfling HP:4/12, AC:10, Fort:+1, Reflex:-1, Will:+3, Init:+3, Per:+3,Lvl1 Spells: 0/5

Belliken takes a five foot step away from the thugs and attempts to put one to sleep.


Which one were you targeting? Will save: 1d20 + 0 ⇒ (3) + 0 = 3

Grand Lodge

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Male LN Elf Alchemist (Chirurgeon) 2 | HP: 12 / 15 | AC: 16 20 (13 Tch, 1317 Fl) | CMB: +1, CMD: 14 | F: +4, R: +6, W: -1 | Init: +5 | Perc: +7 | Speed 30ft | shortbow+4, mwk morningstar+3 | Acid: 0/7 Bombs: 4/6 | Spells: 1st: 3/3 | Active conditions: shield for 2 mins

Here's hoping it's the northern-most one, as...

Phedran is lost in the haze of combat as something whips past his head, and his half-orc ally caves in the skull of the man he followed into the alley. "You give a foot of slack-line to someone, and they just go and yank it out of your hand!" he says to no one in particular, then he unloops his morningstar from his belt, wading past Hank and Karthurg.

"RUDE!" the alchemist belts at the top of his lungs, bringing his morningstar bearing down across the chest of his attacker.

Attack, melee (mwk morningstar): 1d20 + 2 ⇒ (7) + 2 = 9


As the northernmost man drops to the ground, the other one scrambled back, narrowly avoiding Phedran’s morningstar. Removing his club from his belt and tossing it to the ground, he puts his hands up. "Wait wait wait! I can tell you what I know!" He remains where he is, hands raised in front of him.


HP: 20/20 * AC 13, T 11, FF 13 * Initiative +2 * Perception +8 * Fort +5 Ref +1 Will +6 * Wand 8/50

Hank tries to restrain Cammy:

Handle Animal+Link: 1d20 + 12 ⇒ (4) + 12 = 16

Cammy barely... just barely... agrees to not murder this last guy.

Hank pipes up "You'd better talk, mister, the big guy's pretty mad over here."

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