The Rusty Flagon Inn (Inactive)

Game Master Nightfiend

Maps

Completed Scenarios

Found Journal:
Entry Eleven: The track down the Sellen River was unbearable. Although Captain Shearwart did his best to accommodate our clergy, the trip was tedious. Luckily, we didn’t encounter any of the river patrols that we thought might come across our path. Once we reach Cassomir, we should be boarding a sea vessel large enough to accommodate our trip to Korvosa. We haven’t heard anything from our contacts from that regen for quite some time but the shipping lanes in that area are flush with potential. I suspect, after greasing the wheel a bit, we can pick up a few extra girls Korvosa. After resupplying, we will head to Magnimar, where Jonavan has arranged for four new girls. The pickup should be smooth, considering the area is well off the beaten path. From there, we will head to Sandpoint and meet with Gidra. Her and her crew should have a solid number for us.

Entry Fourteen: We have brokered a deal with the curator of the Quarterfaux Archive’s Darrick Humphry. He heads one of Caliphas’s underground gangs, which governs the city’s sewer system. The oversized system should take us directly to the temple without having to navigate through the city with the girls.

Entry Twenty-Three: We have collected fourteen girls in total, which should be enough to justify this trip. Adding these girls to our total should please Lord Eastabon. Assuming he doesn’t eliminate any of them, we should have enough to attempt the Gulden Ritual. If the ancient text is correct, this could free Tar-Baphon.

Entry Twenty-Seven: After investigating a disturbance that took place late last night, we have concluded that Sandpoint is aware of our operation. This could undermine our plans if they choose to pursue things further. I have decided, at no small expense, to attempt an old ritual called the awakening. If successful, it will leave Sandpoint with enough on their plate to keep them occupied for quite some time.

Entry Twenty-Seven: is the last entry within the journal.

Copied Ledger Note:
“Lost Minimum Wage Guy:” On the seventh page, second entry: The curator of the Quarterfaux Archive’s Museum, which is a subdivision of the archive, is requesting help locating a missing assistant. The contract offers round trip accommodations aboard a merchant vessel to Caliphas and four paid nights at a location of the group’s choice. The contract offers 1,000 gp on completion, with another 1,000 gp if the assistant is returned. The contract is sponsored by the Quarterfaux Archive. The listed contact is the museum’s curator Cynthia Nail.

“No More Squatters:” On the sixth page, first entry: A request to investigate and eliminate suspected cult activity north of Caliphas, in Ustalav, stands out as one of the higher paying contracts. The contract provides comfortable round-trip travel and accommodations at the Vodavani Lodge for the group’s entire stay. The contract offers 2,000 gp upon conformation of the cult and another 6,000 gp if they are eliminated. The sponsor for the contract is the Royal House of Ordranti. The listed contact is Lord Leopold the III.


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Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Muziel! You're up!


I sent Muziel a PM. Hopefully he is ok. I'm going to give him a couple more days to respond, just in case his Paizo account isn't being updated.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Updates are kinda funky lately. I know there are some I haven't received.


Ya, agreed. Well give it a few more days. From what I have heard so fare, it sounds like he has a fairly full plate in general. I believe I have heard comments about traveling come up more than once, which could be work related and very distracting when it comes to keeping up with the boards. That said, I'm not impatient. I'm ok with waiting.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

If Nightfiend can wait, I can wait.


OK, I'm going to toss this out there and see what you two think. With Dario and Ionatan both out of the picture due to RL issues, and Muziel now MIA, what would you two like to do? We could continue, but the group dynamic is extremely reduced.

The module, as written, still has another level, which is quite large. In order to conclude the content without dragging it out, I intended on eliminating the next half of the dungeon and simply have the next room contain the main encounter. So, following are a list of options.

1. The group pulls back and then we recruit and come back at it. This could be as simple as a boss fight following the group heading down the hole, or, if the group wanted, I could run the second half of the dungeon.

2. I could simply conclude that the main boss got wind of your presence and left in order to avoid the conflict. That would conclude the module, leaving only RP follow up stuff, like reporting back and collecting payments, buying and selling, and any leveling that needs to be done due to the group reaching level 3. This would allow the group to simply move out of the dungeon and regroup.

3. The group could continue down the hole and attempt to take on the main boss. Bryndis is stout and with a little luck could end the fight quickly. If you select this option, there will be a healing wand with limited charges available after searching the room. My only concern with this option is the fact that the boss employs magic, which may or may not be a problem for the bloodrager.

4. Last option would be to conclude the campaign all together. If you two are tired of the content and would like to shut it down, this would be the time to say so. If not, I'm game with continuing at your description.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

If there is any way to continue the campaign, I'd like to do so.

Option 2 is my favorite, with Option 3 as second favorite.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

I've been happy with things and would like to continue as well.

I don't think #3 is feasible, or at least not well-advised without an overnight rest. Bryndís is one lucky roll of the damage dice from going down right now. Even if we have the magic on hand to totally heal up, that would mean we wouldn't have it available to use in another fight until the next day, which only pushes the problem back a stage. She'll also have used up most of her rage for the day by the end of this fight.

Bryndís can hit hard, but with her lower AC she's not very durable and a few few lucky or unlucky dice rolls on either side could decide the fight since there's not much backup available. Bryndís potentially has a will save as high as 5 if the magic that would be coming is arcane and enchantment, pretty good for a low level bloodrager but not bulletproof. If the magic have have either of the arcane and enchantment traits, her will is only 2, which isn't very good at all.

I favor either 1 or 2, either is fine.

I'll also bring up the suggestion again of going gestalt as a way to reduce the number of players we need. It is a power boost, but not as much as people tend to assume. In terms of power, in the gestalt games I've played a three character party is roughly equivalent to four characters. It gives characters more options each, but doesn't do anything to increase action economy. It's still three characters worth of actions each round.

It's also easier to find players for gestalt because it makes characters more interesting and people want to try it out. Picking up one extra player should be easy.


Sounds like you both agree with option 2. That will hurry the story along and conclude the module. When concluded, everyone can level up to level 3.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

I also prefer Option 2. Sorry for being MIA.

It's been a stressful period for me at work. I'm not sure when it'll let up.


I posted a bot, for your last action. Hope that's ok.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Glad to see you're back Muziel!


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

It might work better to quickly hash through these things here instead of using a whole bunch of gameplay posts to figure out what we're doing.

Here's where Bryndís is at with them.

1. Do you claim the kobold reward?
-Yep, she's not going to leave money on the table for no good reason.

2. What do you do with the tree?
-Seems like it needs to be cut down or burned or whatever it takes. The tree sounds like a mence.

3. What do you do with the remaining goblins and their chief?
-If it's the hobgoblin chief being referenced here, he's dead already. Is there another one? Bryndís would rather not do anything with the goblins. She's not a social worker and the goblins will just do what they want when the party leaves anyway.

4. Do you allow the kobolds to remain where they are? If so, do you make arrangements for the archaeologists to come and go peacefully? This requires a diplomacy (DC 14) to achieve and would satisfy that part of the mission.
-Bryndís doesn't care where the kobolds go. Same as with the goblins, none of her business. She's fine with brokering a deal for the archaeologists, especially if that's something the party is being paid to resolve.


Quick Summery,
I assumed most of you posted was the case, but I wanted to hear it to insure I wasn't imposing something the group didn't intend. If the other two concur, I will list out all the loot, which will include the Kobold reward for returning the dragon. Then I will forward things along, bringing everyone back to Sandpoint, where Rebeca and Kindra will be reunited, and the group can pass down the bad news about her son. Payment for completing the primary quest will be rendered at that time. It will be up to the diplomacy roll, or a creative alternative, to secure safe passage for the engineers. Successfully negotiating that will gain the group the additional side quest reward. Note that the group has earned a +4 on diplomacy when dealing with the kobolds for helping to return the dragon. In addition, another +2 can be gained by adding Meepo's voice to the negotiations.

Although only a single day has passed since the group entered the dungeon, enough time has passed that it is now late evening on Abadius 28th 4712 AD. When the group arrives back in Sandpoint, room and board are free for the night per the specific instructions of Kindra. The group will receive a full night’s rest without interruption. Spells, abilities, and HP will be restored. The group can then level to level 3. The following day, the group can either linger in Sandpoint for a bit and use the smaller city’s location to identify, appraise, buy and sell. Or you can secure passage back to Magnimar and handle that business there.

After reporting back to the Rusty Flagon Inn and informing the society of your success, I will then cover what options are available. That will include possibly adding new adventures to the group and an updated list of adventuring opportunities. More or less, that sums up what I see happening going forward. That said, if someone has anyone who might be interested in a sandbox style PF1 game, let me know.


OK, here is what I have so fare for loot and reward. Take a look through it and let me know if I'm missing anything.

Loot Secured From the “Sunless Citadel”:

Primary Quest: Kendra’s two oldest children came of age within the last year and decided to pursue a life of adventure. Together they formed a new adventuring group of likeminded youngsters who recently responded to a call for assistance from an archeological dig not two far from Sandpoint itself. Apparently, they uncovered some sort of old, underground dungeon. The archeologists, being more academic, decided to hire a group to scout and clear out the dungeon. Unfortunately, the group entered the dungeon over three weeks ago and never returned. The contract is to locate and find out what happened to the group, and more specifically the two Deverins.
Objective: Completed on Abadius 28th 4712 AD.
Conclusion: Daughter, “Rebeca Deverin” recovered. Son, Johnathan Deverin presumed dead. Corps missing. Family signet ring recovered. Father’s sword recovered.
Reward: 2,000 gp

Secondary Quest: Clear the “Sunless Citadel” so the archeologists can examine the area safely.
Objective: Completed on Abadius 28th 4712 AD.
Conclusion: The goblin threat has been dislodged with their leader killed. The Kobold threat has been pacified and will provide escorts for the archeologists. The druid Belak has fled and the Gulthias tree has been destroyed.
Reward 1,000 gp

Fight on the docks
7x studded leather armor. 87 gp 5 sp
5x corroded rapiers. 50 gp
2x scimitars 15 gp
6x belt pouches with a combined total of 20 gp, 60 sp.
Sold to the crew of the Monte Cristo

The entry way (Round room)
2x short swords. 10 gp
1x spear 1 gp

The Fountain room.
1x Elixir of fire 550 gp

The Sarcophagi room
An ornately decorated flask filled with something, which displays dragons in flight and people working in fields. (Un-appraised)

A whistle made of some odd transparent material that has been worked into a dragon who is curled up like a snail. Dwarven ruin stating “Azen-gund” is etched on it. (Unidentified, Un-appraised)

A candle, which burns continuously. (Unidentified, Un-appraised)

5x damaged scimitars 25 gp
5x damaged chain shirts 175 gp

First goblin barricade.
A masterly-crafted nonmagical silver flask displaying dwarves hiking up a rugged mountain. The flask was crafted by a well-known Dwarven craftsman named “Drugul Dugman.” (Un-appraised)

4x (Small) leather armor 20 gp
4x (Small) light wooden shield 6 gp
4x (Small) Short sword 20 gp
4x (Small) Short bow 60 gp

Dragon room
Dragon shaped, Jade-carved figurine. 20 gp
A crystal goblet 5 gp
Full twenty-four piece set of silverware. 1 gp
Sealed carved bone scroll case with a Dwarven ruin on it saying “Khundrukar” / Translation "Glitter-hame" (Un-appraised)

2x (Small) leather armor 10 gp
2x (Small) Short sword 10 gp

Goblin KING Room
Silver laden fancy rapier with Deverin crest on it. (Unidentified, Un-appraised)

Great sword made of an unusual material that gives an uncomfortable feeling when held. Dwarven ruins spelling out the name “Shadow Talen” is inscribed on it. (Unidentified, Un-appraised)

Large leather pouch with 462 gp
2x Onyx figurines (One dragon, one lion) 100 gp
2x small vials of antitoxin 50 gp
1x scroll of knock. 75 gp
1x potion of cat’s grace 150 gp
1x wand of CLW with (12 charges) 90 gp

3x Studded Leather armor 37 gp, 5 sp
2x light steel shield 9 gp
2x Longsword 15 gp
2x Longbow 75 gp

Kobold Reward
Pouch containing 200 gp
1x item from the Chiefs table.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

That's a very nice haul! We need to figure out what the unidentified things are since there might be some keepers among them.


Bryndís Raelyosradinsdóttir wrote:
That's a very nice haul! We need to figure out what the unidentified things are since there might be some keepers among them.

Once we finish up with the kobold reward, the next stop will be Sandpoint. From there the group can rest, level, resolve the main quest, and then decide on where you want to go next.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Thoughts on Haul:
Wayilant already claimed the dragon flash and the whistle from the sarcophagi room. He nearly died to get them.

Keep the CLW wand and the two vials of antitoxin to add to Wayilant's healing kit.


OK, with the feedback I've gotten, I'm going to roll with you guys selected the map and move things forward. I should have a post later this evening.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Wayilant will advocate the return of the Deverin ring and sword to either Ionathan or Mayor Kendra.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Hi folks, my theory that things would be better in a week was too optimistic. I suspect work is going to keep me from posting for the next couple of months, with late September being the time where I can jump back in. I have a September 21 deadline I'm facing, and there may be spillover / I'll need to recover. I'm really sorry for the trouble.

I will roll with whatever solution makes sense to you. Happy to have my character botted or have my character or just step away from the action temporarily. If you prefer to move on entirely, I'm okay with that too; I don't want to sap the momentum of any of my games.

I know with you guys in particular, you may want to re-recruit!


Muziel Moreau wrote:

Hi folks, my theory that things would be better in a week was too optimistic. I suspect work is going to keep me from posting for the next couple of months, with late September being the time where I can jump back in. I have a September 21 deadline I'm facing, and there may be spillover / I'll need to recover. I'm really sorry for the trouble.

I will roll with whatever solution makes sense to you. Happy to have my character botted or have my character or just step away from the action temporarily. If you prefer to move on entirely, I'm okay with that too; I don't want to sap the momentum of any of my games.

I know with you guys in particular, you may want to re-recruit!

Work related issues are completely understandable. I have them from time to time as well. After mauling over your situation, seeing we are talking about potential months of down time, I'm of the mind to have Muziel step out on a side errand until you are in the clear. That way your still in the group, but not directly accounted for until you are good to go. It will take little to no effort to add Muziel back into the group latter down the road. If your good with this, I will work out a RP scenario for the temporary distraction.


From here, I'm thinking a couple options stand out.

1. We could head into downtime. That would allow the group to identify and appraise. By new items and travel, if desired, without much role play.

2. You could simply secure passage back to Magnimar and deal with what buying and selling you want to do there. Then check in with the society for further opportunities.

3. The map is now on the plate. You could look into that and see where it goes.

4. You could attempt to recruit in Sandpoint, possibly at one of the local adventuring taverns. You would likely find more sea faring types in Sandpoint, but anything is possible.

5. If you return to Magnimar, you could recruit from the Rusty Flagon. That would be a prime spot for a wider assortment of adventures to select from.

6. You could seek out adventure on your own, via rumors and diplomacy checks to uncover opportunities.

Ultimately, the choice is yours. Let me know how you would like to proceed.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Well, absolutely first thing: The Flagon Slayers need rest.
Once the party gets up in the afternoon (probably mid to late), we take a look at the map over some food and ale.
I vote for leaving identifying and appraising for the next day. We have the rooms for as long as we need them, thanks to the Mayor.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Agreed, that sounds like a good start. I think the map first, strike while the iron is hot. Maybe we could look into recruiting some local talent?


Apologies for the delay. Internet went down for almost a day and a half.


I wanted to let everyone know that I tossed a general invite out for a handful of players from a different game that I'm in. The Gm of that game has been afk for a couple weeks and I believe the game could simply go dormant. The players seem well rounded and consistent, so I put this game on the table as an alternative in case they wished to add a little more to their roleplaying plate. There has already been one player showing interest and is considering an inquisitor/rogue.

Also, it sounds like there is a chance that Adamwarnock might be rejoining us, playing Talienda, which I'm pleased to hear.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

Speak of the devil and he shall appear. :P

GM, do you want me to get Tali leveled or do you have something else in mind? I'm going to catch up on the gameplay thread in the meantime. Also, do you mind marking me as an active player again in the campaign tab? Thanks!


For now, go ahead and level to level 3. You can roll or use your classes average for HP. You can now have up to the equivalent to 3,000 gp worth of gear in total.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

Alrighty. I should have that done by tomorrow evening.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Hey, Talienda! Welcome!


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99
Wayilant Arden wrote:
Hey, Talienda! Welcome!

Thanks! I know that you and Bryndis are still around, is anyone else from when we started?

@GM: Can you mark both AdamWarnock and Talienda Blackhorn as active players in the Campaign Tab? This game's still not showing up in my campaign tab.


AdamWarnock wrote:
Wayilant Arden wrote:
Hey, Talienda! Welcome!

Thanks! I know that you and Bryndis are still around, is anyone else from when we started?

@GM: Can you mark both AdamWarnock and Talienda Blackhorn as active players in the Campaign Tab? This game's still not showing up in my campaign tab.

OK, I added you and Talienda back in. From what I can gather, Both Ionatan and Dario had something come up in the real world that literally caused them to stop posting. It was sudden and without warning. After taking a look through some of their other games, it looks as if they had stopped posting in them as well, so that lead me to think, whatever it was, it was sever enough to pull them from the Paizo boards entirely. Because of that, I have decided to leave them listed as players, even though they are MIA, so they have an opportunity to come back later down the road.

Muziel, who submitted a dwarven wizard in the original recruitment thread, joined as shortly after you left and has been the groups arcane support up until recently. He stated something about needing a couple months away, do to work issues, so I decided to sideline the character until he can make it back and begin posting again. I think you will enjoy his character if, or when, he makes it back. Based on a few past posts, I believe his work might involve a lot of traveling.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Welcome back Talienda!

I might know someone who could be interested in this campaign if we're going to be looking for a couple of new people through private channels.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

@GM: Gracias! it's showing back up on my campaign tab again, so it looks like we're golden!


Talienda, once you level up, feel free to jump in at any point that you feel would be a good time for a reintroduction. I will leave the narrative up to you.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

Will do.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

HP: 2d8 ⇒ (5, 6) = 11


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

Okay, so really only two new items got added: Bracers of Armor +1 for Talienda and a Mithral chain shirt for Alina.

As for what happened. Well, I have this vague idea of getting caught up in a Sczarni plot after she and Ceru got back to Sandpoint and went their own ways that wound up having Talienda wise up a bit (Versatile Performance (Sing) +8 for Bluff and Sense Motive) and having to reach into some hidden talents for her and Alina to get out with their lives. The bracers and the armor were loot they grabbed during the adventure.

Thoughts, GM?


The idea sounds plausible. Especially in Sandpoint. You are welcome to fill in the blanks as the narrative opens up.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

Will do. I don't know if I'll get around to posting tonight, though. I'll try to have one up tomorrow.

By the way, do we have a consistent list of Golarion to Real-world languages? If not I've got one in my DMing profile.


Human (Varisian) Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10

@GM Nightfiend,

Thanks for the invite, I present "Gravi" an Inquisitor (Sanctified Slayer) of Calistra/Rogue. He's in Sandpoint perhaps on a stopover, perhaps more settled on his holy pilgrimage around his homeland to visit those who serve and empower them. After growing up as part of the Tallow Boys in Kaer Maga, he's seen the value of entrepreneurship and spreading Calistra's message - forcefully when needed.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Oh WOW! A caydenite and a calistrian in the same party! That's awesome! We can definitely play off each other. Wayilant considers the worship of Calistria a 'sister faith'.


Liotierri Magravi "Gravi" wrote:

@GM Nightfiend,

Thanks for the invite, I present "Gravi" an Inquisitor (Sanctified Slayer) of Calistra/Rogue. He's in Sandpoint perhaps on a stopover, perhaps more settled on his holy pilgrimage around his homeland to visit those who serve and empower them. After growing up as part of the Tallow Boys in Kaer Maga, he's seen the value of entrepreneurship and spreading Calistra's message - forcefully when needed.

Sanctified Slayer of Calistra sounds dangerous, yet it potentially has a lot of flavor. It will be interesting to explore Liotierri's history and perspective.

The group is currently in Sandpoint, working on selling off some of their recently acquired loot. I'm going to allow them to role play some of this process, as it has some possible implications and drama. As things unfold, feel free to make an entrance when you feel the narrative suits you. I will go over your character as the game progresses, but it looks as if you are using hero labs as the main tracking system, so I'm assuming most everything is in order.

It looks as if the group is heading to the Red Dog Smithy, so my next post, which will be posted soon, will involve the trip to the smithy and what takes place there.


Human (Varisian) Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10

It’s designed to be dangerous, and fun to rp. I’ll check the gameplay thread in the morning and see where is appropriate for an entry! Generally it’s my vibe to play well with others and see where the story goes. The rogue “dip” is to work to work into dex to damage more efficiently and provide the skills which seemed low in party composition so covering traps and locks. Looking forward to joining the story and keeping things fun!


Liotierri Magravi "Gravi" wrote:
It’s designed to be dangerous, and fun to rp. I’ll check the gameplay thread in the morning and see where is appropriate for an entry! Generally it’s my vibe to play well with others and see where the story goes. The rogue “dip” is to work to work into dex to damage more efficiently and provide the skills which seemed low in party composition so covering traps and locks. Looking forward to joining the story and keeping things fun!

OK, so I have now had a chance to look over your character. I would like to start with a thank you for taking the time to put together this well thought out build. I think I have a basic understanding on your concept. Overall, it looks good.

Your horse will be stabled at the 38. Goblin Squash Stables, which charges 5 silver per day, or 5 silver per week with a pr. of goblin ears to turn in. Below is a description of the stables and its proprietor. In addition to the stables, which I will mark on the map, there are a number of Inn/tavern’s to select from in Sandpoint. A few of the more well-known locations would include the following.

3. The White Deer, located off of Church Street. It is where the current group is staying.
13. Risa’s Place, located off of Undercliff Way. This location is more of a tavern than an inn, but she does have a few rooms for rent.
18. Cracktooth’s, located off of Raven Street, This location is also more of a tavern than an inn, but he also has a couple rooms for rent.
33. The Hagfish, located off of Water Street. This location is a very popular tavern. They have more than a few rooms for rent.
37. The Rust Dragon, located off of Market Street. This location is a solid tavern/inn, and is one of the city’s busiest flop houses when it comes to visitors.
42. Fatman’s Feedbag, located off of Salmon Street, Which has a couple rooms, which are fairly cheap.
43. The pixy’s Kitten, also located off of Salmon Street. This location is a brothel with overnight rooms. They are expensive and come with optional add on perks.

Feel free to select a location you want to begin your adventure from. I have numbered these locations on the map.

Goblin Squash stables:
The sign above this door perpetuates one of the greatest fears of the lowly goblin: being trampled underfoot by a horse. The stables are tended by a retired hunter named Daviren Hosk, whose hatred of goblins is nearly legendary in Sandpoint. In a somewhat grisly display, over the entrance to the stable’s covered barn is his collection of goblin ears: preserved and nailed to three different rafters, each bearing the goblin’s name burned into the leathery flesh—mostly because Daviren knows that writing down a goblin’s name is one of the worst things you can do to desecrate its memory. The bitter ranger’s pride and joy is a large glass bottle filled with brine in which he’s preserved the body of Chief Whartus of the now-extinct (due in large part to Daviren) Bonegrinder Tribe.


Human (Varisian) Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10

I'll start at the Fatman's Feedbag I suppose. Lets me keep an eye on the Pixy's Kitten.


Liotierri Magravi "Gravi" wrote:
I'll start at the Fatman's Feedbag I suppose. Lets me keep an eye on the Pixy's Kitten.

Between doing your homework and your quick eye, you have concluded a few different things about the Fatman’s Feedbag.

The Fatman’s Feedbag:
If the Hagfish is Sandpoint’s most popular tavern, Fatman’s Feedbag is its most notorious. The majority of the clientele here are Varisian scoundrels or lessthan-reputable sailors. Bar fights are common, and Sheriff Hemlock typically has to come down here two or three times a week to sort them out when they grow particularly violent or loud.

Most believe that the Fatman’s Feedbag is owned and operated by a rotund man named Gressel Tenniwar, but you have discerned that it is more likely a lanky thug named Jubrayl Vhiski, one of the Feedbag’s regulars. You have also determined that Jubrayl seems to be a leader to a local gang of Sczarni that refer to themselves as the Bunyip Club. The Bunyip Club’s core members take care to maintain respectable jobs as laborers, fisherfolk, and hunters, but who draw their true income from various scams and stunts. Although the group tends to keep a low profile, you have seen many scrupulous people come and go who appear to be working off and on for the organization. In addition to the more obvious foot traffic, you have picked up a number of rumors that have takin place within an earshot. Among these gossips, a few stand out. First, you have heard that the Fatman’s Feedbag is a front for a high-end smuggling operation. Second, you have heard that a young woman was being held captive somewhere within the Feedbag and has recently escaped. Something was said about an under the table bounty, but you’re not sure about the details. Third, the Bunyip’s are planning a large job, which they are offering good coin for skilled help.


F NG Human (Taldan) Bard 2/Sorcerer 2 | HP: 26/26 Temp: 0 NL: 0 | AC: 14, T: 13, FF: 11) | CMB: +1, CMD: 14 | F: +1, R: +6, W: +6 (+10 v. Bardic Perf.) | Init: +3 | Perc: +10 (Darkvision 120 ft.), SM: +10 | Speed 30ft | Elemental Ray: 7/7, Bardic Performance: 9/9 | Spells: Bard: 1st: 3/3, Sorc: 1st: 5/5 | Active conditions: None Echo F NG Cat (Qadirian Longhair) | HP: 13/13 NL: 0 | AC: 15, T: 14, FF: 13) | CMB: +2, CMD: 8 (12 v. trip)| F: +1, R: +5, W: +7 | Init: +2 | Perc: +6 (Low-Light Vision, Scent)

I was thinking that most of Tali's stuff (clothes and jewelry) is still at the Rusty Dragon, so she'd want to at least go retrieve it. I don't know if that would give Gravi a chance to spot the group, though.

I've been mulling over what happened, and here's what I have come up with.

Rough Outline of Events:

- Alina, Talienda, and Echo make it back to Sandpoint with Ceru. They say their goodbyes and part ways with the gnome.
- Alina and Talienda spend some time in the Rusty Dragon's taproom talking about what they're going to do now that adventuring is off the table. They still have some coin, but it's not going to hold out forever.
- A group of Sczarni overhear the conversation and approach the pair, offering them a job translating something that they found. Alina and Talienda are suspicious, but figure that the risk is manageable enough.
- They head to an old tower that was abandoned years before Sandpoint was founded. The Sczarni are in the process of looting it and have a tome that the think holds some clues as to where there is more treasure. They want Talienda to translate.
- Turns out the tome was magic and when Talienda read it, she gained a wealth of knowledge, including how to speak Draconic. Alas, the tome also crumbled to dust.
- Arguments were had. Threats were made. Spells were cast.
- Talienda and Alina managed to give the Sczarni the slip, but Alina twisted her ankle while they were running. Poor Echo wasn't quite fast enough to fully evade a flaming hands spell that one of the Sczarni cast using a wand.
- Talienda and Alina have been slowly making their way back to Sandpoint. They've spent two sleepless nights out in the Hinterlands while trying to avoid anyone that looks like they're looking for someone, with some success.

As I said, it's rough and I'm more than happy to have some feedback on it, especially from Nightfiend if he has some ideas of his own about what happened.

EDIT: Looks like the GM has a different idea and one that I think works better. I had an updated outline, but it got eaten by the post monster. I'll try remaking it after supper.


Talienda Blackhorn wrote:

I was thinking that most of Tali's stuff (clothes and jewelry) is still at the Rusty Dragon, so she'd want to at least go retrieve it. I don't know if that would give Gravi a chance to spot the group, though.

I've been mulling over what happened, and here's what I have come up with.
** spoiler omitted **

As I said, it's rough and I'm more than happy to have some feedback on it, especially from Nightfiend if he has some ideas of his own about what happened.

EDIT: Looks like the GM has a different idea and one that I think works...

I could work with your idea if you decided to run with it. I also added a fill in if you wish in the above spoiler. The Fatman's Feedbag is a Sczarni run operation, so I figured that would be an interesting tie in. Just the same, the above-mentioned captive doesn't necessarily have to be you if you decide to run with your narrative. I will leave the choice up to you.

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