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Hope none of you mind if I assume you're going to try this at least one more time, and roll for you. Just trying to keep it moving along.
Unable to make progress with Janos as the main muscle even with help, Dakkon steps forward and grasps the chains. He heaves against the tug of gravity with all his might....
I'll do a few assist rolls for you, only two people will be able to help so I'm just going with the second and third highest strength-ed members of the group.
Wadi: 1d20 + 0 ⇒ (16) + 0 = 16
Janos: 1d20 + 1 ⇒ (20) + 1 = 21
and the main hitter, Dakkon: 1d20 + 7 ⇒ (17) + 7 = 24 (includes 2 successful assists)
With help, Dakkon is able to pull the second prisoner, the tall, freckled man, up onto solid ground. He is practically hyperventilating from panic, but manages to get a breathy "thank you" out before collapsing on the ground next to the unconscious old man.
These dice really have it out for you guys! As soon as I step in it's all 16+!

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"Perhaps a little compassion, Sevegny?" Nyria says after gathering up her discarded equipment.
"As my rather abrasive colleague here mentioned, we're looking for Yargos as we hear that he might have some information that we seek," Nyria says with a compassionate tone, "Of course, we'll see to all of your wounds as well." Nyria gives Sevegny a pointed look.
Diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22
Oh, of course, now I get a natural 20. *wanders off grumbling*

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(Assuming we have now rescued all of them)
Dakkon moves around the area, ignoring his wound and picking up his weapons, inspecting them for damage. Satisfied, he wrenches his trident out of the thug and keeps an eye out for trouble; trusting that his companions can deal with the civilians. He also reloads his crossbow.

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Wadi moves to the unconscious man, and tries to wake him up.
Heal check, 1d20 + 1 ⇒ (6) + 1 = 7

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Making sure to gather together anyone that is damaged including the prisoners, but not the thug, Janos will Channel Energy to heal.
1d6 ⇒ 2
"Capt. Venture sent us rescue Yargos for the Pathfinders, in hopes that an ancient book would help them. The Eagle Knights have also taken notice of your work and would aid you. They have sent me to assist you in reaching your destiny as a champion of the free peoples. We had arrived at the tavern just after you and your friends were abducted."
Assuming we are not in innitiative order any longer, if so I will do these things in later rounds. . .
Round 2:"Shall I heal the thug so that you might question them?", looking at whoever is attempting bid and awaken the tug for questioning. Channel Energy again 1d6 ⇒ 3
Round 3+ until done Janos will go and retrieve his arms and armor dropped earlier, and set to work on destroying the chains that bind the prisoners, (or Aiding Another if someone stronger begins to).

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Normally I'd hand wave it, but this being a PFS game I'm gonna go through the full skill challenge. You've got 2 on solid ground, 2 still dangling.
Pulling up the third prisoner:
1d20 + 3 ⇒ (10) + 3 = 13 Dakkon lifting (success after the assists)
1d20 + 1 ⇒ (9) + 1 = 10 Janos assisting (success!)
1d20 + 0 ⇒ (18) + 0 = 18 Wadi assisting (success!)
Pulling up the fourth prisoner:
1d20 + 3 ⇒ (17) + 3 = 20 Dakkon lifting (success)
1d20 + 1 ⇒ (3) + 1 = 4 Janos assisting
1d20 + 0 ⇒ (2) + 0 = 2 Wadi assisting
Struggling against the weight, Dakkon pulls up the lady in the apron with Janos and Wadi's help. Seemingly worn out, Janos and Wadi struggle to help him with the elderly man still dangling, but Dakkon summons a reserve of power and pulls him up.
The three now-rescued prisoners sprawl on the solid ground, with the scarred man still unconscious from the rogue bomb.
"I am Yargos," says the old man who was the last to be pulled up. [b]"These are just a few friends of mine, eating a meal with me when the War Hounders came around."
More to come in about an hour when I get back from lunch.

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Ok, I misread the above thinking it was the last two prisoners instead of #2.
I'd like to continue my actions into the later rounds, though if allowed.
Talk & Heal (2 HP) once everyone who needs it is close enough and someone makes sure that the thugs that might get back up are out of range/detained
Gather equipement and speak more
Heal (3 hp)
Let me know if anyone still needs HP, I don't think so though.

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Had a bit of a crisis in last-minute preparations for leaving, both because my mom changed when we were leaving from tomorrow morning to tonight after work, and because my landlord is doing an inspection this weekend that we just found out about, so I'm leaving work early and going to be busy all day. Next chance I'll have to post won't be any earlier than tomorrow evening, so I'm going to put a pause on the game for now.
You've got some time to think about what you want to ask Yargos (and his companions, should you be interested) and then we'll jump right back into it as soon as I'm able. Thanks for your patience, everybody.

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Wadi moves over to the unconscious thug and makes sure he is still alive. Heal check 1d20 + 1 ⇒ (15) + 1 = 16.
Once he does that, he will help the other prisoners get loose of their shackles, asking each one of them, "Are you all right? Is Nessian the leader of this War Hounder gang?"

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Alright, I'm back and all rested up, ready to go! Thanks again for your patience!
"Yes, Nessian is the leader of those brutes." Yargos takes a deep breath, still disoriented from his brush with death, and continues, "He wanted to make sure I couldn't tell anybody what he might be up to, but I'm getting ahead of myself.
You'll have to forgive my rudeness, but may I ask who you are? Who sent you here, and of what interest is my business with the War Hounders to you?"
[ooc]Beckett, the tool I'm using is a simple tile-based map tool I found. It's not fantastic and it's a little clunky, but it's quick and easy enough to work with. It's called The Creator System 2, and you can download it here.

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"We were sent by the Pathfinder Society to recover an item in your possession. It seems the War Hounders and Nessian are the ones that have taken an interest in you, Yargos. Anything you can tell us would be helpful." Diplomacy 1d20 + 3 ⇒ (12) + 3 = 15

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[b]"They certainly have, and I suppose after rescuing me the least I can do for you is tell you why they were here in the first place. You see, very recently I discovered an old Taldan codebook, full of light signals.
About eight hundred years ago, Taldor planned to take control of Absalom, using the cover of misty weather in Desnus (equivalent to the month of May) to send in a group of infiltrators to weaken or destroy the cities early warning mechanisms, and then send in a massive fleet.
The book contained the signals they were going to use to communicate with the fleet. The whole invasion was codenamed the Silent Tide, and was doomed to failure. Somehow, the infiltrators were found out and killed by those loyal to Absalom. The fleet sat, and after several hours it seems they were found and themselves ambushed.
All of the known survivors were hanged or put to the sword, and all of this is known to those who have time to peruse the cities' libraries. But to find the actual codebook they used! You can imagine my excitement. I decided to follow the books instructions and set off several signals, thinking it would be harmless but entertaining.
I signaled from the coast for the start of the Silent Tide and several others. After an hour or so, I was still on the docks when a horrible wraith cloaked as those put to the sword all those centuries ago rose from the waves. I believe that an oath that they swore many centuries ago has bound them to complete their tasks even now, after lying dead for nearly a millennium. I tried to alert the authorities last night, but Nessian intercepted me, stole the book and threatened to kill me if I told anybody.
Apparently he changed his mind and sent his men after me, and that's where you came in. There is an order to stop the Silent Tide, but it is in the codebook. I suspect Nessian plans to use the codes to try to gain power over the city, but if you can get that book back I can stop the invasion. I am going to hide, but if you can get the codebook contact the tavern master at the Soggy Piper and he can bring you to me.
I don't know where you can find Nessian, but I recommend going to Grandmaster Torch, an information broker here in the Puddles. I can give you directions to contacting him if you wish."

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Dakkon looks visibly uncomfortable at the old man's claims, but says nothing to refute them.
By Gorum he declares, When we have dealt with this wretch Nessian I will personally guard this codebook with my life until it has been delivered safely into your hands, Yargos. When will my damn countrymen realise that such trickery is beneath Taldor!
Dakkon appears to be visibly shaking in anger.

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Alright, I'm back and all rested up, ready to go! Thanks again for your patience!
Welcome back
You'll have to forgive my rudeness, but may I ask who you are? Who sent you here, and of what interest is my business with the War Hounders to you?"
From above as I heal for 2 HP.
"Capt. Venture sent us rescue Yargos for the Pathfinders, in hopes that an ancient book would help them. The Eagle Knights have also taken notice of your work and would aid you. They have sent me to assist you in reaching your destiny as a champion of the free peoples. We had arrived at the tavern just after you and your friends were abducted."Beckett, the tool I'm using is a simple tile-based map tool I found. It's not fantastic and it's a little clunky, but it's quick and easy enough to work with. It's called The Creator System 2, and you can download it here.
Thanks, I am thinking of trying a PbP game.

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"Thank you Yargos for that information. We will need to track down Nessian as soon as possible. I do have a question, about these undead. Do you think it is possible Nessian has gained control of them, somehow? If so, he may decide to send them after you, and us as well. Is there anything you can tell us about these creatures?"

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"I'm certain that his command over these undead only goes as far as the codebook allows. They had contingency plans in place, so the orders he may give are somewhat flexible, but they still only relate directly to the capture of Absalom.
Regardless, they are a potent threat. I don't know anything about the undead themselves, but you must stop them."

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"I agree the book should be destroyed, but we should be careful in how we do it. If we throw it in a fire like it was just another log, then we might lose control of all the undead the book has created. Or something worse. It would need to be studied, first, to make sure it is safe to do so."

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If this is the case, I am not sure we should return the book, once this "silent tide" is stopped. Perhaps it is better destroyed, so that further mishaps do not occure.
Nay sir, we should allow Yargos to redeem himself for his initial meddling, and then return the codebook to the Pathfinder's as promised. It will be safe in their hands, once Yargos has called off the undead.

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"It would be a terrible loss for the book to be completely destroyed! Surely, the Pathfinders can keep its pages away from those who would abuse it! You must retrieve the book and allow me to stop the Silent Tide, and then return...." Yargos' voice trails off as something catches his eye.
“Nessian!” shouts Yargos. “He’s signaling Black Echelon—the undead! Six flashes of red—I remember that signal… By the gods! That’s the granary! Nessian has sent those monsters to poison the granary! C’mon! I don’t know how, but we’ve got to stop them—we’re the only ones who know what’s happening.”

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Perception 1d20 + 1 ⇒ (11) + 1 = 12
Wadi says to his compatriots, "Yes, we need to get up there and stop those filthy creatures. It would be a catastrophe if they poisoned the food supply!"

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I was waiting for the other players to make their way back to the game, but I had wanted t say more. (no problem). I will also finish healing up (for 3) real fast as I make the perception check, if that is ok.
Perception 1d20 + 5 ⇒ (1) + 5 = 6 that is like my 3rd Nat 1 !!!, I hate dice rollers.
Fear not, it looks like fireworks to me. Not a signal. . .

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I was waiting for the other players to make their way back to the game, but I had wanted t say more. (no problem). I will also finish healing up (for 3) real fast as I make the perception check, if that is ok.
Probably best to get it all in asap, in most PBP's if you are missing out on the RP due to post infrequency its kinda tough luck unless the DM's happy to retcon; and the others had lots of time to reply in this section.
1d20 - 2 ⇒ (12) - 2 = 10
Hmm... Yes we must hurry. These cowardly tactics irk me greatly, and I am anxious to plunge my trident into this cur's chest.

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Nyria had been content to stand back and let the others do the questioning, but she had listened to all that Yargos had to say and felt faintly disturbed at what they were to be facing.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Nyria noticed the signal as soon as Yargos looks up at it too. As he informs them of what it means, she reloads her crossbow.
"Come on, it sounds as though we've not a moment to lose!"

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"Then hurry, I will lead you to the granary. It isn't far and we've no time to waste," says Yargos. Having recovered his breath, he takes off, moving very quickly for such an old man.
He leads you through several streets and alleys, and as you follow him the fog thickens and an eerie cold descends on the city. Shivering, you reach the granary in no more than fifteen minutes.
A squat, square building of grey stone and old wood, the front doors to the granary lay open. The bodies of three guards slump against the wall, two with cut throats and a third with several stab wounds in his chest.
"By the gods, they must already be here. We have to stop them!"

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Wadi will take out his club, and then he looks around the entrance of the granary, looking for any signs of the strange undead that he knows are in there somewhere...
Perception 1d20 + 1 ⇒ (18) + 1 = 19

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Janos, checking the bodies, . . .
They were murdered only moments ago. They have not yet given up their inner fire, but death has claimed them. Be mindful.
Janos will then draw his Scimitar and attempt to sneak up to door.
Initiative = 1d20 + 4 ⇒ (8) + 4 = 12
Stealth = 1d20 + 1 ⇒ (16) + 1 = 17

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Wadi silently points out the trail of blood he noticed, and waits for everyone to get into position.

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Taking in the situation, Dakkon puts away his shield, loads his heavy crossbow and sneaks towards the door with Janos, motioning for the other man to open it, and readying an action to fire at any sudden movement inside.
Initiative- 1d20 + 4 ⇒ (6) + 4 = 10
Stealth- 1d20 + 4 ⇒ (5) + 4 = 9
Crossbow Attack Roll- 1d20 + 5 ⇒ (8) + 5 = 13
50% Incorporeal Miss Chance (1=Fail, 2= Hit) 1d2 ⇒ 1
Crossbow Damage if Hit- 1d10 ⇒ 6
Seemed a fair player assumption that wraiths are usually incorporeal so thought i'd pre-roll a miss chance.

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Wadi silently points out the trail of blood he noticed, and waits for everyone to get into position.
Since it was pointed out, I'd like to investigate this a bit, as I am sneaking forward (I don't mean stopping and taking 10 mins :) to go through it, ust what I might notice as I move by). Does it look like the guards were dragged into this room from somewhere else, or that maybe one of them escaped? Or maybe whatever killed them left a little trail of blood as it left?
I am assuming that the guard with the stab wounds was dragged in here, but it could be a lot of different things. Also do the stab wounds look like from a weapon, claws, magic, etc? It may not be important, but you never know.
I am also assuming there is a closed door somewhere and while we set up initiative, I will wait by the door, unless someone else wants to open it?

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The blood leads through the open doorway and into a small entrance hall you can see beyond.
Sorry, it's been more than a little bit. Thought a lot about how to proceed and decided it would be best to put you in a clump, let you roll initiative, and let you decide using a map of what you're looking at. Everybody who hasn't already, roll initiative and post your desired action. If/when more information is revealed I will allow you to react if your turn hasn't come up yet.
Seems pretty self-explanatory to me for the most part. The darkened tiles within the granary are dense with grain. In fact, the whole floor has grain all over, but the darkened tiles have it deep enough that it's considered difficult terrain unless you're strong enough to power through it. You are each represented by the first letter in your characters names, b1-3 are the bodies, and the trail of red is blood, although in-game it's a lot less noticeable.

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Initiative 1d20 + 1 ⇒ (3) + 1 = 4
Wadi takes out his crossbow and loads it, he will move up 10' North to the entrance, and see if he can spot any movement. Perception 1d20 + 1 ⇒ (10) + 1 = 11