Checking in to see who is still good to play. After the server outages I've been tied up a bit with vacation, back to school for the kiddos and putting out work fires. I'll update the gameplay thread based on what has been posted this week. Please give a nod here to let everyone know that we're good to kickstart the game again and *hopefully* not experience too many additional server goblins. Also, I started setting up a discord server last week. If we're interested in migrating to discord for gameplay let's do it. I found an rpg bot that will allow dice rolling, etc.
Here is the short version of what I tried to post while the Paizo forums were failing: Irisia misses with her crossbow- take away a move or standard action from your next turn. Garrick holds his action until Vidar augments him Goblin warchanter sings louder and goblins appear more confident Vidar augments Garrick who charges forward and cut down a goblin. (nice roll!) Ronah fires her crossbow, critical miss. Take away a move or standard action from your next turn. Denialan fires his bow, critical hit and drops goblin 5. Goblins move up, attack Garrick, Zella and Denialan with torches but they all miss. The heroes are up again.
To keep it moving Ronah will hold her action and I'll bot if necessary. Goblins - The goblins continue their song and hold their torches to nearby tents, wagons, barrels and anything else that looks flammable. You see some of the flames start to catch and grow. Zella - Running forward she tosses a glob of acid at one of the goblins and sees it jump and grab at it's arm where the acid hits it.
You take a few seconds to survey the area and confirm no one is severely wounded. As you're taking stock of the situation chanting from the southern side of the town square grows louder from several voices and you see five goblins carrying torches trying to set tents, buildings, grass, tables and wagons on fire while a sixth goblin carrying a whip sings loud the creepy goblin song in a gravely voice. Irisia - Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Gobs 1-5 - Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Ronah is up again, then goblins
Denialan's arrow misses the goblin and embeds into the podium. Ronah claws at goblin2 tearing his throat out. Goblin1 sees goblin2 drop to his knees and rushes forward with his dogslicer raised, a fish tail still sticking out of his mouth.
Goblin3 hears the thwack of Denialan's arrow hitting the podium just over his head. He turns and bears his sharp teeth at Denialan before running and jumping off the stage, swiping his dog slicer at the elf.
Irisia fires her crossbow and it sinks to the fletchings into the eye of goblin3 as it shudders and drops to the ground. Garrick Cleaves through the goblin in front of him sending it off to wherever goblin souls go to meet their gods. The visible goblins have been downed and the villagers have mostly left the town square. You still hear shouts and occasionally hear the goblin chant from nearby blocks. Occasionally you see a goblin quickly dart across an alley or roadway some distance away. Looking around you smell smoke and you realize there are multiple plumes of smoke rising from every direction around Sandpoint.
Irisa wrote: Ronah is also up to act before the goblins go again. It makes sense to have everyone who will have their turn before them post rather than artificially break at the turn end. To clarify, anyone can post their intended actions at any time. I just mean I'm going to resolve any remaining round 1 actions once they're submitted and move into resolution of round 2 actions.
Just a quick note on the counters that appear on the monster pawns. The blue circle in bottom left corner will be the identifier when there is more than one of a creature type. The red circle in top right corner will denote amount of damage the creature has received (not the creature's remaining hitpoints).
Round 1 Ronah moves into position, looking over her shoulder as a young man puts his shoulder around the older woman quickly escorting her away from the table.
The goblins continue with their chant gnashing their teeth at the fleeing townsfolk, running toward them and occasionally taking swipes with their dogslicer blades. The commoners are fleeing in all directions and the goblins are delighted by the chaos. You hear the chanting song, and frightened shouts from other directions around the town square and beyond. Goblin 1 scurries up on top of the food vendor's cart it was hiding beneath and stuffs a large fish into it's mouth, the head and tail hanging off to either side. Goblin 2 rushes toward Ronah and Zella waving his dogslicer about in an attempt to appear menacing. As he approaches, Ronah swipes out with her claws and tears the flesh of his oversized head.
Goblin 3 rushes the stage as Father Zantus sprints away toward the chapel. Irisa Calls out for a blessing from Desna. Garrick moves up and swipes at the goblin with his axe but the creature is too quick and dodges out of the way. Zella slings an acid bolt that causes the goblins cheek and neck to bubble, smoke and hiss as it yelps in pain. Vidar you're pleased to see that indeed there are heroes in the crowd. I'll check back in a bit for Vidar and Denialan actions before we move on to round 2
Feel free to state your action and I'll try to resolve in initiative order. Map: Encounter map I placed you where I thought you might be during the start of the action. There are townsfolk around but as the action unfolds they're starting to run. If a goblin is threatening a commoner I'll add a pawn but didn't want to add a bunch of clutter on the map.
-Zella You find him to be an excellent dancer as he leads you around the dance grounds. The band plays a long session of partnered dance numbers before taking another break. During the break he introduces himself as Aldern Foxglove and he insists that you meet again for dinner (whether you agree or disagree is up to you). He disappears in the crowd when the band kicks up again. The music, food and drinks continue until the sun begins to set. You see Father Zantus take the stage, assemble some papers on the podium in front of him, straighten his robes and take a drink of water. He then reaches in one of his pouches, pulls out a stone and throws it to the ground. A sharp retort, like the crack of distant thunder, slices through the excited crowd as the sun’s setting rays paint the western sky. A stray dog that has crawled under a nearby wagon to sleep starts awake, and the buzz of two dozen conversations quickly hushes as all heads turn toward the central podium. Father Zantus clears his throat, takes a breath to speak, and suddenly a woman’s scream slices through the air. A few moments later, another scream rises, then another. Beyond them, a sudden surge of strange new voices rises—high-pitched, tittering shrieks that sound not quite human. The crowd parts and something low to the ground races by, giggling with disturbing glee as the stray dog gives a pained yelp and then collapses with a gurgle, its throat cut open from ear to ear. As blood pools around its head, the raucous sound of a strange song begins, chanted from shrill, scratchy voices. Goblins chew and goblins bite.
Irisia - Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Goblins - Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
-- Zella --
-- Ronah --
-- Garrick --
-- Vidar --
-- Denialan --
-- Irisa --
This sort of merriment continues for several hours. Eating, dancing, singing, chasing swallowtails, playing carnival style games, etc. are in full swing until the sun begins to get lower in the evening sky and Father Zantus prepares for the consecration of the chapel. Feel free to show us what you're doing in a montage style update.
Overhearing Della and Irisa talking about the play a young red haired human woman across the table politely interjects I believe Cyrdak's new play is called "The Harpy's Curse." You really should make time to attend an event at the theater, Cyrdak's productions are absolutely stunning. You MUST go, you will love it. You catch a few people craning their neck in the direction of the stage where Sherif Baylor and Cyrdak were previously giving their opening speaches to the gathered crowd. You peek over and see a group of young acolytes from the new cathedral pulling a large covered wagon as an older human man guides them to park the wagon near the stage. The older man takes the stage, clears his throat and begins talking and the crowd quiets down to hear him speak. Friends, thank you all for joining us today. My name is Father Abstalar
You see many young children running past you to chase butterflies around the town square and a band starts playing a cheerful tune.
Andre Roy wrote:
DOH! I noticed the same. Yesterday it said "available tomorrow" and I was excited to start picking up season 8. Do we know when this quest set (and the other season 8 sessions) will be available for purchase?
The servant who escorted you to this room motions for you to follow him.
The servant leads you back through the estate and down a sturdy set of wooden stairs to a cool basement. You continue following him through several turns and finally end at a plain wooden door. The servant opens the door, stands to the side and motions you in with a bow. A plain stone room contains three chests: a copper-banded chest of smooth, dark wood (chest 1); a red lacquered chest (chest 2); and what looks to be a cube of solid steel (steel cube). Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket. After the party is inside the servant closes the door and locks it from the outside. On the back of the door is a message. “Within these cases lies your quest and your way out.”
Perception DC 15:
You have a feeling someone is watching you as you're making your way to the Wise Quarter to visit Dremdhet Salhar. When you reach the grand Salhar estate, a guard greets you by the main gate and says they've been expecting you. He escorts you to the home where a servant tells you Dremdhet is not available as he's been called away on important Council business. He leads you down several well decorated hallways and explains Mr. Salhar's most trusted advisor will be meeting with you to negotiate any business you require. You arrive at the open doorway of a study and an old man who is sitting at a table flipping through a large old tome waves you inside. "Good day to you, Pathfinders. I am Amenopheus, the Sapphire
The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.
Auntie Baltwin looks at Ledt and shakes her head. "Oh, precious little one, you have much to learn about the grown-up world, please don't rush. Enjoy your youth." She turns back to Bralden to say "If there's anything else you need to investigate, please let me know. Otherwise, I thank you and the Pathfinder Society for their contributions, it is greatly appreciated." ... The team returns to the Ascendant Court to report back to Ollysta. She notes that she will follow-up on Ledt's concerns about the children doing work in other homes. She offers each of the party members 68gp for their help. Remaining Tasks
☐ Chelish Paracountess Zarta Dralneen possesses an item loaned
With Sangre leaving, no recent posts from Devonalia and my inability to post daily, let me know if we want to continue or if you wish to conclude this pbp. I apologize for my lack of availability, I thought I would have more time to pop in and post updates but that hasn't been the case. I'm going to put up another post to move things forward within the next hour but feel free to ring in here as you have time to let me know your vote.
DM Rolls:
AB Perception: 1d20 + 3 ⇒ (16) + 3 = 19 AB Bluff: 1d20 + 8 ⇒ (18) + 8 = 26 Ledt breaks away from the group for a moment to talk with the children on the stairs. They smile at her and one of them says "Auntie is very nice, she makes really good food!" But their discussion is cut short. "Keep up little one! Auntie's house isn't too big but we don't want you to get lost. Imagine how your nice friends would feel if you were suddenly missing from the tour. Come now, let's keep walking!" The dice gods were not on your side up there... ...
When Bralden asks about payment Auntie scoffs and furls her brow Oh, please, they're not unsupervised. I work hard to keep these children healthy, I'm not about to put them in harms way if that's what you're implying." She seems a bit upset and takes a swig of her flask. "The modest donations we receive from the work program goes toward room and board. Living in the Eastgate district is not cheap, you know!" Sense Motive DC:26: Something's off when she mentions 'modest donations'
"Good of you to notice. Some of the children help with chores at nearby houses in exchange for donations to the program. It's good for the children to have tasks and learn to work. The small donations help keep food on the table." secret rolls:
1d20 + 8 ⇒ (5) + 8 = 13 Sense Motive DC 13: Something about her tone makes you suspicious about this program.
You see 5-6 cats laying under chairs or darting between rooms. The cat food dish in teh dining area indicates there are likely many more cats slinking about the home. The home is two stories and it looks like the main floor is kitchen, dining and sitting areas. Upstairs you hear a few coughs and gather the children sleep upstairs. To determine where the medicines are stored, you'd have to ask or search around. DM rolls:
Auntie Perception: 1d20 + 3 ⇒ (19) + 3 = 22 As Doubtful tries to slowly exits the room, Auntie Baltwin turns and says "Hold on there stubby, the tour will begin shortly. Exercise some patience or you will have to wait outside. You do see a few children doing little chores, two little boys - maybe 10-11 years old are polishing the hand rail of the stairs leading up. One teenage girl is arranging books in a den on the other side of the house. While Auntie Baltwin finishes her tea she tells you of the care she provides the children. You learn that not only orphans stay here, some wealthy families also drop off their sick children and donate to the program which helps her keep things running. On wrapping up, she stands and says to Bralden "Come on then, mister investigator, let's give you a look around." She leads you upstairs first and on passing the two boys polishing the handrail she kisses one on the head and says "Good job so far but you have more to do. Keep at it!" Upstairs there are four large rooms, two are filled with bunk beds and look to be the children's living quarters separated by gender. Two other rooms have fewer beds and a few of them have children in them. These are the care rooms. Auntie Baltwin shows you a few locked cupboards which contain various supplies from what look to be minor potions to herb containers to bandages. Downstairs is Auntie Baltwin's room, a den filled with books and child sized tables, a large dining area, kitchen, a sitting room and a smaller dining area where you had tea. perception DC 15:
The number of children around the house is less than half the number of bunks you see in the living quarters. perception DC 20: During the tour you see a box in the sitting room containing some supplies. On closer inspection while Auntie isn't looking you notice the seals of at least three different churches and charities from around the city.
secret rolls, don't look:
b: 1d20 + 1 + 8 ⇒ (19) + 1 + 8 = 28 s: 1d20 ⇒ 1 Doubtful perception: 1d20 + 7 ⇒ (17) + 7 = 24 Auntie Baltwin hobbles over to Radagast and tops off his cup with more than a shot of whatever is in her flask. A sip reveals it's a spiced liquor that compliments the tea she has served. Ha! Seems most days you need it if you want to make it through the day in this house. These children are killing me! She says as she shuffles back to her seat at the table, tucking the flask back in her pocket. I have a big heart and this is my calling. Been doing it since I was little with my brothers and sisters then my own children. It's not a mission for a weaker being. She sips her spiked tea Mmm. That's the stuff She says with a wink at Radagast. Took long enough for these supplies to arrive. That's always the problem, though. I have children here that need more help than I can provide alone and that's the most stressful part. She says anxiously and takes another sip of tea. But love gets us by in the meanwhile and I keep pushing through until health returns to these little rascals. Doubtful:
As Auntie Baltwin continues you're looking around from the dining area. In the adjacent seating area there looks to be an empty bottle under a chair. From the logo, you recognize this bottle as that of a fairly well known whisky. In the dining area there is a half full bottle of the same. Ledt/all
During the tea service a medium sized house cat begins purring loudly and rubbing its cheeks on Ledt's boot.
The old woman raises her eyebrow at Bralden and says in a mocking tone. Oh, you're here to investigate me? Well, by all means mr investigator, please do come in and have some tea. I'm sure that my home, which I open to these children out of the kindness of my heart, will exceed your requirements. I certainly wouldn't want you to leave today with any questions about the care I provide here, though the results should speak for themselves. She looks Radagast up and down. Be sure you wipe your feet, dear, I try to keep most of the dirt outside. She sees Doubtful slinking away and shakes her head. To Sangre she says Children aren't on the menu, so don't get any ideas. And finally, she bends her knees to get closer to Ledt's level, chuckles and pats Ledt on the head. Oh my little deary, don't be silly, you're always a guest in my home. Just remember, no running in the halls and only one lump of sugar. She holds up her pointer finger and says slowly one lump of sugar. Then nods at Ledt before standing with a bit of effort and a pop in one knee. She stands aside and motions for the party to enter. She leads you into a mid-sized dining area and instructs you to put the package on a buffet cabinet. She asks you to have a seat while she gathers the water for tea and disappears through a door in the back which looks like it leads to a kitchen. She returns a moment later with a tea service and a stack of cups which she distributes around the table. She begins pouring tea for each of you and when she finishes she smiles coyly, pulls a flask from inside her cardigan pocket and says can I interest anyone in a little extra love?
On your way to Auntie Baltwin's, Bralden sweet talks some of the locals who are happy to share some information. Miltivis, who runs a nearby market, claims he’s served Auntie Baltwin for over 30 years, and while a good customer, she is quite demanding and often rude to the other customers. He says she’s kept his supplier of fine whiskeys in business for decades. Gilga Baltwin’s neighbors Travost and Tirelle Anthos are frankly tired of the noises the children make and the retinue of cats—though they do appreciate the latter’s mousing skills. They admit to being happy when
At the estate across the street, Master Trebb Bonto, a retired builder, says nothing but nice things of Lady Baltwin, as he calls her. He recounts tales of tea and games on the sitting porch, even though she often cheats at games and sometimes had some shady characters coming to whisper in her ear and palm her small bags of what might have been money before slinking away. “Otherwise a fine lady, indeed.” he quickly adds. You arrive at Auntie Baltwin's and find her upper-class home appears to be very well maintained. After a few wraps with the door knocker an old woman answers. Oh, hello, I wasn't expecting guests... She says as she examines the party assembled on her doorstep.
You make your way to the Temple of the Shining Star and upon announcing you were sent by Aldrus you're immediately taken to the office of Ollysta Zadrian. Ollysta, a paladin of Sarenrae, has a young face but carries herself with the poise of a queen and a warrior. When she sees the group coming she gets up from her desk and comes forward to greet you. “Thank the light of Sarenrae you have arrived! I knew Ambrus would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity. Since our quest began, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound cruel, but there are plenty of dishonest people out in the world eager for easy gold." "Do you know of the Silver Crusade? After discovering so many factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using the Society’s resources. As it is said, ‘The Dawn brings new light’ and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society." "I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district?" She motions to a medium size box on the floor next to her desk.
On returning to the Pickled Imp, Guaril greets you with a creepy smile. Ah, good to see you back so soon. I expect you've collected the items I've requested? As you turn over the items retrieved from the crate his smile widens and he chuckles. Yes, very good. VERY good indeed! Please wait while I gather your payment my friends. Guaril takes the books and leather folder through a door in the back of his shop. He returns a moment later with six pouches that jingle as he walks and plops them down on the counter in front of you. Give Aldrus my warmest regards and thank you, friends, for your help today. I've added a little something extra above what Aldrus and I agreed to for payment because I'm so pleased with your service. I do hope we can do business again soon. But now, if you'll excuse me I have a few things to attend to right now. He smiles and motions toward the door. Each of the pouches holds 111gp. Remaining tasks:
☐ Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise
☐ Chelish Paracountess Zarta Dralneen possesses an item loaned
Ledt is able to reach the net after casting enlarge person on himself. The party, working together, is able to pull hard enough to snap through the planks holding the crate in place, raise the cargo and place it gently down on on the solid part of the floor. The rescued crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds. The crate also contains 10 sets of masterwork thieves’ tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch, three bags of powder, a deck of marked cards, and two sets of average loaded dice.
The crate is suspended by a couple of planks that have not yet splintered and fallen to the water. The beam on the ceiling looks to be in reasonable condition as far as you can tell. (knowledge: engineering check can verify condition) As the warehouse is positioned at the end of a long pier you suspect the water is a bit deep. (knowledge:nature, maritime profession or survival might give a close depth estimate) The boat outside is in better condition than the rest of the building. There is plenty of lumber, netting and rope to try rigging something up as well. Let me know which direction the team wants to take.
As Sangre prays over the rotted and splintered floorboards, they begin to straighten where they were warped and beginning to splinter. The spell is not able to repair the sections of board which have broken and fallen into the water. Per the description for Mending "All of the pieces of an object must be present for this spell to function." Along the center of the room, near the ceiling, there is a large solid rail with a crane used for loading and unloading goods through the southern doors. There is also a fair bit of lumber, rope, nets and other items in the warehouse that you found during your initial inspection.
Since the rat is last in line I've been taking initiative on a first post/first action basis. There is one slightly damaged rat which does not have a red X through it on the map. In this combat round Radagast, Doubtful and Ledt have taken action. Part of the slowness is my own fault. I'm trying to update at least once per day but I wasn't able to yesterday. Quote: Can we just asume the gang party batter down the poor creature and move on to inspect that box? No because the rat also has a chance to damage party members before it expires.
Bralden is able to adjust his footing at the edge of the hole without causing the weak floorboards to collapse. Radagast swings his scythe at the rat but misses. Ledt's crossbow bolt sinks into the wooden floor near Doubtful's foot. Doubtful's toe has a sharp pain but he quickly puts it out of his mind.
The last standing rat seems to snicker as Bralden's arrow ricochets off an adjacent crate and skids across the floor. Meanwhile, the floor beneath Bralden begins to bow with a loud creak and a sharp snap. Bralden, roll an acrobatics check Since rat and Devonalia have the same initiative, rat will take his turn attack: 1d20 + 1 ⇒ (7) + 1 = 8 for damage: 1d4 ⇒ 3
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