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Pathfinder Adventure Path, Maps Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 13,806 posts (19,642 including aliases). 5 reviews. 1 list. No wishlists. 14 Organized Play characters. 41 aliases.


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Despite the ruse of being a princess, there does not seem to be any valuable in this room after you dig around for several minutes.

There is one unexplored area left in the upper left side of the tower, or you can move on using one of the ice teleporters, if you can figure out how...

Shapeshifter - Post Combat Summary

Defeated: 1 doppelganger. That tricky foe is worth 200xp per player That brings your cumulative total to 8092/9000 or about 77% to level 4.

Cylina 18/21 hp remaining
Ruso: 4 CON dmg
Wulfgang: 23/28 hp remaining

Resources Used:

Shapeshifter - Round 2 - concluded

Driving his rapier deep in the back of the doppelganger, Ruso scores another piercing hit against vital organs, that the creature cannot overcome. It dies badly, on the end of the elvish blade.

End of combat

That was quick...Will have a Post Combat Summary in Discussion soon.

Flyby Attack - Round 2 - continued

With the oarstation door open, Nakoma hardly misses a beat rushing out and up the steps to the main deck. She can spy the far-off alpha drake, and the two smaller exhibits still nearby.

The crew tries their best against the drakes. Injured but undaunted, Barka has already thrown his javelin, and has to keep a hand on the tiller, so he cannot attack. Thin Mike is also more badly hurt, but he stabs at the flying drake from his perch in the crows nest scoring a lucky hit. Ghorza chops at Red Drake with his handaxe also hitting. Krothu leaps out of the stables, flaming mad at the theft of one of his horses and lobs a javelin at the Red Drake attacking the crow's nest, but misses. Salty Pete makes a beeline for the ballista installed on the aft deck. Oorug shoulders past Nakoma and closes in on the Red Drake. Below the last two crewmen hustle to the surface.

Acacius double-moves, exiting the rowing hold but yet getting to the stairs.

Grauk is up next.

Thin Mike dagger: 1d20 + 4 ⇒ (15) + 4 = 19
Dmg to Green: 1d4 + 3 ⇒ (4) + 3 = 7
Ghorza axe: 1d20 + 4 ⇒ (18) + 4 = 22
Dmg to Red: 1d6 + 3 ⇒ (3) + 3 = 6
Krothu javelin: 1d20 + 3 ⇒ (2) + 3 = 5

Perhaps some comprehension questions will help as you remember what has happened so far.

1) What was Paradise and what happened to it? Why?
2) The Sihedron Rune has been a link across this entire story so far, from Nualia to Foxglove to Xanesha to this Lucretia in Turtleback Ferry. What is the meaning of it?
3) You met the elven ranger Shalelu on the boat heading to the Ferry. Why was she headed this way?
4) You rescued three Black Arrow rangers from the Graul farm. Who were they, and what is important about any of them (if anything)?

There may be more comprehension questions to come, but these should start to tickle your memories.

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I have taken the liberty to summarize the first two chapters (and where you stand on the third). Read the parts you want.

Chapter 1: Burnt Offerings:
The PC's attend the Swallowtail Festival (a ritual to consecrate Sandpoint's new cathedral) and end up defending the town from a goblin raid. In the days to follow, the PC's come to terms with their growing local fame, making friends and contacts among Sandpoint's citizens. As rumors of massing goblin armiees build, the disappearance of a local tavern owner leads the PC's to uncover treachery within the Sandpoint Glassworks and the existence of catacombs beneath the town. An investigation of these discoveries reveals two things: that monsters dwell below the city and the goblin raid on the town was but the first the monsters have planned.

In orer to save Sandpoint, the PC's must travel to Thistletop, the lair of the most powerful goblin tribe in the region, where they can confront the woman whose madness and wrath presents such a menace, yet who is herself the top of a much larger conspiracy that will soon threaten all of Varisia.

Chapter 2: The Skinsaw Murders:
When a string of murders strikes Sandpoint, the PC's begin to piece together clues and soon realize the region may well face a plague of ghouls. After investigating murder scenes, interviewing victims, and running into unexpected trouble along the way, the search leads the crew to Foxglove Manor.

Arriving at Foxglove Manor, the PC's find the rumors about the mansion being haunted are entirely true. Eventually, they confront the murderer - a ghoulishly transformed Aldern Foxglove -- only to discover he's been working for another group based in Magnimar. Retracing his steps, the party come to the largest city in Western Varisia and uncover a sinister secret society, finally confronting its monstrous leader, the lamia Xanesha, atop a teetering clock tower.

Chapter 3: The Hook Mountain Massacre:
Following clues from the clock tower, the PC's arrive in Turtleback Ferry, and discover that ogres have taken the fort. After rescuing the three surviving Black Arrows, the PC's mount a daring raid on Fort Rannick and defeat the ogres within, only to learn of greater dangers afoot.

Based on this, I will re-read the last part of the thread and see if you got the points of the meta-story. It seems when I read it before, you were kind of jumping from fight to fight, without a lot of the "why" behind what was happening.

If you need more details than what I provided, LMK.

Here is the note found on the lamia Xanesha that led you to Turtleback Ferry. Wonder if this makes any more sense at this point?

Bedchamber - Round 2 - concluded

Sickened himself, Dougal slides over and grants limited guidance to Cherry to see if she can overcome the smelly troglodyte.

Meghan moves up and succumbs to the stench of the foe, but she does pass along a bit of guidance to Orendel.

The former soldier is able to fight through the bile rising in his throat from the foul stench, and is able to hit the trog with both spear and shield. His strength is a bit sapped by the illness, so the attacks are less damaging than Orendel would've liked.

Just pending action from Cherry, who has guidance active.

Everyone stands back as Mirela casts the disease identifying divination over the two sets of coins. The set from the Direption indicate there is no disease present on them. However, the coins dug up from the ground, once belonging to a beggar who died from blood veil, indicate the presence of that same disease upon them, though the trace is very faint.

Shapeshifter - Round 2

19 Wulfgang
12 Ruso
9 Nadya
9 Doppelganger (24 hp dmg, -2 to attacks, 1 round)
5 Razislau
5 Cylina
3 Irina

Wulfgang and Ruso are up against the foe once more.

Shapeshifter - Round 1 - concluded

Cylina crowds past Radzislau and bashes the doppelganger with her melee weapon, wounding it further.

Irina will attempt to bewitch the shape-shifter, making its attacks less dangerous. The creature staves off most fo the effect, but is reduced for one round.

End of round 1

Doppelganger DC 16 Will vs hex: 1d20 + 6 ⇒ (15) + 6 = 21

Flyby Attack - Round 2

21 Green Drake (5hp dmg)
21 Nakoma
21 The Crew
20 Grauk
20 Acacius
18 Red Drake
14 Raag Bloodtusk
13 Alpha Drake (16hp dmg, grappled)
9 Coxswain Halrex
7 Azen
4 Zeke

Green Drake, having spewed its sticky mucous last round, it charges at Thin Mike who is up in the crow's nest. The drake pounces down on the poor sailor ripping and shredding at his shoulder.

Green Drake bite, charge: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Green drake tail, pounce, charge: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Dmg to Thin Mike: 2d4 + 3 ⇒ (4, 3) + 3 = 10

Nakoma is now up.

Crew Status:

Red (Barka) 2 hp dmg
Orange (Thin Mike) 10hp dmg
Purple (Ghorza)
Green (Krothu)
Black (Salty Pete)
Yellow (Oorug)
Cyan (Sharg)
Blue (Taug)

Sorry, I had Acacius and Zeke's tokens flip-flopped. Fixed now.

Flyby Attack - Round 1 - concluded

Azen stands painfully and tries to work the knots out of her back and legs as she moves towards the exit, bow in hand.

The alpha drake, with its talons wrapped around one of the horses, is about 100' away from the keelboat already when Zeke casts his spell. Even from that distance the burst of light makes those on deck blink a bit. The drake cries out in pain and confusion as it is hurt and blinded by the spell, while airborne.

End of Round 1

Alpha Drake DC 15 Reflex: 1d20 + 7 ⇒ (7) + 7 = 14

Shapeshifter- Round 1 - continued

Wulfgang leaps to action as the noblewoman's features melt into a horrific monster with an odd appearance. Unfortunately, his axe blow cleaves only through the air, missing the shape-shifting foe.

The ranger's attack does serve as a distraction enough for Ruso to slip behind the enemy whose attack just misses. Ruso's stab with his rapier, does not miss, in fact it hits the odd-shaped humanoid in a vital organ. The ensuing damage is not enough to kill the doppelganger, but it is clearly hurt badly.

From the hall, Nadya fires once at the monstrous humanoid but the scrum of melee is too much for her to find the target.

The doppelganger, blood running from its odd mouth, steps back and screams at the large mirror. "Help me, master! They have killed me!" and then makes a pair of ferocious swipes against Wulfgang. But it is too weak to make any kind of active threat.

Radzislau steps in to finish off the dread foe but his hammer blow cannot connect.

What a bunch of crappy rolls...Cylina and Irina are up to close out the round.

Doppelganger AoO: 1d20 + 8 ⇒ (7) + 8 = 15
Nadya bow, PBS, into melee: 1d20 + 5 + 1 - 4 ⇒ (9) + 5 + 1 - 4 = 11
Doppelganger Claw 1: 1d20 + 8 ⇒ (5) + 8 = 13
Doppelganger Claw 2: 1d20 + 8 ⇒ (3) + 8 = 11
Radzislau hammer: 1d20 + 5 ⇒ (8) + 5 = 13

Before heading to the Citadel to check in with Croft, the group returns to the area around All the World's Meats where Nargun and Devan had their encounter with the unfortunate vagrant, and buried his suspected gold.

Soon the leather pouch is dug back up, the suspect coins still clink and rattle innocently enough inside.

I believe you left the coins from the Direption foot locker with Croft, so do you take these coins there also, or do you investigate them magically here in North Shore? If you take them, who carries?

Atticus Fulvios wrote:
How many hours did I have to spend in my laboratory to make either anti-plague or Silver blanch?

Crafting alchemical items can take some time. First, buy 1/3rd of the completed items cost in raw materials. Second, find the DC of the item in question (Blanch DC 20, Anti-plague DC 25). You then make a Craft check and multiply the result by the DC. This is progress on the item in week. For days, divide the result by 7.

Craft Silver blanch DC 20, investigator bonus: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22
22x20=440sp worth of progress/7 days = 63sp of value per day or 1 silver blanch at 50 sp. This costs you 1/3rd the sale price or 1.67gp in materials.

Craft Anti-Plague DC 25, investigator bonus: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22
22x25=550/7=79sp progress or about 1/6 of the time needed to complete 1 antiplague. You could make another check tomorrow to speed up (or slow down) the process. These mats cost you 16.67gp.

After casting about for a bit, Twilight eventually finds a small, dingy magic shop owned by a bleaching gnome named Falstaff, or at least that's the name he gives. In the Old World, names meant power, and many of the Old Folk had different names for different occasions. Twilight only assumed that this was the case with this particular fellow.

He didn't say much, and one of his eyes was white with blindness. His shop was cluttered and disordered, not at all like the well organized pickings at Tasha's.

Eventually, the priestess/wizard finds what she needs to craft the wand warding against evil. She pays her coins, which are slid unsmiling into a dirty leather bag under the counter, and leaves.

Subtracting the cost of the wand materials from Twlilght's bank. Have not had the time to craft the wand yet, right?

Fletcher's shop is open and he does still have the 15 silver arrows that you spurned the last time. "Glad to be of service to a priestess of Old Deadeye," he says making the proper genuflecting sign. "Of course I can fashion some cold-iron arrows as well. Half a dozen should be no problem, provided I can get the ore from my supplier. With the Blood Veil around, no telling who is open and who is closed. Come by tomorrow and pick up the rest. No need to pay in advance." he says, pushing your money back to you.

The cost of the 15 silver-tipped arrows is 2.05gp per arrow, so a total of 30.75. Will subtract this amount from Mirela's bank.

Shapeshifter - Round 1

19 Wulfgang
12 Ruso
9 Nadya
9 Doppelganger
5 Razislau
5 Cylina
3 Irina

Wulfgang has the first reaction as the lady turns into a monster.

The map is cut off at the bottom, but the room is similar to that at the top, so I just move us all up there.

As Cylina sees through the disguise, and it appears a bit hopeless for "Argentea" she seems to melt in front of your eyes, her features stretching and drooping until what is left is a strange, grey, odd-looking creature with long sharp claws on each arm.

The weird humanoid moves to attack.

Know Local DC 13+:
This creature is a doppelganger, a shape-shifter of evil mein.

Know Local DC 18+:
In addition to shape-shifting, doppelgangers are immune to charms and sleep spells.

GM Screen:

Doppleganger: 1d20 + 1 ⇒ (8) + 1 = 9
Ruso: 1d20 + 6 ⇒ (6) + 6 = 12
Irina: 1d20 + 1 ⇒ (2) + 1 = 3
Wulfgang: 1d20 + 1 ⇒ (18) + 1 = 19
Cylina: 1d20 + 1 ⇒ (4) + 1 = 5
Radzislau: 1d20 + 2 ⇒ (3) + 2 = 5
Nadya: 1d20 + 3 ⇒ (6) + 3 = 9

Along the same lines, in case I forget to tell you, I will be out of the country for vacation from July 17-25. May or may not have great internet access, but either way, may not have time or inclination to do much posting.

Flyby Attack - Round 1 - continued

As the drakes assault the small craft, Nakoma leaps from her bench and heads towards the exit trying to get to the main deck once again.

The crew reacts as best they can to the flying lizards. One scores a hit with a thrown javelin from the boat's tiller. While a few others move to attack, but its clear they are not trained warriors.

Grauk casts his familiar warding spell and stands to move out of the rowing benches.

Acacius is in motion at the sound of the drake's attack, grabbing his hammer and rushing past Halrex in his hurry to get to the deck.

Red Drake attacks the sailor nearest him biting and swatting with its long tail but Ghorza manages to avoid both attacks.

"Not today, you bloody bastards!" cries the orc riverboat captain as he rushes towards the fray. At the head of the foredeck he pauses, and casts a spell on himself, much to the surprise of you, who did not expect him to be a caster-type.

Holding one of the draft horses, the alpha drake spreads its mighty wings and takes flight, lifting the horse off the ground as if it were no weight at all. The nearby Krothu stabs the drake once eliciting an ear-splitting screech, but then the biggest drake wheels in the air, flying off in a burst of speed towards the left bank of the river.

Unlike the previous trouble, Coxswain Halrex does not try to stop you from leaving the oars and heading for the deck. Instead, she rushes ahead and holds the doors open, so the rowing crew can pass without hindrance towards the main deck.

Down to Azen and Zeke to close out Round 1

Barka javelin: 1d20 + 3 ⇒ (17) + 3 = 20
Dmg to Green Drake: 1d6 + 3 ⇒ (2) + 3 = 5
Thin Mike javelin: 1d20 + 3 ⇒ (6) + 3 = 9
Ghorza handaxe: 1d20 + 4 ⇒ (7) + 4 = 11
Krothu dagger: 1d20 + 4 ⇒ (9) + 4 = 13
Red Drake bites: 1d20 + 7 ⇒ (5) + 7 = 12
Red Drake tail: 1d20 + 2 ⇒ (1) + 2 = 3
Alpha Drake, maintain grapple: 1d20 + 19 ⇒ (8) + 19 = 27
Krothu dagger, AoO: 1d20 + 3 ⇒ (14) + 3 = 17
Dmg to Alpha: 1d4 + 3 ⇒ (3) + 3 = 6

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While I am thinking of it, I will be out of the country from 7-17 to 7-25. I may be able to post some from the hotel, but am unsure of internet capabilities or the time I'll have.

Taking a (probably last) serious summer vacation in Belize before taking my oldest off to university in August.

A foreshadowing dot...how ominous...

Bedchamber - Round 2 - continued

Silvio drops his guard to try to physically move the troglodyte towards his enemies, but takes a whack to his forearm for the trouble. Wounded slightly, Silvio responds by simply dropping back 5' hoping the smelly lizard will follow.

The enemy troglodyte does advance with his own short step and then goes berzerk on Orendel with club, claws and teeth. Fortunately, none of those attacks hit.

Silvio takes 2hp from the AoO. All the party is up again, though likely only Orendel can attack in melee again. Everyone needs DC 13 Fort or be sickened for 10 rounds.

Trog AoO Club: 1d20 + 2 ⇒ (20) + 2 = 22
Trog crit confirm: 1d20 + 2 ⇒ (5) + 2 = 7
Trog dmg to Silvio: 1d6 + 1 ⇒ (1) + 1 = 2
Trog Club: 1d20 + 2 ⇒ (5) + 2 = 7
Trog Claw: 1d20 - 3 ⇒ (5) - 3 = 2
Trog bite: 1d20 - 3 ⇒ (12) - 3 = 9

I have been in touch with all of you regarding your character build and there have been a few tweaks. Adolina will notify me when last tweaks are done, and I'll make final review.

With that done, I expect to re-open the game this weekend (mean it this time). I will re-read the last bit of action and try to pick up where we left off, which I think was mid-combat.

Someone asked for a story synopsis, which I will try to provide this weekend as well -- without going into over much details. It seems that in Book 3 at least you were doing somethings without, maybe, really knowing why, so I will try to provide some of the textual background again.

Looking forward to moving the game forward with you. One more note -- I will be out of the country 7/17-25, so while we may just be getting started, there will be a brief pause. Otherwise, expect a daily (usually) update.

I am out of town on business and will not be able to post tonight. Will return on Thursday PM, maybe time tomorrow night, but unlikely.

Sorry guys, i am travelling for work this week, and have a big pile to do, so will have to put posting off for another day. Maybe tomorrow night.

Atticus Fulvios wrote:

Dear GM;

Atticus will do likewise

I am not sure what this is referring too, sorry.

Mirela Wintrish wrote:

New Spells Memorized:

. . 3rd—magic circle against evil[D], remove disease
. . 2nd—aid, align weapon (good only)[D], calm emotions (DC 14), lesser restoration
. . 1st—bless, calm animals[D] (DC 13), detect evil, diagnose disease[UM], shield of faith
. . 0 (at will)—detect magic, light, purify food and drink (DC 12), stabilize

Got it

I will be traveling tomorrow through Thurs late for work. I will try to post, but may be unable during that interval.

Bedchamber - Round 2

17 Silvio (sickened)
17 Trog
20 Dougal (had delayed)
16 Meghan
9 Orendel
6 Cherry

Remember if you are within 30' of the trog you need a DC 13 Fort save or be sickened (again). Silvio is up now in Round 2

Bedchamber - Round 1 - concluded

The rest of the heroes move into the cavern in assorted positions to attack the lone troglodyte should Silvio maneuver him into the center of the room, instead of the narrow hall.

End of round 1

I am traveling for work tomorrow through Thursday late. I may not be able to post in the interim, but will try.

"What do you mean, how did I get here?" asks the Lady puzzled. "I am a guest of the jadwiga Nazhena Vasilliovna and her friend Radosek. I don't seem to remember coming here, but I have a nasty bump on my head, and have forgotten some things. Do I know you?"

Wulfgang or Sense Motive DC 13+:
That story sounds pretty fishy, and its clear that this version of Lady Argentea doesn't know you despite you having rescued her just a few days ago. But, you can't tell yet if this the real one or that one in the Border Wood was...

Sense Motive DC 18+:
You are pretty sure this is not the real Taldan lady. Her accent is just off, her mannerisms are odd, and she does not possess the grace and charisma off an noblewoman.

Flyby Attack - Round 1

21 Green Drake
21 Nakoma
21 The Crew
20 Grauk
20 Acacius
18 Red Drake
14 Raag Bloodtusk
13 Alpha Drake
9 Coxswain Halrex
7 Azen
4 Zeke

The green drake spits a ball of acidic mucous at the helmsman, who is able to avoid some of the damage and avoids entanglement in the thick, ropy goo.

Nakoma is up.

Red Crew (Barka) DC 14 Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
Acid dmg to Red Crew (Barka): 2d8 ⇒ (2, 2) = 4 halved so 2 dmg
Green Drake spit timer: 1d6 ⇒ 6

Crew Status:

Red (Barka) 2 hp dmg
Orange (Thin Mike)
Purple (Ghorza)
Green (Krothu)
Black (Salty Pete)
Yellow (Oorug)
Cyan (Sharg)
Blue (Taug)

As Zeke trades words with the captain, the serene day of sailing is shattered by the shrill shriek from above, followed by the loud sound of flapping wings. Dropping out of the setting sun, a trio of river drakes (one considerably bigger than the other two) assaults the small boat in surprising predatory fashion.

The large drake makes for the stable, grasping one of horses in its talons and crying out in triumph as it spreads its wings to take back off.

The other two smaller drakes just take positions to attack the nearest crew on deck.

"Damn river vultures!" cries Raag, realizing he is at the wrong end of the boat to be of much help. "To arms boyos! We are under attack!"

Alpha Drake flyby grapple: 1d20 + 18 ⇒ (16) + 18 = 34

Treat that as their surprise round. The sound is enough for even those below to hear. Opening the doors below requires a move action but you can split up movement on either side of it, if necessary. Stairs are normal speed. I made tokens for each of the crewmen, Halrex, and Bloodtusk as they should all be in this fight. Going to move the crew on one initiative count, but the officers on their own, to simplify.

GM Screen:

Alpha Drake: 1d20 + 6 ⇒ (7) + 6 = 13
Red Drake: 1d20 + 7 ⇒ (11) + 7 = 18
Green Drake: 1d20 + 7 ⇒ (14) + 7 = 21
Bloodtusk: 1d20 + 4 ⇒ (10) + 4 = 14
Halrex: 1d20 + 2 ⇒ (7) + 2 = 9
The Crew: 1d20 + 2 ⇒ (19) + 2 = 21
Zeke: 1d20 + 2 ⇒ (2) + 2 = 4
Acacius: 1d20 + 3 ⇒ (17) + 3 = 20
Nakoma: 1d20 + 3 ⇒ (18) + 3 = 21
Azen: 1d20 + 2 ⇒ (5) + 2 = 7
Grauk: 1d20 + 3 ⇒ (17) + 3 = 20

The lady of Taldor drops the gown she was holding in shock. "Of all the nerve! Who are you to speak to me in such a way? Find your lost child if you must, but I am not leaving until I am good and ready, and there's nothing you can do to make it otherwise."

She crosses her arms across her chest and looks set to fight about it if need be. After a moment, she visibly cools.

"Tell me why you are here? Who is this child, and why is it so important to you? Are you guests of the White Lady?"

When the group gets to the Citadel, Nargun unequips some of his any weapons, storing them in a locker in the armory. The arms-master, a one-armed man named Weems promises to keep good care of the tools of the trade. In point of fact, he seems a little awed to be speaking with Nargun.

Got your weapons, just remember that +1 weapons don't, by themselves, overcome DR/silver.

The man at the weapon's shop lets out a low whistle at Devan's finely crafted rapier. "Don't see many like this, but that one in the window is something special. Can't see how I lose either way, son. That flashy blade suits you. Go out and do good with it."

I assumed Mirela channeled enough to get everyone at full HP the night before so everyone will start at full HP, and no one has any ability damage at present.

Devan Covarie wrote:

As discussed, buying a sunsilver MW rapier for 350 gp. Selling MW rapier for 150 gp.

It doesn't matter a great deal, but your prices are just a bit off. You can sell the MW rapier for 160gp and the sunsilver (which includes MW) buys for 370, a net debit of 210gp. That is shown in the cash tracker now.

Bedchamber - Round 1 - continued

Cherry moves into the bedchamber, but she cannot attack the troglodyte with Silvio blocking the tunnel, so she waits to see if he can bring the foe towards her.

Move action and ready if the trog gets close is what I'll consider that. Still waiting for the others.

Lady Argentea frowns derisively at the question. "Do I look like a nurse-maid or a governess? What do I care if there is a child loose in this place, as long as it is not underfoot, or in my things. As for being home, this place is far from that, but I hope to return to Zimar soon enough."

It is clear that the lady will not be of much help in looking for little Thora.

I see that Zeke did roll his sounding checks, and scored quite well.

In the rowing deck, Nakoma is able to pull her own weight despite her new injuries, and the crew is appreciative of her efforts. By the same token, they seem to grumble about the work of the rest of the newbies. Acacius seems to under-perform his strength, and Grauk and Azen are just not cut out for constant manual labor. By half-way through the shift, Acacius, Azen and Nakoma are all spent.

Those three have the fatigued condition

As the sun starts to set, up on the main deck Zeke is performing well after some inexperience the day before. He has found the deeper channel a few times already, and also kept the keelboat from snagging on a mostly submerged sunken tree that might have held her fast for hours otherwise. Bloodtusk notes his performance and moves to the bow to give his appreciation. Zeke turns to speak with the captain, who standing behind him, is silhouetted in the westering sun.

Zeke DC 20 Perception:
Looking back at the captain, you see something hurtling through the sky, over his shoulder. Standing in fear, you make out that a trio of river drakes are moving to attack the boat, using the setting sun to mask their approach down the river. You may act in the Surprise Round

GM Screen:

Drake Stealth: 1d20 + 10 ⇒ (10) + 10 = 20

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My fault for not looking back to see if you rolled the whole day. Will take those rolls, not sure if Zeke did his soundings or not? I'll look back and see...

The ship breaks at noon, and the food prepared so diligently by Grauk is served, and while he was really into it, it still tastes like hardtack and chewy salted pork. Same as the day before, and the same as it will be tomorrow, especially since the fisherman's accident. You share the outcome of the morning's adventure with the chef while you chew (and chew, and chew).

Coxswain Halrex cracks her whip to indicate the mess is over, and the crew falls out for their afternoon chores, which means rowing in the second deck for Acacius, Grauk, Nakoma, and Azen. Zeke takes his position at the bow, trying to warn the helmsman about any shoals or sandbars or other dangers lurking just below the surface.

Despite the near tragedy this morning, Captain Bloodtusk seems in good spirits. "She's making good time." he says checking his pocket-watch. "Of course, we are running with the current, and that always make it easier. When we get to the confluence, and turn into the River Esk, it'll be more of a struggle. Likely have to break out the horses to pull us along. I expect we will cross the border into Lastwall tomorrow if all goes well."

Guess I need an action from Dougal as well, but I think I will just delay him in true cleric fashion.

Bedchamber - Round 1 - continued

As Dougal stands ready for whatever comes next, Silvio turns in the direction of the thrown javelin and leaps to attack. The overpowering smell of troglodyte slows him down and he retches during his attack causing the holy book to carom off the scale hide rather than bruising it.

The troglodyte tries a full attack on Silvio, its only melee target so far, attacking with club, claw, and bite. None of these attacks come as real threats to the well-armored inquisitor.

Rest of the group, including Dougal who has delayed, is up to finish Round 1

Trog club: 1d20 + 2 ⇒ (10) + 2 = 12
Trog claw: 1d20 - 3 ⇒ (16) - 3 = 13
Trog bite: 1d20 - 3 ⇒ (18) - 3 = 15

"Of all the cheek..." she says angrily, turning red in the face. "First, you burst into my bed chamber, then you start in on foolishness. Get out before I have you dragged out of here in chains." She moves forward, despite wearing only her underclothes, and attempts to slam the door in your face (unless someone stops it).

Ruso sees only an angry noblewoman and doesn't perceive or sense anything unusual about her.

Aries nods and voices her appreciation for your willingness to try. Sensing there is little else to be said tonight, she pushes back from the table. "Ben or I will meet you at your lodgingth tomorrow at noon. That thould give you ample time to prepare and still leave the light of day while you are on the thurfath." Unless you stop her, she departs out the front door, holding her hood close. If you watch, you can see a flash of movement in the cellar door, and then the red-eyed watcher is gone as well.

Atticus explains about how silver blanch works. Here is the link to AoN site for weapon blanch. The key here is it takes a full round to prepare, though it can be done in advance, but is only good until the weapon hits once.

I would expect for you to call it a night here, and go shopping in the morning, with any eye towards finding and stopping the wererat Girrigz. Please list any prepared spell changes. We can RP your shopping or you can just list what you'd like to buy and I'll tell you if available and the cost.

I just assumed you would ID the wand and shortspear +1 and didn't go through the motions. They were listed on the loot log fully identified.

I assume from the talk that Mirela will take the wand of cure moderate wounds (18 charges). Are you also taking the mithril dagger that was given by Trinia or is that being assigned to someone else?

I upgraded Nargun' armor and weapon, but there hasn't been a ton of fighting since then.

There are few other things on the loot tracker which someone may want to equip. Remember the have to be equipped to a PC to use during combaat. Loot Tracker items can be used out of combat normally.

Once the threat of the crocodiles is dealt with getting Nakoma and the other crewman back aboard is fairly easy work. Zeke passes along some healing energy to fix most of Nakoma's wounds. Then the cleric examines the broken railing, but he sees nothing amiss there.

Captain Bloodtusk approaches the group, a sour look on his face. "Next time ye want to take a dip in the river, let us know ahead yeah? Not sure how they railing gave way, but I'll have someone's hide for failing to maintain it, I promise you that. Glad you are all alright, it was some fine shooting from the nest and some quick action from the padre here what made it all ok. Now, this boat needs a crew so get back to work!"

You work your way back to yoru stations, and Azen keeps a sharp lookout. Eventually it is time for shift change, and everyone moves to their second stations.

Go ahead and make your second set of checks depending on the job you do.

Pending an action from Silvio. I will run him tomorrow if no post by then.

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