GM MattMorris Tears at Bitter Manor
(Inactive)
Game Master
ChesterCopperpot
Slides and Maps
Quests!
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
You all know Hekk. Love's to fight and has just been sideswiped by sorcerous abilities manifesting themselves.
Shall we dot into gameplay?
Yesterday's Tide Prey for Death
Yep, dot on in. I'll start when everyone is ready.

Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
Thank you very much GM for the opportunity to play in this group again!
I also enjoyed your gamestyle in the past and I am very much looking forward to the story!
Aryas has not changed much.
Just a question for you guys: It is okay also for a Paladin to serve several gods although one will be the main god, correct?
Sarenrae is Aryas goddess... but I would like to extend his worship to other deities as well to express love for beauty for instance... so Shelyn is a great natural choice.
Of course, all the mechanical advantages of worshipping a god can only be focused on one deity alone! I know that.
Yesterday's Tide Prey for Death
In Golarion, divine spellcasters need to worship one primary god, but they are free to venerate other gods as well. (Speaker of the Palantine Eye bard is an example.)
Spread the love!
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
Checking in. I've got to update my profile. Hope to do that tonight. I'm curious. How much XP do we get for this module?
Yesterday's Tide Prey for Death
You will get 6 XP; the module is divided into 2 parts.
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
Question for the GM. Can I get sneak attack damage on the attacks from a Robe of Needles?
Yesterday's Tide Prey for Death
I would say yes. It requires an attack roll and does damage. It would do 1 + your sneak attack + 1 bleed. (Although it doesn't say it, I'd say you are also proficient with the needles when you throw them--otherwise the robe doesn't make a ton of sense.)
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
Hmm. Are you saying that I need to take a feat for "needle proficiency" or it already comes with it?
I assume the later.
So how's this for a shopping list:
- Robe of Needles (1000)
- Handy Haversack (2000)
- Ring of Protection +1 (2000)
- Amulet of Natural Armor +1 (2000)
Is that all fine?
Yesterday's Tide Prey for Death
Yeah, it already comes with it. That's a neat item.
All those purchases look fine to me.
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
Thank GM!!
My purchases:
Cloak of resistance +1, 1000 gp
Minor bag of holding, 1000 gp
Belt of incredible dexterity +2, 4000 gp
Wand of cure light wounds, 750 gp
Scroll of 'Mirror Image', 150 gp
3 x Oil of grease, 150 gp
2 x Potion of 'Touch of Sea', 100 gp
Bladeguard, 40 gp
Potion of Invigorate, 50 gp
Antiplague, 50 gp
Antipoison, 50 gp
cold iron Scimitar, 30 gp
silver Scimitar 90 gp
Yesterday's Tide Prey for Death
When you folks get a chance, could you fill out this chart with your updated info? (Don't worry about the tokens. I'll grab them from our last game.)
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
I'm getting access denied on that page. Is it a problem on my side?
Yesterday's Tide Prey for Death
Sigh, no. It's me (again). I always forget to put on link sharing! Should be fixed now.
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
Day job, perform oratory : 1d20 + 14 ⇒ (16) + 14 = 30
Filled out the slide!!
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
Day Job: 1d20 + 6 ⇒ (14) + 6 = 20
filled out mine too
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
Day job, driver: 1d20 + 5 ⇒ (10) + 5 = 15
I filled it out but I don't remember the chronicle number. I'll look it up later.
Yesterday's Tide Prey for Death
Would you folks mind if I invited two of my RL buddies to join us? Even if Helikon makes their way here (which seems unlikely at this point), that would only put us at 6. They are good people, and I think they would love the roleplaying that you guys have going on.
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
That is perfect!! The more the merrier!!
Male LN gunslinger (bolt ace) 1/investigator (empiricist) 5 | HP 47/52 | AC 18(22w/ shield) T 13 FF 15(19w/shield) | CMB +7, CMD 18 | F: +6, R: +10, W: +8 | Init: +5 | Perc: +14(+1d6), SM: +10(+1d6) | Speed 30ft | Grit 2/2 ; Inspiration 6/7 | Spells: 1st: 6/6; 2nd: 2/3 | Active conditions: Bane.
Need to update gear but don't have my inventory sheet with me. Can do it soon - and I'll try to get a post up in gameplay in the next 36 hours.
Yesterday's Tide Prey for Death
So, we're going to be going through this house, and I don't want to get slowed down too much by doors. What should our standard operating procedure for doors be?
My initial thought was, you tell me which door you want to open, and who will open it, and I'll roll a Perception check for everyone to check it for traps. If no one finds anything, we'll move into the next room.
Once we are inside the new room, you folks can move around, make Perception checks, do whatever.
Suggestions?
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
Yea, Let us just go clockwise (left hand rule) around the building and work our way inward when we run out of outer rooms. We can roll perception and you can use the rolls when they are first needed.
perception: 1d20 + 8 ⇒ (3) + 8 = 11
Male LN gunslinger (bolt ace) 1/investigator (empiricist) 5 | HP 47/52 | AC 18(22w/ shield) T 13 FF 15(19w/shield) | CMB +7, CMD 18 | F: +6, R: +10, W: +8 | Init: +5 | Perc: +14(+1d6), SM: +10(+1d6) | Speed 30ft | Grit 2/2 ; Inspiration 6/7 | Spells: 1st: 6/6; 2nd: 2/3 | Active conditions: Bane.
Sounds good. So real question is who is opening doors? Hekk?
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
Absolutely, Hekk would love the job. There is that annoying paladin though. He might want to get in front. Paladin's are like that, you know.
Yesterday's Tide Prey for Death
I'll let you folks into the kitchen for now, with Hekk opening the door, and Aryas can object later if he likes.
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
I think that it makes sense for me to check the doors first. Trapfinding gives me a +2 and Trap Sense helps me avoid getting hit by them.
Maybe let me scope out the doors and if I don't sense any danger, Hekk opens the door.
Just a suggestion. Really I'm open to anything.
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
Ha ha ... perfect suggestions Tathane.
I am right behind Hekk!
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
In the light of the fact that this ia an alchemeist's house, Hekk fully approves of a once over by Tathane before he barges in through a door.
However, if there is somthing threatening in the room, he will be the first through if possible.
Yesterday's Tide Prey for Death
Cool. I'm going to roll perception checks for everyone, with the assumption that Tathane and Harlan are closest to the door, then, we'll have Hekk be designated door opener.
Male LN gunslinger (bolt ace) 1/investigator (empiricist) 5 | HP 47/52 | AC 18(22w/ shield) T 13 FF 15(19w/shield) | CMB +7, CMD 18 | F: +6, R: +10, W: +8 | Init: +5 | Perc: +14(+1d6), SM: +10(+1d6) | Speed 30ft | Grit 2/2 ; Inspiration 6/7 | Spells: 1st: 6/6; 2nd: 2/3 | Active conditions: Bane.
Matt, is where I've placed Harlan where the secret door is, or is it one square up wit the closet?
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
Is there something better than the trait Magical Knack for boosting your caster level when multi-classing?
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
This is the best trait and to be honest it is completely This is the best trait and to be honest it is completely overpowered!! :D
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
I wouldn't call it overpowered at all. It's not like it gives you higher level spells, it just boosts the CL a bit. Most of the time that is about 3-7 points of damage or a +1 to something here or there and only if you multiclass and never more damage effect than those not multi-classing.
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
You have to spend a feat to get spell penetration. ;-)
This is so much more. But I understand your reasoning!

Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
I like spell penetration too! I see your reasoning in how it figuratively boosts CL but only for spell resistance. But spell resistance works for non-multi-classed characters and at higher levels getting a +2 beyond your HD is critical since the big bosses are typically about 5 levels higher and have a nasty spell resistance. That +2 often makes the difference between making your save or suck spells work. With the trait you are still dealing with a -5 deficit. In fact, for my offensive casters I tend to take improved spell resistance too and it's worth it. Particularly for my magus with empowered shocking grasp. Nothing like landing a critted shocking grasp just to see it fizzle due to spell reistance. A big meh.
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
I'll be at PaizoCon Thu-Mon. If any of you are going to be there, maybe we can meet up. Let me know.
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
With so many charisma based PCs this could have been super nasty!!
We were lucky!!
Male C/N half-orc unchained barbarian/3, sorcerer/2, dragon disc/4 | HP: 93/93 (0/6 rage HP) | AC/T/FF: 20 20/10/13 | CMD: 23 | F/R/W +8/4/7 +8/4/7 (+2 will if raging) | Init: +6 | Speed 40 ft | Apprs +5, Climb +12, H Anim +7, Intim +9, Kn Arc +9, Kn Dung,Loc,Nat,Pln,Rlg +5, Perc +12, Scraft +5, Surv +4, Swim +9, UMD +7 | Active Conditions: None
It should could have been, though Hekk's charisma is a long term investment and hardly critical to him yet. In fact he would make the best cha drain soaker of the group.
Yesterday's Tide Prey for Death
You successful adventurers are about to get a bunch of QUESTS! laid at you feet, so I added a slide to keep track of them all and a link at the top of the campaign.
Also, I am keeping track of where PFS says that you should get the first chronicle sheet, so you will gain it during the middle of the adventure.
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
It seems that we have four options:
- Chase after Crandal and Tulles
- Clear the Verduran forest for the Wildwood Lodge
- Deal with the harpies on the river
- Talk to Tiller and see what help he needs
Am I missing any? Which should we do first?
Male LG, looks human (actually mostly human Ifrit) - usually enjoying being charming & handsome | Bard 2, Paladin 4, Unch. Monk 3 | Bardic Performance 3/11 | Reroll 1/1 | Share Will 1/1 | Lucky Horseshoe 1/1 | | HP 92/92 | AC 23, Touch 23, FF 16 | CMB +16 (Grapple, Disarm, Trip, Sunder), CMD 29 (31 vs. Grapple) | F: +19, R: +22 (Evasion), W: +14 | Init: +11 | Perc: +1 | Boots of speed 3/10 | Smite 1/2 | LoH 5/7 | Stunning Fist 3/3 | Ki Pool 2/6 | Darkvision 60 ft | Speed 40ft | Moth Familiar 46/46 HP | Familiar Domain 1/1 | Active conditions:
Chase after Crandal and Tulles ;-)
Yesterday's Tide Prey for Death
Truthfully, you will run into many of these things as you look for Crandal and Tulles. This adventure is a little pushy about side quests. Now that you know what's out there, you can keep your eyes pealed as you go through the Verduran forest.
CG Male half-elf rogue 8 | HP 67/67 | AC: 21 T:17 FF:15 | F +4 R +12 W +2 (+2 vs. enchantments) | Init +12 | Perc +13 | Low-light vision | Trapfinding +4
I'm going to talk to Tiller since I know that he might have some stuff too. Then we get it all out in the open.
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