| Gothia VonSalais |
Gothia moves towards the creature, her sword at the ready and attempts to scare the beast away from the group, but realizes that she might simply be making herself a target.
"Go on...get out of here. There is no easy meal for you here...go on!!"
| EltonJ |
Gothia moves towards the creature, her sword at the ready and attempts to scare the beast away from the group, but realizes that she might simply be making herself a target.
"Go on...get out of here. There is no easy meal for you here...go on!!"
The alligator just looks at you, confused.
| Vesica "Tavern Tale" |
TT takes advantage of the distraction to try to lead the rescued folks around the alligator, heading in the direction of Orlane.
| Sea Ranger |
As Chestman tries to lure it away with jerky and TT attempts to lead their charges past, Sea Ranger has his bow at the ready.
Sounds like our choices to distract are limited. If it comes to a fight, our party will put themselves between the alligator and the freed captives.
| Vesica "Tavern Tale" |
TT does her best to Aid in getting the rescued folk back to civilization.
Vesica Survival Check (Aid Another): 1d20 + 1 ⇒ (12) + 1 = 13 SUCCESS!
| Sea Ranger |
Sea Ranger gives Chestman a nod and a grin, then helps lead the villagers back to Orlane, if he can manage to get his bearings in this damned swamp. He is glad for the company and assistance of TT in doing so. "It's not like the forests on the Isle of Fairind, I tell you that." He speaks with her conversationally as they make their way in what he hopes for the hundredth time is the correct direction. "Still, most of my recent experience has been in the wetlands, so you'd think I'd be used to it. Though I'll never get used to the mosquitos. I think they like me too much." He growls the last as he slaps another of the blood-feeders off his neck.
Survival Check (w/ TT's Aid Another): 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
| Vesica "Tavern Tale" |
TT admits to Sea Ranger that, until very recently, she'd been something of a homebody city girl. "I had no experience traveling until I had to strike out on my own. And even then, I got no formal training--I just had to trust my own observations and instincts. At first, I made some really bad mistakes (she taps her eyepatch with one finger) but I've become smarter and wiser lately."
Once the party reaches Orlane, the bard mentions that she's going to visit the constable, figuring he'd best know what--if anything--transpired in the village while the party was away.
I'll roll a Diplomacy check in case it's needed; I'll also roll a Sense Motive check to try to discern whether or not the constable has been charmed and is a secret minion of the naga.
Vesica Diplomacy Check: 1d20 + 8 ⇒ (20) + 8 = 28
Vesica Sense Motive Check: 1d20 + 6 ⇒ (16) + 6 = 22
| EltonJ |
"We do too," says the townspeople you just rescued.
Once the party reaches Orlane, the bard mentions that she's going to visit the constable, figuring he'd best know what--if anything--transpired in the village while the party was away.
I'll roll a Diplomacy check in case it's needed; I'll also roll a Sense Motive check to try to discern whether or not the constable has been charmed and is a secret minion of the naga.
Vesica Diplomacy Check: 1d20 + 8 ⇒ (20) + 8 = 28
Vesica Sense Motive Check: 1d20 + 6 ⇒ (16) + 6 = 22
He was happy to report that nothing has happened while you were away. However, your sense motive check did reveal that he was, in fact, charmed.
| Gothia VonSalais |
"Now we can return and make sure that creature does not escape to continue its evil schemes elsewhere!"
Gothia looks ready to head right out again
| Vesica "Tavern Tale" |
TT reports what she's learned to the others, especially the part about suspecting that the constable is one of the naga's unwitting minions.
"Maybe we ought to clear out any remaining cultists in the village first," the bard suggests meekly to the paladin, "rather than leaving those we just rescued to fend for themselves in a place that might still be a nest of vipers."
| Sea Ranger |
Sea Ranger considers TT's suggestion and speaks his own thoughts. "We may know that the constable is charmed, but do we know who did it? Perhaps we could speak to the mayor and have the constable jailed, but then who could we trust to keep him there? Perhaps by ending the threat of this naga quickly, we can solve the problem once and for all?"
Ugh.. yeah, I'm at a loss to figure out how to roust all the cultists in this village. We'd have to rely on multiple and successful Insight checks to hope to do so. And even then, if we throw them all in the jail, others we might have missed will surely release them. Maybe going to kill the naga, the source of the charm, will do the trick more surely?
| Vesica "Tavern Tale" |
TT knows she's outvoted and agrees to the plan. Before leaving the village, however, she gets a fresh supply of rations and warns the mayor and nearby elves that the constable is not to be trusted.
| Vesica "Tavern Tale" |
TT asks the mayor where the safest place to stay in the village is, what with the Golden Grain Inn apparently full of charmed cultists.
Vesica Diplomacy Check: 1d20 + 8 ⇒ (17) + 8 = 25
| Sea Ranger |
Sea Ranger lifts one eyebrow. "That's an ominous name for an inn. All things considered." Still, the half-elf has nothing against a good night's sleep. But he recommends the party keep a watch going throughout the night.
| Vesica "Tavern Tale" |
Tavern Tale offers to share a room with Gothia (secretly hoping that the paladin will pay for it).
| Gothia VonSalais |
"Indeed, that I think would be best!"
When they arrive, she pays for all the party's rooms and a meal in the morning.
"Now then, how much will that be, Innkeeper?"
| Gothia VonSalais |
As she counts the money out of her pouch, the paladin detects any evil vibrations from those in the room...especially the Innkeeper.
| Sea Ranger |
Sea Ranger glances around the village as Gothia settles up with the innkeeper. When the paladin emerges outside, the half-elf grins at her. "Thank you for taking care of our accommodations. I do believe I'll owe you a share of whatever loot we might take from the naga and its followers."
Once the others are ready, he does his best to lead the group through the swamp - though first he procures some more dried jerky, in case they run across another stubborn alligator. He also keeps an eye out for danger, sending Scout aloft to do the same.
Sea Ranger's Survival Check: 1d20 + 10 ⇒ (7) + 10 = 17
Sea Ranger's Perception Check: 1d20 + 13 ⇒ (5) + 13 = 18
Scout's Perception Check: 1d20 + 11 ⇒ (16) + 11 = 27
| Vesica "Tavern Tale" |
As per usual, TT tries to help Sea Ranger navigate the swamp.
Vesica Survival Check: 1d20 + 1 ⇒ (1) + 1 = 2
Probably not needed, as the DC's likely super-low since we just led a party of 70+ rescued folks out of the reptile god's lair (-1 to the Survival DC for "every three creatures in the group being tracked" (Core Rulebook, p. 107). Either that or TT finds herself back in Orlane alone, wondering where everyone else is.... :)
| Sea Ranger |
Sea Ranger tries not to smile when TT suggests a shortcut that would lead through an area that the half-elf is fairly certain contains a deep pool of brackish water covered by plants...
Gotta love those natural '1's! :p Thanks for the level-up, GM! I'll get to work today.
| Vesica "Tavern Tale" |
"Are you sure you don't want to at least give my short cut a try?" TT asks Sea Ranger. "I'm pretty certain it would cut hours off our travel time...." The bard takes two steps in the direction she'd suggested traveling and--SQUELCH!--suddenly sinks to her knees in a mixture of watery mud covered with floating plant life and green scum.
"Or my shortcut might bring our trek to a sudden end altogether," the teen quips. "I'm pretty sure I would've noticed this hazard if I still had both my eyes...."
Noticing that her legs had sunk another six inches into the mire while she cracked her jokes, TT struggles to extricate herself from the embarrassing predicament, pulling herself back onto solid ground.
And thanks, Sea Ranger, for mentioning the level-up; I was busy looking up the Survival skill rules and Eltonj ninja'd me with his post. Vesica/TT's character sheet is all updated.
| Sea Ranger |
Sea Ranger laughs and helps the young girl out of the quagmire. "This swamp is dangerous enough even if you both eyes and have been well- trained in traveling through such terrain and not a city girl like yourself." He cuts short his laugh though, as he realizes he might have offended her with his comment. "I'm sorry, I didn't think about..." He gestures vaguely toward his own eyes, which reflect a worried concern. Once TT has her feet on semi-dry land once again, he asks tentatively. "If you... uh... don't want to talk about it, I'd understand. I imagine it must have been a terrible experience."
| Vesica "Tavern Tale" |
TT appears more embarrassed than perturbed or hurt by her misstep. Sea Ranger notes that TT didn't seem to take any offense at his words. As the half-elf helps her back onto solid ground, the young woman fixes her good eye upon him and whispers, "Perhaps we can talk a bit when we make camp tonight."
| Vesica "Tavern Tale" |
At camp that night, TT makes good on her promise to Sea Ranger. After regaling her recent troubles (detailed in the Background of her character sheet), the teen sighs and says, "So I escaped from one group of enemies only to fall into the clutches of a cult of Vecna. I'm lucky that misstep only cost me an eye."
"Anyhow, I hope I'm far enough from my enemies now that it's safe to use my real name. I'm Vesica."