GM Corwyn's Jade Regent (2) (Inactive)

Game Master corwyn42

Jade Regent Adventure Path - Current Date: Wealday, 15 Erastus
Maps
Loot Tracker


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Male Elf Occultist/1 | HP 8/8 | AC 16/13/13 | F+2R+3/W+0 | Init+3 | Perc-2

Temur moves into the room to get an angle on the chief, he then will take a shot at the Cheif

Attak roll: 1d20 + 4 + 1 - 4 ⇒ (17) + 4 + 1 - 4 = 18
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Wayfinders

Temur's shot hits the Chief's chain shirt, but does not penetrate it.

The Chief grabs a regular arrow and aims his bow at Posh.

The ranged attack provokes an AoO from both Posh and Caladorn.


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

Taking advantage of the chiefs pre-occupation with his bow, Caladorn strikes.

To Hit: 1d20 + 3 ⇒ (15) + 3 = 18
+3 dex
damage: 1d6 ⇒ 6

Wayfinders

Caladorn's rapier also hits the Chief's chain shirt, but does not penetrate it either.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 11/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Posh takes his AOO...

Hook Hammer Hit: 1d20 + 3 ⇒ (2) + 3 = 5
Hook HammerDamage: 1d6 + 1 ⇒ (4) + 1 = 5 x3 B

Wayfinders

Posh swings his hammer but appears to worry about hitting Caladorn as his weapon strikes the throne instead of the Chief.

The Chief lets loose his arrows at Posh

Longbow attack: 1d20 + 8 ⇒ (14) + 8 = 22
Longbow damage: 1d6 + 2 ⇒ (6) + 2 = 8

The first arrow pierces Posh's scale mail - sticking out of his chest.

Longbow attack: 1d20 + 8 ⇒ (3) + 8 = 11

Posh blocks the second arrow with his shield.

Everyone is up - the blue goblin remains unconscious.

Damage to Chief thus far => 6


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

This guy has a really good AC - 18's aren't hitting. But he's small and has a bow in his hands - so he can't take an AoO (unless he has Improved Unarmed Strike). Let's try something different

Caladorn thrusts and twists his rapier in a cunning pattern, not attempting to strike the chief, but to catch and trap the goblin's bow, so as to disarm him.

CMB check to disarm: 1d20 + 3 ⇒ (7) + 3 = 10

Wayfinders

Caladorn's attempt to get the Chief to drop his bow fails as the goblin deftly slides his hands away from the rapier. The weapon bounces off the Chief's forearm.

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

Filona steps over the green goblin's body and repeats her favorite attack. Colorful fumes engulf the Chief.

Cast Color Spray on Chief. DC 15


Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

Baradim moves in closer, lifting his crossbow up and taking a careful aim as the goblin chief weaves and moves between the strikes of his comrades.

Attack: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4Damage: 1d8 + 2 ⇒ (3) + 2 = 5

The shot goes wide though, aiming to avoid hitting Caladorn or Posh as they struggle to get a hit in as well. Baradim mutters in orcish to himself as he drops his crossbow to the ground and aims to close in with his dagger.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 11/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Posh keeps swinging at the Chief...

Hook Hammer Hit: 1d20 + 3 ⇒ (10) + 3 = 13
Hook HammerDamage: 1d6 + 1 ⇒ (6) + 1 = 7 x3 B

Wayfinders

The Chief dodges the hammer attack.

Waiting on details of cone shape from Filona to determine who besides the Chief will be included in her spell.


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

I have moved Filona's icon and drawn the cone (in pink) she wants on the map for GM Corwyn's convenience.


Male Elf Occultist/1 | HP 8/8 | AC 16/13/13 | F+2R+3/W+0 | Init+3 | Perc-2

realizing that he has virtually no chance to hit the chief Temur will shift over to make room for Gundar in the room and then delay.

Wayfinders

Bright colors explode from Filona's hands aimed straight at the Chief's eyes.

Chief Will DC 15: 1d20 + 2 ⇒ (8) + 2 = 10

The Chief noticed the hand movements of the sorceress as a source of magic and is unable to disrupt her casting with his longbow. With his mental focus elsewhere, the magic takes full effect. He grabs at his eyes and screams something in what you presume is his native tongue.

Arcane magic users only:

Blinded and Stunned: 1d4 ⇒ 4 rounds. Then stunned for 1 more round.

Wayfinders

The Chief realizes his life is now in the hands of the adventurers and screams out "I surrender!"


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 11/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

In what language?

Wayfinders

Oddly enough it is in Common.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 11/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Posh steps forward to accept the defeated foe's surrender. "Quarter has been requested, and is hereby granted." He looks at the others, "keep an eye out for other threats my friends."

He turns back to the Chief, "start talking, as if your life depended on it."


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

Caladorn grabs the bow out of the chief's hand, while Posh gets a long look and then some advice "Take his weapons and tie him up before interrogating him."

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

Filona reminds the group about the other goblin "Uhm, this one will wake up in a sec, but he might surrender once he sees we have the boss one."

As the goblin is taken prisoner, the gnome sorceress asks him "Uhm, why are you being so aggressive in the roads? And... who showed you these fireworks?"

Wayfinders

The Chief does not resist being tied up or giving up his weapons. Upon hearing your questions he replies "I surrender!"

He follows that with several sentences in what you presume to be in Goblin.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 11/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

"Bree-yark huh?"


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

"Ok, I think we already established that none of us speak goblin, so we aren't going to get anywhere here with animal noises... The offered reward is 300 gp for his head - they said nothing about it not being still attached. Tied him up good and proper-like and lead him back to Sandpoint. Someone there will speak goblin - Shaelu, my 1/2 sister, if no-one else. After the interrogation we can turn him over to the council for the money. In the meanwhile, let's search this dump for anything valuable, and collect our assorted goblin ears. But first decision of all, are we taking the other one prisoner as well, or are we sticking something pointy in him?"

While Caladorn is speaking, he makes sure the chief is tied up well, with his hands behind his back.

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

Filona is amazed at how Caladorn could speak so casually of killing and collecting ears. Without smiling, she pleads to the goblin chief "Look, mister. This elf here is really intent on doing terrible things to you, it seems. How about you just talk to us in a friendly chat and help us understand why you're attacking the roads? I'm sure you didn't mean any serious harm."

Diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24

Wayfinders

Based on the facial expressions of the Chief, it is clear that he doesn't understand the common language. With his hands tied up he is unable to make gestures. He looks very angry and frustrated with a healthy dose of fear.

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

Filona, confused repeats the words he spoke in Common "I surrender" and looks at him trying to see if he understands them. She also starts casting a spell non-menacingly.

Cast Detect Magic

Wayfinders

It appears that the Chief understands the words spoken by Filona and looks puzzled by them.

She completes the casting of her spell and after a few rounds detects magic coming from 3 of the Chief's arrows and 2 vials of liquid contained in a belt pouch.

The arrows and vials both emanate a faint aura of magic.

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

@GM: If this language thing from the chief is not in the AP and you have added it, it totally makes sense and I love it.

Filona turns to the others and says "It seems he only understands someone calling for surrender, probably from attacking helpless people. Yes, we should take him in for interrogation. Maybe the halfling Walthus can understand him? We won't have to drag him all the way to Sandpoint."

Filona points out the magical items to the others, meaning that they should retrieve them. She doesn't understand much about alchemy, but she still tries to identify the vials of liquid and the arrows.

Spellcraft arrows: 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft liquid 1: 1d20 + 6 ⇒ (15) + 6 = 21
Spellcraft liquid 2: 1d20 + 6 ⇒ (16) + 6 = 22

Wayfinders

The Chief only knows a few words of Common - and only speaks Goblin. You might be able to figure out some of the other words, but it will take some creativity. BTW, your guess as to how the Chief would know these words makes total sense. The AP says that the Chief only fights to the death if there are humans involved - and this group has 2 elves, 2 gnomes a half-orc and a dwarf.

Walthus confesses he doesn't know the goblin language.

Filona is unable to ascertain the nature of the arrows but determines the vials are both potions of cure light wounds.

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

Filona still believes that there is something worthwhile to find in the goblin village and comments to the others "We should find any documents or something that gives information about what's going on." She doesn't look, though, as she knows herself and how easy she gets distracted. In fact, a butterfly flies by and Filona keeps looking at how pretty it is.


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

Caladorn moves on to tying up the other unconscious goblin and replies "Yeah, let's see if there is anything else of interest here. We haven't done a thorough search of anyplace here and then there's whatever's behind that door over there... We have enough to collect the bounty the council was offering, I'm guessing this is Chief Gutwad "

Once he is done with tying up the unconscious goblin (hands behind the back), Caladorn moves over to the door in the east wall and sets to work again, Galaditar helping out:

First check for traps

Perception, Caladorn: 1d20 + 1 + 3 + 2 ⇒ (2) + 1 + 3 + 2 = 8
1 rank +3 trained +2 racial
Perception, Galaditar: 1d20 + 1 + 3 + 4 ⇒ (7) + 1 + 3 + 4 = 15
1 rank +3 trained +4 racial

Then, assuming I don't find any, opening the door. If I do find a trap, these disable device rolls are trying to disarm it...

Disable Device, Aid Another, Galaditar: 1d20 + 1 + 3 ⇒ (14) + 1 + 3 = 18
1 rank (from Caladorn) +3 Dex

Disable Device, Caladorn: 1d20 + 1 + 3 + 3 + 2 ⇒ (19) + 1 + 3 + 3 + 2 = 28
1 rank +3 trained +3 Dex +2 aid another

Wayfinders

There are no traps and the remaining doors are unlocked. The first room off the "throne" room appears to be a bedroom of some kind.

The chieftain’s bed is little more than a big, nasty pile of ratty blankets, moss, and foul-smelling animal furs. The walls of this room are decorated in similar motifs to the throne room.

The next room is empty save for a single beautiful red chest with delicate etchings of cranes and frogs playing along a beach. The chest is covered in mud and filth and is locked.

Knowledge Geography DC 15:
The chest is of Minkai manufacture.

Loot from Chief:

Chain Shirt
Longbow (Composite STR=1)
4 non-magical arrows, 3 magical arrows
Spear
32 gp

Each goblin is wearing leather armor and was wielding a light wooden shield.

Appraise DC 20:
The Chief's Chain Shirt and Longbow are masterwork items.
The chest itself is worth 150 gp.

Disable Device on Chest DC 15:
The chest has a velvet interior and contains:
6 shurikens
329 sp
112 gp
a long hairpin with a red pearl at one end
a gold-and-ivory fan depicting a gecko walking amid cherry blossoms

The fan has a crude map painted on its reverse side

Appraise DC 20 of Chest Items (if opened):
The hairpin is worth 150 gp
The fan is worth 80 gp

Knowledge (local) DC 15 of Chest Item (if opened):
The map depicts Brinestump Marsh, along with the three locations. If a sucessful check is made, the map of the Marsh will be updated to reflect the locations.


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

So all the fireworks got expended. Boo.

Caladorn's eyes light up as he examines the loot...

Appraise, Aid Another, Galaditar: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19
1 rank (from Caladorn) -2 int

Appraise, Caladorn: 1d20 + 1 + 3 + 4 + 2 ⇒ (18) + 1 + 3 + 4 + 2 = 28
1 rank +3 trained +4 int

Disable Device, Aid Another, Galaditar: 1d20 + 1 + 3 ⇒ (11) + 1 + 3 = 15
1 rank (from Caladorn) +3 Dex

Disable Device, Caladorn: 1d20 + 1 + 3 + 3 + 2 ⇒ (5) + 1 + 3 + 3 + 2 = 14
1 rank +3 trained +3 Dex +2 aid another

To be continued

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

My contribution...

Appraise untrained: 1d20 + 2 ⇒ (8) + 2 = 10

Appraise on chest items (if opened) untrained: 1d20 + 2 ⇒ (19) + 2 = 21

Filona tries aiding Caladorn on opening the chest.

Aid another Disable Device: 1d20 + 1 ⇒ (8) + 1 = 9

D'oh


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

"Ooh, that's some nice stuff we've got here... Let me take another try at opening this chest."

Disable Device:
If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again.

Disable Device, Aid Another, Galaditar: 1d20 + 1 + 3 ⇒ (11) + 1 + 3 = 15
1 rank (from Caladorn) +3 Dex

Disable Device, Caladorn: 1d20 + 1 + 3 + 3 + 2 ⇒ (1) + 1 + 3 + 3 + 2 = 10
1 rank +3 trained +3 Dex +2 aid another

"Nope, not getting that open here and now... Maybe later if I can get some different picks."
(try again if I can get some masterwork thieves tools maybe...)
"The chain shirt is a really nice piece, and so is the chief's bow. They're worth good money for sure. The chest itself is a nice enough piece that it's worth maybe 75 in hard coin from a merchant, never mind what's in it."

Wayfinders

A search of the entire village uncovers two additional firework tubes that fire "candles"

GM Only:
Perception checks
Caladorn: 1d20 + 6 ⇒ (19) + 6 = 25
Filona: 1d20 + 2 ⇒ (13) + 2 = 15
Posh: 1d20 + 4 ⇒ (1) + 4 = 5
Baradim: 1d20 + 8 ⇒ (7) + 8 = 15
Temur: 1d20 - 2 ⇒ (7) - 2 = 5
Gundar: 1d20 + 4 ⇒ (11) + 4 = 15

Caladorn finds a secret door that leads to the single grey block with additional doors to the throne room and stairs to the mud below. Inside that room are two fireworks that appear more complex/heavier than the other tubes.

Appraise DC 15:
These fireworks are worth 50 gp. The "candles" fireworks are worth 5 gp.

Knowledge Engineering 10:
When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving in a straight line with a fly speed of 90 for 1d6 rounds before loudly exploding in an burst of light and sound, and dealing 2d6 points of fire damage in a 10-foot burst (DC 15 Reflex save for half).

If this firework impacts a solid surface or a creature before reaching its maximum range, it detonates prematurely at the point of impact. Anyone who takes damage from the explosion is either blinded or deafened (a 50% chance of either) for 1 round. These fireworks are known as skyrockets.


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

Appraise, Aid Another, Galaditar: 1d20 + 1 - 2 ⇒ (8) + 1 - 2 = 7
1 rank (from Caladorn) -2 int

Appraise, Caladorn: 1d20 + 1 + 3 + 4 ⇒ (3) + 1 + 3 + 4 = 11
1 rank +3 trained +4 int

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

Appraise: 1d20 + 2 ⇒ (1) + 2 = 3

Knowledge engineering: 1d20 + 3 ⇒ (11) + 3 = 14

Filona comments "Wow, this shoots a big firework! But we have to be careful, it can really hurt if you get caught in the blast..."


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 11/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Holy moly, I missed a lot! Did you guys leave any rolls for me?

Wayfinders

As the party members search, appraise and apply their arcane skills, Walthus notices a trail on the far side of the pond and starts to follow the trail. Gundar notices Walthus' activity and follows him as he circles the village on the outside of the fence/wall.

"Hmm, it looks like some skeletons went this way." Walthus says to Gundar as he points south towards a river tributary. "They seem to have crossed the stream and headed south."

Gundar looks down around where Walthus is standing and sees a small pouch that is pressed into the mud.

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

Filona watches Walthus follow a trail and it takes her a while to understand what is happening. She allows her curiosity to follow him. When he finds skeleton tracks, she wonders what is going on and asks "What is this skeleton business? Is this a goblin tradition? Do you think the skeletons might tell us what's going on?" She forgets that raised skeletons are mindless.

Wayfinders

Walthus pauses his tracking of the skeletal prints and replies to Filona

"I have no idea about the reasons for necromancy. It is rarely a good thing. It certainly isn't something goblins normally do. If we want to find out what is going on, we might need to follow these tracks. It looks like the skeletons were dragging things. Whatever it was, it seems to have been heavy - the trail looks pretty easy to follow."

Walthus looks around and says

"All the goblin tracks are at least a couple days old as well. Whatever happened here, it seems to have kept the goblins inside their village for the last two days."

Looking to Gundar he adds

"If you plan on bringing the goblins back to Sandpoint, I suggest we start now. It is getting dark and if there are any other goblins in this tribe, they may be returning soon."


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

Caladorn having given up on opening the chest, has arrived on scene to hear Walthus's pronouncement. He speaks up: "I agree with Walthus's point about getting back to Sandpoint. It's not practical to go tracking this bunch of skeletons while carrying along a bunch of prisoners. Especially these goblins, who would presumably resist; the necromancy presumably what has them hiding in their village, panicked. Those tracks have lasted a couple of days already. Unless it rains heavily overnight, they will be there tomorrow. So if we have everything we want from here - Baradim, you have all the ears, right - let's get going, we can be out here bright and early tomorrow morning."

OK, we have searched and ear collected. We have 2 prisoners (Chief, other goblin that Filona knocked unconscious). Get to sandpoint and find an interpreter... Probably also get the chest open, see what's what. If I'm in a position to take 10's, I can make most of those rolls; it's just the dice roller hates me...

@Gundar - Don't forget that pouch

Also, we need someone to make the Knowledge rolls (above). And as another mechanical question, can we track the skeletons (do we have the skills (@GM Corwyn, what's the DC?) or will we need to bring Walthus along?

Grand Lodge

F CG Gnome Sorcerer (Fey bloodline) 2 | HP: 16/16 | AC: 12, T: 12, FF: 11 | CMB: -2, CMD: 9 | F: +4, R: +2, W: +4 (+2 vs illusion) | Init: +1 | Low-Light Vision, Perc: +2, SM: +0 | Speed 20ft | Laughing Touch: 6/6 | Spells: 1st 5/5 | Active conditions: None

I don't mind bringing Walthus along.

Filona says "I'm sad for the goblins. This was probably not their fault. Yes, let us return." She knows that the laws of men won't allow the goblins to stay free, even if they are probably innocent in this.


Male Elf Occultist/1 | HP 8/8 | AC 16/13/13 | F+2R+3/W+0 | Init+3 | Perc-2

Going back a bit

Knowledge Geography: 1d20 + 5 ⇒ (7) + 5 = 12

Temur is not able to recall anything beneficial in regards to the items found

Later

"Agreed, we probably ought to bring the goblins into town. Even if we could pull them along they may have information that could help us in our pursuit so it would be best to try and gain any information they might have."

Wayfinders

Currently the trail is relatively easy to follow. Survival DC 12. That may increase if you take a while back at Sandpoint, but based on current weather patterns you should be OK without Walthus if you can make that roll. If you take Walthus, there is no need for a roll - and he will agree to guide you in the Marsh, but will not accompany you back to Sandpoint. He will get you to/from the Lost Coast Road.

Caladorn is confident that his sister could help interrogate the goblins, but getting her to Sandpoint fast enough to avoid any delay in following the tracks may be tricky.

@Caladorn - up to you if you want to use Shalelu as your interpreter. I imagine there are people in Sandpoint who could do the job just as well.


Male Dwarf Cleric 4 (HP 40/40 AC:15 T:10 F:15 Saves F:+8 R:+2 W:+8 CMB:+5 CMD:15 Init:+0 Perc: +4 Heal:+10)

Walthus, Is that pouch yours? Gundar askes as he spies the pouch.

He nods in the affirmative as Walthus mentions necromancy. Aye! Dark magic to dark gods.

As the others come up and everyone discusses the options.

Yes, we can go back to Sandpoint and then track these skeletons. Maybe stock up on some blunt weapons to those that don't have them.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 11/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Survival: 1d20 + 3 ⇒ (3) + 3 = 6

Tracking is the only one of those things that I believe I can help with, and apparently, I can't help with that.


M Elf Rogue (Unchained, Rake) 1 Wizard 1 (smoke)| HP 15/15 | AC 14/13/11 | F+3/R+7/W+3 | Init+7 | Perc+7 Lowlight Vision

"All right then, we are agreed: to Sandpoint, as quick as we can march. Once there, we find someone to help translate, and interrogate Chief here. I might be able to get into that chest with some different tools... Then we can hand him, and the bag of ears, over to collect the bounty. Tomorrow we come back here bright and early and follow the skeleton tracks."

I am assuming Baradim is still here as an NPC, and we will lose him in Sandpoint tonight...
If I take 10, I can open the chest, so I can do that at the Rusty Dragon tonight.
Other folks can a) make spellcraft checks to ID the magic arrows (Caladorn does have spellcraft, but I'm pretending for RP that he doesn't yet - that will show up when he gets his next level and starts his wizard training) b) maybe sell some of the loot? I think Posh should get the chiefs small MW composite long bow (+1 str bonus). I'm not sure that anyone wants a small MW chain shirt. We also have a lot of small wooden shields and small leather armor, don't know what the market will bear though...

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