Daenara: 1d20 ⇒ 9
Allvin: 1d20 - 2 ⇒ (14) - 2 = 12
Caraya: 1d20 + 1 ⇒ (1) + 1 = 2
Daenara had fulfilled her end of the bargain - she'd pointed out Daniel to the guards. She wasn't going to try and chase him down in this crowded feast hall, so she remained still, sitting in her seat, looking to see what the others did. Allvin wasn't entirely sure what was going on, but he knew it wouldn't help him open a carpentry business. He decided he was going to stay put and watch what the others do. Caraya had spent all afternoon running messages, and she was a bit tired, so she, too, decided to take it easy tonight. Besides, if she ran off now, she might not be able to learn more about the obstacles on the Trial, and those were far more important than any pickpocket.
Daenara:
Daenara was so grateful she'd been directed back to the festivities in time after her panic attack earlier. She resolved not to think of the scene on the roadway or what happened afterwards, and that she would enjoy herself tonight. So it was she happily settled into a tankard and food with Celia, one of the few friends she'd made. However, she didn't forget her obligation to the guardsmen, and once she sighted Daniel, attmepted to make a covert motion towards him to notify Bren. Sleight of Hand: 1d20 ⇒ 12
Allvin:
Allvin was rarely one given to drink, and he felt a bit discomforted by the feasting. Still, he knew one could find opportunities here, and he sought out any other craftsmen to talk with them and learn more of their trade. Charisma: 1d20 - 2 ⇒ (9) - 2 = 7
Caraya: Caraya barely made it back to the keep in time for the feast, breathing heavily from running, to deliver Vic Ferren's return message to the scribe/First Councilor, whichever she needs to. That done, she joins the feast, eagerly speaking to everyone she can find, trying to learn more about the Trials she is facing, as well as what people think of Dawn's murder. Charisma: 1d20 - 2 ⇒ (15) - 2 = 13
Daenara: Daenara's eyebrows angle down as she feels anger at the guard for asking if she's a thief. "I'm no thief, and I don't take what isn't mine! If you must know, I heard you talking about someone who stole a coin purse, and I suppose you won't let me go unless I help you. Very well, what do you need me to do?"
Daenara: Daenara isn't sure who these men are, or what they want with one of the initiates, but it sounded like one of them had stolen something from someone and these two were here to collect them. It also sounded like they needed someone to help them point out who they were looking for. It also sounded like they were going to approach the lord of Last Rest and tell him why they were here and what they were doing. They had to be doing this legally, right? Though conflicted, Daenara really needed help getting out of here. Maybe if she helped these two, they could help her find where she needed to go. I can play it cool, though. Daenara called out, "Hello? Is someone there? I'm lost and I need some help."
Daenara:
Daenara was still somewhat shaken by the grisly scene they'd passed, but she knew that with a few hours to kill before the feast, she might be able to find some way to make herself useful beforehand - and in a bigger town like Last Rest, there was a better chance of finding some writing work to do. Charisma to look for work: 1d20 - 2 ⇒ (11) - 2 = 9
Allvin:
Allvin wanted to put the memories of the sight as far behind him as possible, so he, too, set about looking for some carpentry work - surely there must be something in a town like Last Rest. Charisma: 1d20 - 2 ⇒ (13) - 2 = 11
Caraya: Never having been to Last Rest, Caraya wants to look around and see everything, but with not just her waterskin, but Wilbur's as well, she knows she needs to take time to work. Or maybe she can do both? Running messages would allow her to see the sights and get a little work done at the same time. Charisma: 1d20 - 2 ⇒ (12) - 2 = 10
Daenara:
Daenara wasn't too keen on getting any closer than she needed to, so she took to wandering the fields nearby, ostensibly looking for clues, but really just kind of idly by herself, anxious to move on. Perception: 1d20 ⇒ 17
Allvin:
Allvin walked along the road, trying to see what it was that broke the wagon's wheels. Perception: 1d20 - 2 ⇒ (1) - 2 = -1
Caraya: Caraya eagerly moved closer to the wagon, stopping when a Ranger told her that was close enough, then looked for signs of whoever did this walking away from it. Survival: 1d20 - 1 ⇒ (3) - 1 = 2
Daenara decides to look over the mess on the roadway, although she's quite green around the gills given the scene. Perception: 1d20 ⇒ 5 ===================================================== Allvin nervously clutches his club in both hands as his focus shifts to the wagon wheels, his knowledge of carpentry trying to figure out how they were broken. Perception: 1d20 - 2 ⇒ (14) - 2 = 12 ===================================================== Caraya, eager for adventure, nevertheless pauses as she looks over the scene before joining Allvin in investigating the carriage. Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Daenara Daenara takes up the weapons, wishing she'd maybe learned something about them sooner, and tries to see what she can do. I've used a sling before, right?: 1d20 ⇒ 5 The club might be more difficult. Swing the stick at the target: 1d20 - 2 ⇒ (13) - 2 = 11 ---------------------------------------- Allvin Allvin also takes up both sling and club, starting with the club. I'm kind of strong: 1d20 + 1 ⇒ (18) + 1 = 19 He then moves onto the sling. But I'm rather clumsy: 1d20 - 2 ⇒ (8) - 2 = 6 ------------------------------------------ Caraya Weapons training? This would help her one day become a true adventurer and explorer. She eagerly races forward to grab a sling and a club before going and trying them out. Sling away: 1d20 + 1 ⇒ (9) + 1 = 10 Whack a club: 1d20 - 3 ⇒ (16) - 3 = 13
The Gladden Vale wrote:
I think the rewards should probably be fairly common things that you would find in a village. For instance, a grappling arrow is 1 gp, and therefore an option for Daenara and Adric, but I wouldn't expect a villager to just happen to have one lying around. I also wouldn't necessarily expect a villager to have a spare weapon lying around they could give someone. Speaking of weapons: the club and the quarterstaff both have a cost of 0 gp. In the event we need a weapon, could we pick up a stick and treat it as a club or quarterstaff, or would we treat it as an improvised weapon? Would we be considered proficient in it? @helaman I was thinking I would choose the rations for Purity - I have a feeling food is going to be important for the long hike through the mountains. Is that okay?
Caraya Caraya spent a long time trying to decide what she would do about Wilbur, but in the end she was raised to do the right thing, so that's what she did. Caraya chose to act as Wilbur's proxy, carrying his consecrated waterskin, as well her own, as she journeys to Last Rest. While she was initially distracted by the Count's reward, she realized she was taking too much on by acting as both Wilbur's proxy and searching for the reward, so she abandoned her hunt for evidence of Gwen's killers and focused instead on trying to complete her journey and finding ways to help others. Charisma (I can help you bake bread, sir): 1d20 - 2 ⇒ (15) - 2 = 13
----------------------------------------------------------- Allvin Allvin, too, had been distracted by the lure of coin - that kind of money could set him up with his own carpentry shop in no time. Fruitlessly searching for information didn't give him a full belly for the Trials, though, so he abandoned that quest and instead went to help others, like he was supposed to. Charisma (I can help thatch your roof): 1d20 - 2 ⇒ (16) - 2 = 14
------------------------------------------------------------ Daenara Daenara stuck with Celia as best she could, but her single-minded insistence on finding Gwen's killer began to grate on her. Eventually, she managed to convince her friend that they should really be focusing on the Trials, and any information they acquired about Gwen's killers would have to come from the results of that work. Charisma (I can copy that down for you, sir): 1d20 - 2 ⇒ (19) - 2 = 17
---------------------------------------------------------- Wilbur Wilbur remained unconscious as his father worried, hoping that Caraya would act as his proxy, worrying that the boy wouldn't wake up. They did what the Healer said to do, but even so, the fact he hadn't woken up yet was worrying - and that kind of stress wasn't good for his health, either.
Allvin Perception: 1d20 - 2 ⇒ (2) - 2 = 0 Allvin is completely oblivious to the cutpurse who was lurking nearby for the ranger, but he does go and get a bucket of water to dump over Blizzard's head to try and wake him up enough that he can leave for the Trial. ---------------- Daenara Perception: 1d20 ⇒ 5 Daenara pushes through the woods towards the sound of the cracking whip and sobbing, wondering what could be causing this kind of commotion, unaware Celia is stalking her through the woods.
I actually used your ideas as the base when I was fleshing out mine. How close are the Ferrytowns to the other towns? --------------------------------------------------------------------- Syrus Terrigan wrote:
1) I honestly enjoy all aspects of Pathfinder, and find that variety can keep a campaign interesting. That said, problem solving can slow down a PBP game and sometimes makes it hard for people to maintain interest if it's not something they're in to.. 2) I'd like to stay fairly close to the PF1 class mechanics since it will make encounter design easier and quicker. As for the classes I see them taking: Wilbur:
Fighter? Barbabarian? His highest stat is his 11 Strength, and nothing else is above a 10. He's also currently incapacitated, too, and with a negative Con mod, he might just straight up die when he rolls to wake up. Daenara:
Wizard, Witch, or maybe Magus if I can find some way to improve her Dex. Kineticist is a possibility as well (under the same "improve Dex" idea to actually hit something), but given that's kind of all day guaranteed spellcasting, might not fit as well. Allvin:
Probably Fighter. He, more than any other character, feels like he's the normal guy who picks up a sword because he has to. Caraya:
Nothing specific really speaks to me for her. She'll probably end up a ranged Rogue, or maybe an archery fighter. Possibly even ranger, although I don't think her background necessarily fits that. 3) Character arcs I'd like to pursue: Wilbur:
He's basically Hodor, so if he somehow survives, I think his character arc should be one of protecting his friends, even at the cost to his own life. Daenara:
A character who wants more than a trapper's life, her arc should be focused on becoming something more - and how much she's willing to sacrifice to do it. Allvin:
Is it too much to ask to just make furniture for a living? Allvin's the reluctant adventurer - doing it because it needs to be done - but he just wants to settle down and enjoy a quiet life. Or does he? Maybe he's a little too eager to volunteer when adventurers are needed... Caraya: New experiences can be scary, but they're also kind of fun. Imagine being able to see all kinds of things that no one's ever seen before. Caraya's mostly interested in seeing new things - and at the end of the day, isn't that what adventuring is?
Okay, I've thought up some relationships. Allvin:
Allvin was a childhood friend of Klin and Baernd, but they've grown apart since Allvin began getting into carpentry instead of woodcutting. Allvin is also familiar with Blizzard, but mostly because he's helped haul Blizzard back to his bed after he passed out in the street drinking.
Daenara:
Celia is one of the few people Daenara actually knows, and the two are friendly, especially since both are pretty tough and able to handle themselves in the wild. Daenara does find her thinking fairly slow, but Celia's the only one Daenara is willing to be patient with. Anyone want one of their characters to be the cousin of Caraya or Wilbur? Being the only two from the Ferrytowns, a relative they see once or twice a year at holidays is all I can come up with. |