Masks of the Living God: Price of Immortality

Game Master polyfrequencies

The young heroes of Kassen have decided to see with the Cult of Razmir in Tamran has to do with the events at the Crypt the Everflame. With the city's blessing, they have infiltrated the Cult. But what they find will test them...

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Fireday, 20th of Neth, 4709 AR, Tamran
Loot Sheet


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Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

"Sir, I go where and when I am needed." Garen says in agreement to the statement.

Liberty's Edge

Loot | Map | Female Human Crossblooded Draconic/Phoenix Bloodline Sorcerer 2 | HP 8/24 | AC 12 / T 12 / FF 10 | Fort +1 / Ref +2 / Will +2 | CMB 2 / CMD 14 | Initiative +2 | Perception +4 | Claws 5/6 | Spells 1L 3/5 | Mage Armor 8/10 | Magic Missile 8/10

Median speaks up when they are talking about going back to the crypt, wanting to go along. She wants to be there to point out any dangers that she forgot and, if they are going to try to restore it, to make sure they do it right.

When Prasst suggests that they go to Tamran and pretend to be Razmirian converts, she politely declines.

It seems like a good idea to discover who your enemies are, but Sarenrae recently miraculously saved my life, and I am not going to dishonor her by joining a cult. I also can't take the time away from my studies. If I have learned anything from this experience, it is that I am painfully and criminally weak. I must get stronger... there are plenty of other people around our age that you can send with them. I would be little help anyway.

Once the meeting is over, she goes to assist Braggar as usual, more studious and less mirthful than normal, but still doing her work and willing to talk as they work.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

What? You're incredible! thinks Silvio as Median talks about her need to study more. But he knew the sorceress would not be dissuaded, and it was a bit awkward to talk privately with her now that everyone was staring at them.

"Winter and I will go too. With Garen and I as faithful to Iomedae and Erastil, we won't be led astray by a fanatical cult, even if we infiltrate its ranks."

As he says this, he spares a glance at Sledge. No, he'll be fine, he assures himself, trusting the man after all they had been through.


Many around the table are surprised to hear Median turn down the mission, but no one tries to dissuade her. Several are also surprised to hear that she wants to return to the Crypt, and her aid is accepted.

With Garen and Silvio committed to the mission and Sledge at least committed to leaving, the Mayor nods solemnly. "I think that settles it then. If the three of you will accept it, I would ask you to travel to Tamran and find those responsible for unleashing this violence on our town. They may not have known that that's what they would do when they robbed from our founder, but we deserve answers. I would prefer to avoid a diplomatic incident, of course. Remember: you are representatives of Kassen and Nirmathi citizens." He looks over at Colbin Vetnar, who finishes scrawling notes on the paper in front of him. "And of course, if you can find someone else to aid you, that would be welcome. Rantal, is there someone they should contact in Tamran?"

The priest gives some thought to a good contact in the city before responding. "Tamran has a loose ruling council with three members: the Speakers. The Speaker of the Heart, Aromina Yasgon, would be a good person to connect with. She's a veteran, like the other two Speakers, and she's probably the most amenable to overtures from outsiders."

The Mayor thanks him and nods. "Unless there is other business, I believe that concludes our meeting," the Mayor says. Colbin Vetnar flips through several pages of notes and gives a curt thumbs-up. The Mayor continues, "Let's try to enjoy the festival today."

As Median leaves, Holgast catches up to her and starts yammering on. "Yes, yes, this will give me a good opportunity to see what Old Man Vargidan gets up to with his children, if you don't mind."

---

If there is interest, we can have some official downtime. The river barge will conveniently arrive in town on the day that you all are prepared to leave, whether that's tomorrow or in a week (but no more than one week). You're welcome to go around and do whatever you would like. If it requires a roll, I'll let you know. If you're trying to talk to one of Kassen's NPCs who you think might have information, we'll RP the scene. If you just want to write up a scene with someone for flavor purposes, then have fun! I'm here until you're ready to go to Tamran.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Garen will check with the armorsmith the following day and assuming he is paid then will distribute evenly with those who went into the tomb. Other than that, he is ready to go.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Don't think we need much downtime, but there's something I want to ask.

Silvio finds Father Prasst when he gets the chance. He exchanges pleasantries and then makes tea, which he serves to the head priest. "I know you were holding vigil for everyone while I was staying home sick. How are the townsfolk doing?"

Silvio explains his own version of the quest story in private with Father Prasst. He then moves on to the one thing weighing on his mind. "Do you really believe we're the right ones for the job? You know I worship Erastil, and Garen is faithful to Iomedae. What Median said during the meeting sounded right to me. Even if we keep our holy symbols tucked under our shirts, I can't imagine actually infiltrating the cult without betraying our values. Maybe we'll need to find another approach?"


Father Rantal Prasst looks older than his years after leading the vigil and comforting the friends and families of the dead. Had the bodies been brought back, the priest would have now been directing Silvio and the other acolytes, hopefully with aid from Garen and Sir Dramott, to begin ritually cleaning the bodies. But now, the cleric was preparing to perform last rites at the Crypt when they left in a day or two's time. He seems deep in thought when Silvio finds him.
"The people are troubled," he says honestly. "Death doesn't happen around here often, certainly not from violence. Trying to keep them from interpreting this as an ill omen will take some work." The man smiles, aware of the tension between his urban training and his rural service. "Superstition is not so easily assuaged."

As Silvio shows signs of self-doubt, Prasst reaches out his hand to grasp the halfling's shoulder. He doesn't say anything for a moment, just trying to wait for Silvio to meet his gaze. His gray eyes are steely, and if the shepherdboy eventually meets him, he sees something in them that he may have missed before. It's hard to put a name to it, but Silvio recognizes the emotion anew: regret.
"We can't save everyone, Silvio. No matter the strength of our faith. But you saved some. Sometimes that's all we can do. Save who you can."

The priest clears his throat and shakes his head. "All that to say, of course I think you're the right ones for the job. That's why I stuck my neck out in the meeting. But you're right that you and Garen might struggle. I'll be honest with you: I don't know much about their beliefs and practices outside of what I told you. The only people allowed into their Temple are members of the faith. But they certainly seemed to be fervent monolatrists. That being said..."

Prasst pulls a small book from his desk and hands it to Silvio. It is a black leather book with the symbol of a moon crossed with a small blade, embossed in silver with the text The Dark and the Light. "Iomedae and Erastil have allies that operate in the shadows. This book reads as a novel and so you probably won't draw any eyes for having it. But read deeper and you'll find the hidden truths within. She of Ebon Wings, Kelinahat, may be able to provide insights in using guile to infiltrate this Cult."


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Silvio nods and accepts Prasst's comforting hand. For all that had happened, Silvio had saved all that he could this time, and was glad to have done it.

The halfing accepts Prasst's offered book. "Guess I have a bit of time before and during our water journey. Thank you, Father Prasst. We'll do our best, and watch each other's backs."

As the sun begins to set, Silvio makes his way over to Farmer Marcus and explains the situation. "I've agreed to leave the town again with Garen and Sledge. I know you've already been missing our help, but I really need Winter again. I don't know what we would've done without him." He waits, hoping for Marcus's permission. Even though Silvio and Winter had become inseparable, the sheepdog was technically not Silvio's.

In the evening, he pays a visit to the tavern and looks for Jimes. He holds the bottle of brandy that is still mostly full. "Thanks for sharing with me, but I'm not sure I can handle more than a few sips of this stuff." Silvio looks around to gauge whether there was enough brandy to go around. "Maybe we can all raise a glass for our blessings and our losses?"


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

"A week then. But no more, or my resolve may crumble." Sledge catches the end of Silvo's gaze as he sits back down. He wonders if the halfling trusted him. Or if he would be right to do so. After all, he had heard of Razmir before. Wealth, power, all things Sledge craved, and something that Razmir promised. Perhaps the only thing that had kept Sledge away from at least cursory worship of Razmir in the past was his lack of willingness to subordinate himself to anyone or anything, even a god. Now though, he had actual reasons to work against Razmir. Vengeance and a desire to see the treasure of Kassen himself.

==

"Master Holgast," Sledge says, perhaps a day or two before it was time to leave. "Did you have any last parting words of advice, or useful magical tricks to impart on me before I leave, or should I just lean on illusions? After all, I'm afraid I may not be the most convincing liar."

==

Later, Sledge would meet up with Silvo in the tavern for a drink. He had grown accustomed to being around the warpriest, and found that he actually enjoyed his company, much to his own annoyance. "To our losses and blessings. But also to us! To Silvo! You lot better drink in Silvo's name while we're out on business, to give him some luck. I'll know if you don't, and I'll be very angry. And there's nothing more dangerous than an angry wizard."


Farmer Marcus raises a wearied brow to Silvio. "The Mayor sent word this was an official mission on behalf of the town, or someat like that. Sides, I told you a while back Winter's your dog now. We'll just have to manage long as you're gone. Take care of each other, hear?"

Master Holgast shrugs at Sledge's question of parting advice, puffing away on his pipe. "Oh illusions are a wondrous thing, yes. I trust your creativity if you put your mind to it. Otherwise--well, do you remember my colleague Charles Greenhilt? I don't know if he's nearby or closer towards Crowstump these days, but he might have some ideas."

The patrons of the Seven Silvers Tavern seem not to pay Sledge much mind with what, by now, many presume are idle threats.

* * * Oathday, 12th of Neth, 4709 AR * * *

The travelers do not need to wait long for the river barge to arrive, and word arrives the next day that Captain Walren and the Black Mist are approaching Kassen.

While Sledge and Silvio are starting to feel better, Winter has unfortunately woken up this day feeling worse for the wear. He is itching at his fur, which is beginning to look patchy in a few places. It's easy for Silvio to figure out what his poor pup is also suffering from zombie rot. (Winter takes 1d2 ⇒ 2 Con damage. Winter needs to make a DC 12 Fortitude save.)

Garen is able to get all of the coin from Braggar Ironhame that was promised.

I'm not sure if Charles wants to join us in Kassen or further upriver, but he's welcome to introduce his character.

Kassen's docks are a bit the east of Kassen proper. A rectangular river barge measuring about 60 feet long and 20 feet wide is tied to the dock, the closest visible side painted with the words Black Mist. A single small sail is currently drawn closed, though the cloth billows gently in the light wind. There are three people standing aboard the deck as the intended passengers begin to approach: a dwarf with lengthy muttonchops and an eyepatch, a heavily scarred Kellid man, and Sledge's father.

Sledge's father is chatting with the dwarf in Dwarven while he waits for the passengers. When did Sledge pick up Dwarven? Is that new, or has that been around since Level 1?

Before long, the elder Mr. Potterson and Walren invite Garen, Silvio, and Sledge aboard the Black Mist, stepping up a gang plank to board properly. "Welcome aboard, welcome! Ewem and I won' mind a few extra hands on our way down to Tamran, no we won'." When he says Ewem, Walren points his thumb at Ewem, who grunts and nods as he pushes a mop quietly across the deck. "Ol' Nathan here tells me that ye need passage. All's I need from ye is yer labor. The Black Mist is my boat, so if'n ye do as I say, we'll get along fine. Whatever skills ye have I'll put to use. If any of ye cook, I'm sure Ewem wouldn' mind a change from my kitchen slop. Main thing is probably helpin' out if'n there's trouble. And I don' mean trouble like lurkin' beasties, though there be those, too. I don' expect too much trouble in the week between here and Tamran, but those Molthuni bastards--" Walren makes a disgusting hocking noise and spits on the deck, as does Ewem, "--have been prowlin' the waters lookin' for victims. Anyway, we'll be three days on the river and three on the lake, give or take, and then we'll land in Tamran. So that's about that. Any questions?"


Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

A scrawny looking man with a white tunic, brown pants, and a red cloak comes rushing up to the Black Mist before it launches. "My apologies for my tardiness! Word never seems to travel as quickly as it should when necessary and far too quickly when unnecessary." He pauses a moment to catch his breath before continuing.

"Charles Greenhilt, at your service. Holgast got word to me of what was going on and I would be honored to accompany you all on this journey. I may have some knowledge and skills that come in useful along the way. Very strange goings-on of late."

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Garen, a classic knight in chainmail, offers his hand, Charles, I’m Garen, nice to meet you. then gesturing to the loaded donkey, ”This is Donkey, he’s pleased to meet you as well.


Captain Walren greets the wizard as well as he clambers up the gang plank. "A full complement, then, along with an ass and a shaggy dog. Welcome abord, mhmm."


Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

Charles accepts the offered hand and gives it a firm shake. A small brown head pops up out of his backpack and scurries partway down Charles' arm. "And this would be my assistant Roger. He is definitely excited in meeting you all as well." He pulls out a small piece of dried fish and hands it to the weasel. "I better not catch you trying to eat any more of those alchemical supplies, Roger. You remember what happened the last time? You spilled the salt and another container and the resulting acid nearly ate through my backpack."

Turning to the captain, he adds with a wink, "And a weasel to fully round out the complement."


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Silvio attends to his shaggy dog, who suddenly appears to be suffering from zombie rot. "Poor doggy. I didn't even know that was possible," Silvio gives some attention to his dog, hoping he'll be able to rest while aboard the ship. Treat Disease for a +4 to the next heal check.

* * *

Winter bounds aboard the boat, while Silvio steps carefully. "Can't say I've ever been aboard a ship, but I'll do my best to help, Captain. And Winter is a smart one too."

He then turns to see someone approaching. "Another wizard then?" asks the surprised halfling. Silvio carries a short staff with a sling at the end of it, and a chain shirt peeks out from behind his shirt.

Silvio tries to recall anything he can about Holgast's apprentices--but truthfully hadn't paid the older ones much mind when he was a child. I'm Silvio. That's Winter," he says simply. He wasn't sure what to make of this man and his weasel, and remains aloof, which causes Winter to be wary as well. He glances at Sledge to see if the fellow wizard recognized the man.


Roll20 has bene updated and is now showing a map of the river barge, so that you can see what the Black Mist looks like. The Module gave me no map and no artwork for this part of the adventure, so we're improvising! Hopefully it's easy enough to understand. The left side is the main deck along with some storage and the cabin, while the right side is some upper portions of the barge. With the holiday weekend, I want to make sure everyone has a chance to respond before we leave Kassen.

Also, Winter was the last one who got sick. Rolled a 4 on a 1d4 for the onset, so here we are!

Captain Walren's bushy eyebrows waggle slightly as Roger the weasel appears. He looks up to Ewem, the scarred Kellid man on the rear upper deck moving around with his mop, and then back to Charles. "Well, I hope yer weasel is well-behaved. Ewem has a few hens for eggs, an' I don' think he'd appreciate any foul business."

For his part, Ewem seems not to have noticed much going down on the main deck so far.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Silvio decides to go chat with the Kellid man. "It looks like you've seen more than one fight before," he notes as he admires the man's scars. "Anything I can help with?"


While Walren eyes Roger the weasel with nervousness, Silvio strides to the upper deck where Ewem is mopping. Ewem looks down at the halfling as he speaks and blinks at him, tilting his head. He looks towards the Captain, lifting a scarred hand, and points at him. "Captain talk." He furrows his brow, turning his hand back around to himself. "No good." Still, communicating well enough with grunts and hand gestures, Ewem is able to figure out that Silvio is there to help, and he conveys to Silvio what to lift, where to put things, and more. Even if he's not much of a conversationalist, he seems to be a decent enough crew member.

Any other questions for Walren/Ewem, meet and greet with Charles, etc. before the Black Mist shoves off? Granted, you'll have about a week to get to know them, but I didn't want to rush y'all.


HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

Sledge doesn't exactly spend the entire week avoiding Damira, but he doesn't seek her out either. Every day, the young man thought of more things that he should have said, or other things that he shouldn't have. Worried that his will to leave would erode, he spent most of his time in Holgast's tower, studying spells, and stashing as much magical ink as he could get his hands on.

==

Sledge, a dour looking young man, with a flail and longsword, looks askance at Charles.

Taking 10 on knowledge local for a 19: 19 = 19

"Potion seller, although actual magical quality of potions is dubious. Wizard of some ability, capable of reaching the second order of spells. From previous observations, and conversations with Holgast, you have an interest in transmutations. Enchantment doesn't come easily to you. Having lost Median, I relish having another magically educated individual in the party." He holds out his hand to Charles. "My name is Sledge, although I would assume you are at least passingly familiar with all of us. I was one of Holgast's apprentices, but I have yet to advance to the second order of magics." He says this last bit, almost like it was an obligation to inform what he considers to be a superior magician his supposed "rank."

==
While on the boat...
"What is our plan for infiltration? And what do we know about priests? What can they commonly do? And how do people feel about impersonation? Garen and Silvo, I understand that you might have some issues with impersonating a member of another faith's clergy, but what about letting either myself or Charles try it? For the uneducated, arcane and divine magic is a distinction that is not well understood. A miracle is a miracle after all..."


Clarifying: you all got back to Kassen on Toilday the 10th and met with the Council on Wealday the 11th. It's now Oathday the 12th, so it has definitely not been a week as you all indicated that you wanted to get moving ASAP.

Start thinking about how you might spend your time on the boat. I don't need an hour-by-hour breakdown, obviously, but start thinking in terms of 8-hour chunks (morning, afternoon, and evening) what you might get up to, i.e., how you'll contribute to the boat versus doing your own thing. Reading, playing music, crafting, studying, cooking, cleaning, practicing magic, etc. I'm going to ask, once the party sets out, for a description of your average day on the water.

You can know specifics about Tamran as a city with a Knowledge (local) roll (roll, not take 10). You can ask about Alignment & Settlement Type, Modifiers (including Danger), Special Qualities, Government, Population (demographics), Notable NPCs, Base Value & Purchase Limit, Spellcasting Services, & Magic Items. These come from the linked list from the GMG. This will represent knowledge that your character has about Tamran that could be useful. You can obviously learn more with Diplomacy checks once you get there but go ahead and roll a Knowledge (local) check DC 10. If trained, you'll get an additional category of information for each 5 by which you exceed the DC.

You can determine what you know about the Church of Razmir/Razmir himself with a Knowledge (religion) roll. This is required to be trained.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

K. Religion (Razmir): 1d20 + 5 ⇒ (20) + 5 = 25. Before he departed, Silvio spent a lot of time conversing with Father Prasst about the Church of Razmir, and becomes surprisingly knowledgeable.

Silvio seems to relax a little more as Sledge identifies Charles--even acknowledging the man as a more gifted wielder of magic. Which he supposed was to be expected given his greater age. Still, hearing Sledge admit as much sounded like grudging respect.

Silvio continues to help the Kellid man. "I'm sorry, Ewem," he says, as it becomes clear that there's a language barrier. He makes do with some gestures. "Could you teach me some words in Kellid?" he suggests, trying to make himself a bit more helpful by learning a few words. He'll keep trying as needed to communicate that he wants to learn some simple words.

Liberty's Edge

Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
Skills:
Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

Garen settles in for the ride downstream and prepares as best he can. Once the boat gets moving, he changes into the lamellar leather he bought prior to departure. Easier to swim in and sleep in since battle did not seem to be of immediate concern. Still he wanted to be careful.

In the mornings, Garen will get started with a bit of a bath out of a bucket. He will strip off his armor and clothes scrub off with river water, put on fresh clothes, and then put back on his armor. The older clothes will get a good dip in the river and be hung up to dry. Then he will help with the boat duties such as coiling rope, moving what needs to be moved, and scrubbing the deck.

The afternoon is when he tries to hit the book (twice if possible as they float down the river). As time permits he will work through his forms with sword and shield. He will extend invitation to Sledge and Charles to join in, he pretty much insists that Silvio practice. Knowing Silvio's path has led him to spellcasting earlier than his own, he will engage the halfling with questions about the different prayers used to summon varying effects. Some time before dinner he will strip off his armor to air out and meditate for a half hour. Then assisting in food prep he will dress in armor again after dinner.

The evening he leaves to sleep unless the situation changes and requires something different.

K Religion: 1d20 + 6 ⇒ (20) + 6 = 26 Razmir

K Nobility: 1d20 + 6 ⇒ (15) + 6 = 21 Are there those in Tamran claiming nobility? Who are they?

Book read 1, K Religion: 1d20 + 6 ⇒ (7) + 6 = 13

Book read 2, K Religion: 1d20 + 6 ⇒ (18) + 6 = 24


Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

"Greetings, young masters Silvio and Sledge," Charles acknowledges. "Dubious magical qualities of my potions, you say?" His eyes twinkle as a genuine smile breaks out on his face. "Old Holgast has been teaching you well then. But I've found that the line between alchemy and arcane is far more pedantic than practical. I've met some wizards who can alter their spells by substituting a better alchemical item just as easily as advanced wizards use metamagic. But don't worry, I don't aim to corrupt any of Holgast's lessons, but I may round out a few things for you while we're out here."

Let's see if Charles had any acquaintances from the academy from Tamran who he may see from time to time. Friends are always a good way to pick up tidbits of useful knowledge.

Knowledge(Local):Tamran: 1d20 + 10 ⇒ (8) + 10 = 18 What would he know about the government and possibly noteable NPC's?
Knowledge(Religion):Razmir: 1d20 + 10 ⇒ (2) + 10 = 12 Would anyone he went to the academy with have been a follower of Razmir or could he have possibly read a book about it a few years ago?


GM Screen:
N12M: 1d100 ⇒ 27
N12A: 1d100 ⇒ 80
N12E: 1d100 ⇒ 6

Daaaaaamn, okay, roll those bones.

Garen knows that people in Nirmathas despise the idea of nobility, or really any artificially constructed social standing that might inherited by name rather than deed. There are a handful of exited Molthuni ex-nobles who have sought asylum in Nirmathas following their exile, but none of their titles or lands followed them and they have had to make it or break it the way every other Nirmathi citizen does: through the sweat of their brow and the strength of their conviction.

Throughout the country, the most powerful man is probably the military leader Forest Marshal Weslen Gavirk. Widely recognized as a brilliant tactician who oversees the deployment of the nation's militias, he is civically a mere figurehead. As the nominal civil leader, he recently elected for a four-year term. He seems to be a relatively popular ruler, insofar as anyone consents to rule. Furthermore, although he is based in Tamran, he has little to do with the city's governance. Tamran, like many cities and towns throughout Nirmathas, is run by an elected Council of three people:

  • Speaker of the Bark (councilmember): Ollis Tamain (male human)
  • Speaker of the Heart (councilmember): Aromina Yasgon (female half-elf)
  • Speaker of the Leaves (councilmember): Mayslen Torgun (male human)

    Charles also knows of a female half-elf known as Emerald Bough who takes care of a druidic shrine near the Forest Bounty feast hall. None of these people would conscience besmirching their good reputations by even hinting towards nobility, but that's the extent of the government proper.

    ---

    For as little as Father Prasst and Sir Dramott had wanted to discuss Razmir, they were each able to provide Garen and Silvio with their best possible understanding of the philosophy behind the Church of Razmir. Charles, for his part, hadn't paid much mind to the godking from across Lake Encarthan, and it seems likely that he has only heard the scantest rumors.

    Razmir, the Living God, Master of the 31 Steps, is a Lawful Evil god with the Domains of Charm, Evil, Law, and Trickery (which is consequently a portfolio quite similar to the Prince of Darkness himself, Asmodeus). Forty-eight years ago, in 4661 AR, Razmir became the most recent mortal to attain godhood by passing the Test of the Starstone: a feat last accomplished by Iomedae almost 900 years ago. This likely makes him the youngest god, unless there is some other cosmic being that has yet to announce itself to the multiverse.

    Of course, as any faithful Chelaxian citizen would be quick to remind someone critical of the diabolical practices of empire of devil-worshipers, the cosmic appellation of "evil" is propaganda applied by so-called moralists who seek to carve the world into arbitrary categories like "heroes" and "villains" according to their own agendas. Paladins of the Inheritor have, after all, fought alongside clerics of Asmodeus in the Hellknights' crusade against the forces of chaos that seek to undermine both society and the fabric of reality, recognizing their true, mutual enemy.

    Besides, what does following Razmir mean practically (i.e., domain-wise) for his priests? That they can render an enemy too befuddled to attack, inflict an enemy with temporary sickness, ensure a reasonable chance of success at complex tasks within margins of error, or protect themselves with illusions. They gain such powers in exchange for following his teachings.

    So then what of Razmir's teachings? Well: what is the goal of a person's life? To live the life they want to lead. What do you need to carve out this life? Power: for with Power you can stop others from controlling you. And Razmir, in his great knowledge and wisdom, has seen fit to share the secrets--his 31 Steps--to attaining Power with those who will follow him. It is in following Razmir and his teachings that mortals may aspire to Power, Freedom, and even godhood. All should--and all will--know the glory of Razmir.

    ---

    Ewem seems curious that Silvio is spending time with him and continuing to speak despite the language barrier, but he seems open to trying whatever it is that Silvio has a mind for.

    Have I mentioned that I took a bunch of linguistics courses in grad school? Don't mind if I insert some professional knowledge to inflect Silvio's attempts to communicate with Ewem.

    ---

    Just waiting on day plans from Charles and Sledge, and perhaps a bit more detail from Silvio. Garen claims for 2 out of 3 Day 1 periods and earns 1 inspiration for use in Tamran: some nugget that he uncovered in reading this gripping religious allegory that will provide something unexpectedly useful at just the right moment.


  • HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

    "Forgive me, Mr. Greenhilt," Sledge continues. "I did not mean to cast aspersions on the art of alchemy. Potions, at least as far as Holgast taught, were liquids or oils infused with the essence of a spell. Poultices, while certainly having merit, are not actually imbued with magical energies. But I digress. Tell me sir, do you know the spell crafter's fortune? I've been trying to study it for some time now, but it eludes me... if you would be willing to aid me in my work, I would be much obliged. Perhaps if there is a minor illusion or enchantment you would like woven, I can aid you there?" Seeing the friendly attitude of the new wizard, Sledge attempts to backtrack slightly on being his usual surly self. Wizard/alchemist spell, and I am but a humble magus (who can poach off the bard list), so I cannot cast it.
    "Oh yes," he says, lightly as if he remembered something trivial. "I recently learned how to emulate the healing of the divine. Under my own arcane power no less. If you get any injuries, any of Garen, Silvo, or myself would be happy to treat them. Magically." He is obviously rather proud of this accomplishment, not being limited to only infernal healing.

    ==

    To Sledge, time is precious. Washing is just not a luxury he feels he can afford, so when he wakes up, he casts presti a few times to clean himself and his armor. It's not perfect, but it's far faster than bathing and washing clothes. Assuming Charles is willing to aid Sledge by casting a crafter's fortune on him, he would spend his mornings whittling a wooden mask for himself. Take 10 for: 10 + 11 + 5 = 26 It may not be iron, but he had not been "ordained" yet, and perhaps he could pretend to be a Razmiran hopeful using it. He thinks back to the iron mask in the crypt, doing his best to replicate the style. Assuming it is a "high quality item" (DC 15 to make), and that it's a very good mask (50gp=500 silver according to equipment), and we use accelerated crafting (+10 to the DC for 25 total) Sledge achieves 25*26=650 silver worth of crafting in a week, which means that he finishes the mask on day 6

    During the afternoon, he will primarily try and patch up any battering the ship has taken. If Charles will permit it, he will spend time talking with the mage, and potentially copying down spells between books. When Garen offers sword practice, he will gladly accept, but try and work on his grappling technique so as to avoid getting stabbed in the future. If anyone is willing to spend time scheming with the young man on how best to infiltrate the cult of Razmir, he will gladly hear them out.

    During the evening, he will rest for around 6 hours, unless he has need to prepare new spells, and spend those extra few hours working on his own carvings. If the captain asks him for assistance during this time of day, he would be at his most willing to help.

    knowledge local Tamran: 1d20 + 9 ⇒ (20) + 9 = 29
    O_o Danger, Population, Disadvantages, and qualities please! I guess Sledge really did his homework about moving to become a Razmiran.


    Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

    Charles happily prepares a couple of Crafter's Fortune spells each day, one for Sledge and the other for himself or others if needed.

    Upon hearing of The Dark and the Light, Charles would be eager to read it when possible. He normally leaves his mornings open and would love to read in it each morning if it is available and he wouldn't be taking time from others. He'd start reading as soon as he had his spells prepared, waking up as close to sunrise as possible to make the most of the day.

    During the afternoon, he would gratefully decline the invitation to spar, especially with the three others being so much his junior. He would spend time on the deck seeing how he could help. As a pragmatist, he would look for ways to use his arcane craft to benefit others. Using Mending to keep remove all wear and tear from ropes, sails, and other equipment. Prestidigitation to help clean the deck, slowly removing barnacles, and things of that nature. He particularly looks for anytime Ewem or others have to move the anchor or other heavy item and is there to assist and casts Bull's Strength on them. Charles isn't strong, but many hands make light work. Plus he's found that enhancing the strength of the strong tends to have the better effect than enhancing his own strength. He would happily discuss the arcane with Sledge during his time walking around the boat, but would prefer to copy spells in the evening when the main work around the boat is done. He would be happy to allow Sledge to use his spellbook during this time, however.

    In the evenings, Charles would wind down a bit and do a bit of alchemical crafting and try to pick up any spells that Sledge may have access to that he would be able to pick up. When not crafting, or discussing with others, he'd have his pipe in hand and enjoying a bit of tobacco he picked up before he left while talking with others.

    Knowledge(Religion):Book 1: 1d20 + 10 ⇒ (19) + 10 = 29
    Knowledge(Religion):Book 2: 1d20 + 10 ⇒ (12) + 10 = 22
    Knowledge(Religion):Book 3: 1d20 + 10 ⇒ (19) + 10 = 29
    Knowledge(Religion):Book 4: 1d20 + 10 ⇒ (19) + 10 = 29
    Knowledge(Religion):Book 5: 1d20 + 10 ⇒ (5) + 10 = 15


    Sledge's Known Information about Tamran:
    Danger: +5

    Population: 9,730 (7,600 humans, 1,500 half-elves, 450 halflings, 180 other)

    No Disadvantages

    Holy Site (Erastil): The settlement hosts a shrine, temple, or landmark with great significance to one or more religions. The settlement has a higher percentage of divine spellcasters in its population. (Corruption –2; increase spellcasting by 2 levels)

    Insular: The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another. (Law +1; Crime –1)

    Scrappy: The people of Tamran are a hardy bunch of survivors. They know that Molthune could invade their city at any time, and so while they are happy to chat with the myriad travelers who flow through their city, they know that any moment could bring another siege—and they are prepared to defend themselves or flee at a moment’s notice. (Society +2)

    Strategic Location: The settlement sits at an important crossroads or alongside a deepwater port, or it serves as a barrier to a pass or bridge. (Economy +1; increase base value by 10%)

    Claiming the book for himself in the mornings, Charles finds himself quite easily drawn in by the religious allegory. By the end of the journey, he will have gained 4 points of inspiration available to use in Tamran. Every morning except for the 6th day has been claimed. The afternoons and evenings of Days 2-6 are still available for reading by the remaining members of the party.

    ---

    Following the unceremonious goodbyes to Kassen, the barge begins moving down the river with the current, even though no anchor is raised. It is almost as though something (or someone) simply wills the movement. Walren takes his place at the wheel to ensure that they stay on course With his new passengers mostly keeping to themselves, Captain Walren keeps to himself as well. Silvio tries to chat with Ewem, but doesn't make too much progress. Most of the party's day is spent reading, carving, sparring, or otherwise keeping themselves busy. Meals are a simple affair--as Walren had indicated, it's basically "kitchen slop" (as he had never claimed to be a good cook), but it's edible and filling.

    A cabin occupies the back third of the barge and contains several hammocks--it's sparse, but livable. The cabin also has a simple stove and a few provisions: mostly dried, salted, or non-perishable, though there some fruits and vegetables of the sorts that are unlikely to spoil too quickly on a voyage of a few weeks. Most of the most recent fresh produce was clearly something picked up in Kassen itself.

    Although Nirmathas has grown chilly in mid-Neth and the days are shorter and shorter as winter approaches, the River Tourondel is a pleasant place to be. The trees and banks of the river are awash with animals preparing for the oncoming frost, deep-remembered tradition awakening to guide them towards foraging and burying. Squirrels sequester caches of seeds that they will almost certainly forget. Bird calls are less frequent as more avians fly further south, but a few pairs of dark eyes blink from within the shade of the riverside canopy--perhaps owls, but certainly some bats. The stream burbles as fish swim up to catch surface-dwellers unawares. And thousands of bugs wriggle in the alluvial bank soil, mostly unseen, offering up a muted chorus to serenade the river travelers.

    GM Screen:
    GP Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
    Target: Charles 1, Donkey 2, Ewem 3, Garen 4, Roger 5, Sledge 6, Silvio 7, Walren 8, Winter 91d9 ⇒ 3
    Call for Perception, DC 29
    Ewem Perception: 1d20 + 5 ⇒ (13) + 5 = 18
    Walren Perception: 1d20 + 11 ⇒ (10) + 11 = 21

    Initiative:
    Charles & Roger Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
    Ewem Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
    Garen Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
    GP Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
    Silvio & Winter Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
    Sledge Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
    Walren Initiative: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20

    GM Screen:
    GP Bite vs Ewem Flat-Footed AC 16: 1d20 + 10 ⇒ (17) + 10 = 27 Dmg: 1d8 + 5 ⇒ (6) + 5 = 11
    CMB Grapple: 1d20 + 16 ⇒ (9) + 16 = 25

    As dinner finishes, the party settles in for an evening, fully expecting a night as uneventful as the day. Whether they are busying themselves carving or reading, they are suddenly dredged from their reverie with a scream from the rear of the boat.

    Surprise Round
    Ewem
    Walren
    Garen: 47/47
    Charles: 35/35 (& Roger)
    ??
    Silvio: 36/36
    Winter: 36/36
    Sledge: 37/37
    Map

    First: place yourselves on the ship where you would be on the first evening based on your descriptions. Most of you are probably asleep in the cabin or on your way there, which is why I have placed you all there. Are you wearing armor? If you're in a hammock, climbing in or out is a full-round action, which can be reduced to a move action with a successful DC 5 Dexterity check.

    Second: Roll Perception. If you meet or exceed DC 29, then you may act (taking a single standard or move action in the surprise round. If you are within a cabin, then you are taking a -5 penalty to this check. If you are asleep, it's another -10. If no one makes the Perception check, I'll just move us to the top of round one and the snake will go again, and you will all automatically wake up.

    Finally, once you can see it, you're also welcome to attempt to ID the creature. DC 15 Knowledge (arcana).

    Liberty's Edge

    Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
    Skills:
    Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

    The roll20 map is still on Kassen for players.

    Following dinner Garen would have helped to clean up and then with nothing else to do turned in intending to get up early. He sleeps in leather lamellar armor so he feels combat ready and yet is able to sleep comfortably and is not wearing a weight.

    Perception: 1d20 + 8 - 5 - 10 ⇒ (14) + 8 - 5 - 10 = 7 can't make the check


    Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
    Winter:
    HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

    Neither Silvio nor Winter have any armor on for sleep. Silvio does not have battle in mind, and Winter needs to rest comfortably to recover. Winter sleeps on the ground. Silvio takes a hammock. Neither notice anything about any snake. A successful check is impossible. Only the scream wakes them. Winter barks and heads to the cabin door.

    DC5 Dex: 1d20 + 4 ⇒ (4) + 4 = 8

    Silvio tries to get out of his hammock quickly, and grabs a healing kit, worried about an unexpected injury.


    Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
    Winter:
    HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

    Supplemental post--Silvio's Day 1 activities.

    Silvio spends the first day getting accustomed to the ship and learning its routines. He does seem to prefer the company of Ewem. Even if he couldn't really escape from being confined with Sledge and Garen once again, he could spend some time apart. He enjoyed the peace that came from steady labor--much like his job tending sheep.

    He's not pushy about learning words from Ewem. If anything, it is Ewem's relative silence that attracts the introverted Silvio--he rather liked being with someone who couldn't talk with him. Still, he enjoyed the game of learning some basic Kellid words. Ewem already could speak a few words in Common, so Silvio knew that he could communicate his own thoughts verbally, if slowly. In turn, he starts asking Ewem to say the Kellid name for various objects. Bucket. Water. Sail. Fish. Perhaps he could start adding some verbs as the time goes on. And a few basic feelings--happy, tired, hungry, thirsty. He kind of wants to learn how to cuss in Kellid, but wasn't sure how to get there.

    When Garen suggests Silvio needs to train more in combat, he at first resists. "I'm a small halfling that throws rocks at things--not sure there's much point in training to fight like you." But he relents when Garen points out how obviously untrue that statement was--Silvio had just spent several days hitting skeletons with his staff when firing sling bullets was not a convenient option.

    Silvio in turn spends time with Garen praying and accessing minor blessings. Iomedae and Erastil were not the same, but meditation was arguably a more generalized spiritual discipline that could be taught.

    Seeing that the wizard Charles wanted to immerse himself in the mysteries of The Dark and the Light, he hands the book off. He allows Garen to partake as well. Silvio meant to read the book himself as Father Prasst advised, but reading was not something he did naturally. Maybe he'd get to it the next day?

    Meanwhile, Winter seems to like staying near Silvio, but is mostly resting. He was still unwell from zombie rot, and Silvio checks in from time to time to make sure his companion is managing okay.

    Subsequent days will emerge after this combat.


    Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

    Yeah, I was totally thinking 6 hour shifts for the day instead of 8 and just sleeping during the unmentioned 4th quarter. LOL Charles DOES actually sleep some and has found hitting middle-age to afford him a little less sleep than normal without any more setbacks than he's used to.

    Charles would be resting on his bedroll with Roger curled up on top of his chest, the small weasel taking comfort in feeling his master's chest rising and falling.

    Perception: 1d20 + 8 - 15 ⇒ (12) + 8 - 15 = 5 - Asleep in the cabin is just bad news for us.


    GM Screen:
    Ewem Fort: 1d20 + 4 ⇒ (7) + 4 = 11 Onset: 1d4 ⇒ 2
    Aggressive Thundercloud
    GP Reflex, Grappled: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
    Electricity Dmg: 3d6 ⇒ (3, 2, 6) = 11
    Raging Song: Inspired Rage, draw weapon

    Sledge cannot make the Perception check and has not responded. Moving on to Round One.

    From within the cabin, the sleepers hear tumult beginning to rage outside. Someone begins singing in a deep, almost guttural voice in a language that no one recognizes properly. But as the party listens, they feel a strength deep in their bellies. Officially: it's a DC 11 Knowledge (arcana) to identify this as Inspired Rage, but you don't have to ID it to accept it.

    Inspired Rage:
    Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.)

    If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

    Please indicate whether you are accepting the Rage on your turn.

    The party also hears a shout: "Not on my boat, you don't!" followed by a crackle of thunder.

    Round One
    Ewem
    Walren
    Garen: 47/47
    Charles: 35/35 (& Roger)
    ??
    Silvio: 36/36
    Winter: 36/36
    Sledge: 37/37
    Map

    Garen and Charles are up!

    Liberty's Edge

    Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
    Skills:
    Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

    Garen rolls out of his hammock and lands on his feet. The song calls to him and he accepts its power grabbing his sword and shield which lean against the post.

    Dex check -2 ACP: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16


    Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

    Knowledge(Arcana): 1d20 + 10 ⇒ (7) + 10 = 17
    Charles hears the strange melody and immediately identifies it, pushing it from his mind so he can keep his senses about himself. A sharp mind is always the best weapon. Roger rolls off of his chest as Charles stands, awakening with a soft shrill cry, but immediately senses his master's emotions and knows something is awry.

    "Trouble on deck!" he calls to those who haven't sprung out of bed yet, hopeful to wake any sound sleepers as he starts making his way out of the cabin and toward the commotion. The weasel stays close and follows Charles.


    Thanks for the patience. After being ill on Thanksgiving, this weekend was my family's proper celebration and I spent much of the weekend cooking and/or resting.

    GM Screen:
    GP Grapple vs Ewem CMD 15: 1d20 + 16 + 5 ⇒ (3) + 16 + 5 = 24 Auto Dmg: 1d8 + 5 ⇒ (2) + 5 = 7
    GP Tail Slap vs Ewem AC 16: 1d20 + 5 ⇒ (1) + 5 = 6 Dmg: 1d8 + 2 ⇒ (4) + 2 = 6

    The screaming from within and without the cabin rouse anyone still lost in sleep.

    Round One --> Two
    Garen: 47/47, inspired rage
    Charles: 35/35 (& Roger)
    Ewem
    Walren
    ??
    Silvio: 36/36
    Winter: 36/36
    Sledge: 37/37
    Map

    The party is up, and I am consolidating the NPCs with the enemy to speed the flow of combat after this turn. Note the DC 5 Dex check to get out of your hammock, and whether or not you accept the rage.


    Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
    Winter:
    HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

    Silvio and Winter both startle awake as screams fill the night. The rythmic singing fills the air. Winter begins to howl and is urged on to battle! Silvio, on the other hand, resists the urge, feeling that it would be dangerous to give himself to this outside force--one that has him convinced that some battle is taking place.

    Silvio quickly jumps out of his hammock, and his first instinct is to grab Winter! As Charles moves to investigate the threat, the wizard opens the door. Winter moves in a frenzy and hurries to meet whatever is putting his "packmate" in danger!

    Silvio--move to get out of hammock, move to ride Winter. Winter double moves to his current position. No armor/barding on. Silvio AC=15, Winter AC=17.

    Liberty's Edge

    Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
    Skills:
    Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

    Garen throws open the door and rushes out to see what is going on.


    GM Screen:
    GP Tail Slap AoO vs Silvio AC 15: 1d20 + 5 ⇒ (5) + 5 = 10 Dmg: 1d8 + 2 ⇒ (7) + 2 = 9

    Silvio and Garen emerge onto the deck of the river barge to see an enormous river serpent with Ewem in its mouth. In the dim moonlight, its stone-like scales seem to shimmer like gold. Ewem is sing-screaming, thrashing around and trying smash the snake's head in with an enormous hammer while Walren waves an axe around. A crackling, storm cloud buzzes around the snake's head, trying to avoid Ewem while catching the snake. Ewem is bleeding profusely as the snake's fangs dig deep into his body.

    As Silvio rides up, a well-muscled tail swings over his head. Even without his armor, Silvio is able to duck under the tail, which seemed clumsily directed as the snake is focused on the quarry currently in its mouth.

    The moon phase is a waning crescent, so the light conditions are dim, i.e. 20% miss chance (low misses) unless you have darkvision.

    Charles and Sledge are up.


    HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

    "Keep it down, I'm trying to sleep!" Sledge shouts. As the sounds continue, he Dex check DC 5: 1d20 + 1 ⇒ (1) + 1 = 2 tries to get out of his hammock, but instead just tangles himself further in it. "Don't make me come out there," he says, but only really to himself, to make him feel better for failing at such a menial task. He spends the rest of his round extricating himself from the hammock.


    Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

    "Oh my, that is a very large snake." He looks at the stony scales glittering in the light and the pattern and shape of the head look somewhat familiar to him.
    Knowledge(Arcana): 1d20 + 10 ⇒ (6) + 10 = 16 "First time I've seen a goldpebble in person. Very impressive specimen!"

    He rushes out the door and catches up to Garen as he lays a hand on his back, "Hit him hard and watch out for both ends, but primarily the one with teeth. This should help a bit." He sprinkles a few stray black hairs on Garen's should as he chants Virtute in virtutem, ut te opprimere adversarius! and a surge of power rushes through Garen.

    Casting Bull's Strength - +4 enhancement bonus on Strength


    GM Screen:
    Ewem Warhammer, Rage: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 Dmg: 1d8 + 4 ⇒ (8) + 4 = 12 Concealment: 1d100 ⇒ 15
    Aggressive Thundercloud, Electricity Damage: 3d6 ⇒ (5, 3, 2) = 10
    Goldpebble Reflex DC 16, Grappled: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
    GP Grapple vs Ewem CMD 15: 1d20 + 16 + 5 ⇒ (3) + 16 + 5 = 24 Auto Dmg: 1d8 + 5 ⇒ (7) + 5 = 12
    GP Tail Slap vs Ewem AC 16: 1d20 + 5 ⇒ (7) + 5 = 12 Dmg: 1d8 + 2 ⇒ (1) + 2 = 3

    Getting a first good luck at the snake, Charles realizes that it is a creature known as a Goldpebble.

    Goldpebble:
    The goldpebble is a stony-scaled water snake that came into existence thanks to a greedy alchemist of a forgotten time. This ambitious experimenter attempted to create a fecund creature whose body would turn to gold after it died, ensuring an endless supply of wealth with little effort. She found a water snake that bred in shallow pools and produced dozens of offspring, and its biology responded well to her initial tests. The original snake's scales contained trace amounts of minerals and served as a clever camouflage in the wild, and the alchemist combined magical techniques with selective breeding to coax the species' scales into naturally producing nuggets of gold.
    At first, the experiment seemed to be going well; early generations demonstrated traces of gold in their scales, and as they sloughed away their skin with age, the cast-off scales contained enough gold to justify the alchemist's efforts. However, the snakes grew in size with each generation, and soon the breeding pools the alchemist had created could not contain them. Worse, the amount of gold each snake produced didn't increase, but rather seemed to decrease until only glittering flakes remained.

    Frustrated, the alchemist redoubled her efforts and saturated the breeding pools with transmutative alchemical reagents, mercilessly culling any snakes that failed to produce new growth. While this did little to increase the mineral content of the creatures' scales, it did invest them with a supernatural venom that causes victims' blood to slowly turn to water. When the overzealous alchemist next came to harvest her treasured pets, the goldpebbles struck, killing her and escaping into a nearby stream; they can now be found all across the Inner Sea region.

    A fully grown goldpebble is about 12 feet long and weighs 250 pounds. Due to their alchemically-augmented physiology, they are quite comfortable in cold waters, even seeming to thrive in them (cold resist 10). Due to their serpentine nature, attempts to cause them to fall down are futile (immune to trip attempts).

    Charles calls on his specialty school and augments the paladin for the fight already in progress, while Sledge struggles to get out of the hammock but slowly works his way free.

    In the snake's teeth, Ewem raises his warhammer and bellows in rage, bringing it down and seemingly smacking the goldpebble right in its snout. But his hammer clangs off of some hard scales at the last moment (missing due to concealment). The goldpebble responds by clamping down harder. The snake's tail comes swinging out once again at Ewem to finish him off, but the scarred warrior meets the snake with a shield strapped to his left hand that looks more like a skull, bellowing despite the painful wounds wracking his body. At the same time, the crackling cloud keeps pace with the goldpebble and flashes, illuminating the chaotic scene. The snake is unable to dodge while maintaining its intended meal, and it seems pained by the electrical discharge. With yet more chanting, Walren runs forward and his skin takes on an even more-weathered texture as he prepares for prolonged battle.

    Walren manages to inflict 10 damage to the Goldpebble, but Ewem is at 0 hp, teetering on the brink of consciousness.

    Round Two --> Three
    Ewem: 0, inspired rage round 2
    Walren: spell round 2
    Goldpebble: -10
    Silvio: 36/36
    Winter: 36/36, inspired rage
    Sledge: 37/37
    ---
    Garen: 47/47, inspired rage, bull's strength
    Charles: 35/35 (& Roger)
    Map

    The party is up. Lighting is dim (20% miss chance). If you are trying to stand on the side of the ship, it'll be a DC 10 Acrobatics check.


    Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
    Winter:
    HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

    Wearing only his underclothes, Silvio shudders as the struggle between serpent and Ewem sends water splashing over him. Having neither weapon nor armor, Silvio channels the one thing he has--Erastil's power. He steps off Winter and touches Ewem.
    Cure Light Wounds: 1d8 + 3 ⇒ (1) + 3 = 4
    It proves difficult to channel healing energy when Ewem is in the creature's mouth.

    Winter is filled with rage at this serpent that's attacking Ewem! He snaps at the Goldpebble.
    Bite, IR: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12; Damage, IR: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12


    HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

    Sledge double moves, grumbling all the while.
    Acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14

    He stands on the edge of the ship, having left his weaponry inside.

    "Color spray incoming," he says to Silvo. "Maybe that'll get it to drop the man."

    Does the creature appear to be grappling at the moment? Just curious.


    Male Human Wizard (Transmuter) 3 | HP: 17/35 | AC:14 TO:14 FF:11 | F:+4 R:+6 W:+5 | CMB +1 CMD 14 | Init +8 | Perc +8

    Charles rushes forward and up the stairs to the fore deck with Roger close behind. He looks down to grab his crossbow, but with dreary eyes realizes he has yet to load it this morning. He learned better than to leave a loaded crossbow sitting around with how inquisitive Roger can be at times. Instead, he makes a quick left jab "Ledo vos in faciem" and a golden glowing fist flies towards the Goldpebble. Roger continues running and scurries up Charles' pants leg and into the pocket of his shirt, peeking out at the enormous creature and waits to be given an instruction.

    Telekinetic Fist: 1d20 + 3 ⇒ (4) + 3 = 7
    Concealment: 1d100 ⇒ 70
    Damage: 1d4 + 1 ⇒ (3) + 1 = 4

    Liberty's Edge

    Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
    Skills:
    Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

    Garen strides across the deck looking for a spear or gaff hook. If he spots one, he snags it as he heads up the steps to attack the snake. Otherwise he proceeds up the steps to engage the beast with his sword.

    posting from phone and can’t see the boat. I expect it will take me a double move to get within attack range. Garen remains 5’ off the edge of the boat until next round when he can attack. If there is a gaff hook or spear he will use that to attack and stay away from the boat edge.


    Yes, the goldpebble is grappling Ewem with its bite. Garen, I'll let you move where you intended to move.

    GM Screen:
    GP Tail Slap AoO vs Silvio AC 15 + Cover: 1d20 + 5 ⇒ (17) + 5 = 22 Dmg: 1d8 + 2 ⇒ (6) + 2 = 8

    Ewem Warhammer, Rage: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 Dmg: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9 Concealment: 1d100 ⇒ 86

    Aggressive Thundercloud, Electricity Damage: 3d6 ⇒ (3, 3, 4) = 10
    Goldpebble Reflex DC 16, Grappled: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 +2 if Ewem has fallen

    Walren Battleaxe vs Aquatic Creature, Rage, PA: 1d20 + 7 + 1 + 1 - 1 ⇒ (14) + 7 + 1 + 1 - 1 = 22 Dmg: 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13 -2 if Ewem has fallen Concealment: 1d100 ⇒ 65

    GP Grapple vs Ewem CMD 15: 1d20 + 16 + 5 ⇒ (20) + 16 + 5 = 41 or GP Bite vs Winter AC 17: 20 + 10 = 30 Dmg: 1d8 + 5 ⇒ (8) + 5 = 13

    No Confirm for Nat 20 Grapple, but yes Confirm for Bite
    GP Tail Slap vs Winter AC 17: 1d20 + 5 ⇒ (7) + 5 = 12 Dmg: 1d8 + 2 ⇒ (4) + 2 = 6 or Crit Confirm: 7 + 10 = 17 for Crit Dmg: 4 + 5 = 9

    Fail Only
    CMB Grapple vs Winter CMD 17: 1d20 + 16 ⇒ (15) + 16 = 31
    GP Tail Slap vs Winter AC 17: 1d20 + 5 ⇒ (8) + 5 = 13 Dmg: 1d8 + 2 ⇒ (7) + 2 = 9

    As Silvio tries to channel positive energy into the Kellid warrior, the goldpebble's tail whips around once more and smacks him hard for 8 damage on the AoO and requiring a DC 19 concentration check to keep the spell. Winter and Charles both try to attack the goldpebble, but neither canine nor wizard can get a good shot on the bobbing and weaving serpent. Garen and Sledge continue moving forward, preparing a counteroffensive.

    What happens next depends on whether Silvio makes his concentration check or not. If he makes it and heals Ewem, then Ewem is not staggered and can attack without passing out. If Silvio fails, then Ewem passes out after the attack. I am keeping the dice rolls in the same order regardless of which action occurs, but which one is canon will depend on Silvio's roll.

    Roaring within the goldpebble's mouth, Ewem raises his hammer once more and slams it into one of the serpent's eyes for 9 damage. Despite this blow, the snake manages to dodge out of the way of the thundercloud weaving around it before it once again crackles with electricity. Captain Walren moves forward, stepping over Roger and hefting his battleaxe.

    If Silvio makes the Concentration check:
    Silvio channels Erastil's grace into the roaring skald, bringing him back from the brink. Captain Walren's axe cuts deep into the goldpebble for 13 points of damage. After these solid blows, however, the goldpebble clamps down once more dealing 13 damage to Ewem, and the warrior falls limply from the snake's mouth onto the deck. A moment later, the Goldpebble turns its attention to the dog that just tried to bite it, but its tail swings and misses.

    If Silvio fails the Concentration check:
    Silvio is surprised by the blistering counterattack from the goldpebble, and finds his concentration broken in the attempt to heal Ewem. After Ewem attacks the goldpebble, the warrior falls limply from the snake's mouth onto the deck. Captain Walren's axe cuts deep into the goldpebble for 11 points of damage. But the Goldpebble fixes its sights on a delicious looking dog sitting there and lashes back out, grabbing Winter in its mouth with a confirmed crit to deal 22 damage! I need a Fortitude save from Winter. A follow-up tail swing fails to hit the dog again.

    Round Three --> Four
    Ewem: -9 or -1/?, dying
    Walren: spell round 3
    Goldpebble: -32 or -30
    Silvio: 36/36
    Winter: 36/36 or 14/36, grappled, and make a Fort save
    Sledge: 37/37
    ---
    Garen: 47/47, bull's strength
    Charles: 35/35 (& Roger)
    Map

    Okay, gosh that round got complicated. The party is up. Dim lighting (20% miss chance), and DC 10 Acrobatics to stand on the side of the ship. Silvio needs to make a DC 19 Concentration check or lose his spell, the effects of which cascade massively. The party is up!

    Liberty's Edge

    Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
    Skills:
    Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

    Was there by chance a gaff hook along my route to the rear?

    If no gaff hook:

    Garen, unable to reach the snake, sheathed his sword on the way up and reaches for Ewem to try and help pull him from the mouth of the beast. CMB to escape the grapple, aid if Ewem tries to get loose.

    sling: 1d20 + 5 ⇒ (2) + 5 = 7

    If there is a gaff hook:

    Garen now in position jabs the gaff hook at the underbelly of the great serpent.

    Gaff hook, P: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 ⇒ (6) + 3 = 9

    Dice roller not my friend this evening.


    HP:23/37|BaB:2|AC:15 T:11 FF:14|Fort:4 Ref:3 Will:3(+2 vs enchantment, see drawback)|

    Sledge spends a swift action to empower his spell, and then fires off a color spray, as drawn on the map. DC 15 will save or things happen. He then will 5ft step off the railing to fill in the spot that he left open for Garen, but remains open.


    Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
    Winter:
    HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

    Concentration DC19: 1d20 + 5 ⇒ (15) + 5 = 20. Silvio manages to get his spell off despite being struck--and fate takes the battle in one direction rather than another.

    "No--Ewem!" he cries as the Kellid falls. He quickly heals himself, then calls on more magic--this time being careful to avoid drawing an attack from the serpent.
    Fervor: 1d6 ⇒ 1
    Cast Defensively DC17: 1d20 + 5 ⇒ (7) + 5 = 12
    His self-healing is minimally effective, and his attempt to heal Ewem fails.

    Winter is a little less angry now, but continues to do battle!
    Bite: 1d20 + 5 ⇒ (15) + 5 = 20; Damage: 1d6 + 6 ⇒ (5) + 6 = 11

    Due to the cascade of effects, Silvio is at 29/36, Winter is at full health.

    Liberty's Edge

    Aasimar Paladin Oath of Vengeance-Warrior of Light 2 | HP 18/22 | AC 19 TAC 11 FF 16 | CMB +5 CMD 16 | F+8 R+4 W+8 | Per +7 darkvision, Init +1 | Conditions/ongoing effects: none
    Skills:
    Diplomacy* 7 Heal* 8 Perception* 7 Ride* 1 Sense Motive* 5 Handle Animal* 8 Craft Brewer* 5 K: Nobility 5

    I couldn't reach from the far left so I thought it best to move to the nearest point where the snake was.

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