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Sagar
16th October 2008, 10:50 AM
New thread.. the other is getting a bit long...

Lycos
16th October 2008, 01:17 PM
I think we need to determine if we want to go after the other smugglers or not. If we do, I think we need to keep the boat and the lantern. And I want to keep the letter that we found in Sanabelt's office. I think it has to do with contacting the ship that visits. Also, we should discuss tactics, or should we tell the Baron about this and let them take care of it. I don't mind fighting some more smugglers.

EricStratton
16th October 2008, 04:00 PM
Does Michael know who Sanbalet (sp?) was working for?

Sagar
16th October 2008, 04:38 PM
Michael's understanding was that the others worked for Sanbalet - but then, Sanbalet may have wanted the understanding that way.

Shiz
16th October 2008, 05:07 PM
Is this the new discussion thread or the adventure thread?

We now have a thread titled Group 3 and one titled Group 4 for the same group.

Sagar
16th October 2008, 05:37 PM
This is for discussions and adventure for now. We'll start a new thread for the next "adventure" when we figure out what it will be - and much of that will depend on what you guys decide to do.

Shiz
16th October 2008, 05:42 PM
Is the clock ticking on our week of basic house repair? Are we going to roleplay our meeting with the mayor? If so, let's do that.

Lycos
16th October 2008, 05:49 PM
Is this the new discussion thread or the adventure thread?

We now have a thread titled Group 3 and one titled Group 4 for the same group.

I'm going to go back and make everything Group 3. Let's make it simple.

Asharad
16th October 2008, 06:59 PM
We need to clear the attic too, or else our handymen will get eaten by bloodbirds.

So why don't we do that first?

DinbinFanfoom
16th October 2008, 07:14 PM
That works for me. Also, is that gem from the dead guy anything special? Did we find that out?

Shiz
16th October 2008, 07:31 PM
Amaril or Solak or both should make an Arcana check.

Lycos
16th October 2008, 10:46 PM
Amaril does. :D

Sagar
16th October 2008, 11:07 PM
The gem is not magical.

And why don't you go ahead and report to town.
Michael says he can get supplies to make a ladder while there.

Asharad
16th October 2008, 11:28 PM
That works. lets run to town, tell the mayor what happened and get a ladder.

Sagar
17th October 2008, 07:42 AM
Solak asks if you want to take any of the stuff back to town. He can create a Tensers Floating Disk which can hold about 500 lbs. (That would hold about half of the silk and brandy.)

Shiz
17th October 2008, 09:29 AM
Yes, let's do that. Does Solak want a horse? He has earned at least that by helping us so we would be happy to buy him one. Michael probably needs to get a draught horse and cart/wagon.

How much land surrounds the manor? Any of it arable? Should we press for acreage? That would likely mean taxes, though.

Sagar
17th October 2008, 09:32 AM
The original agreement was to let you have the house and, presumably, everything inside the existing fence.

The mayor specifically stated that the land around the manor would remain the towns to be used for community grazing.

Lycos
17th October 2008, 09:52 AM
Guys.

I think we need to determine if we want to take on the smugglers or not. One possible way to handle it is to tell the mayor about the ship and see if the Baron's navy, if he has one, can deal with them. The other is that we don't tell him that the ship is going to show up, and handle it ourselves. Does anyone have a preference in how we deal with this?

Asharad
17th October 2008, 09:55 AM
Why do we need to decide now? They aren't going to show up for a couple of weeks and if they do show up and we don't give the signal, they will probably just leave.

Lycos
17th October 2008, 09:58 AM
Well, I was thinking that I don't want to get surprised by them. I prefer a good offense in this case. Why wait until we come back sometime and the place is sacked?

Asharad
17th October 2008, 09:59 AM
Valid point, but according to what someone at some point told us, they aren't going to be back for weeks.

Crud, hit save too fast.

I don't care either way. I'm fine with letting the barons navy handle it if he wants or us taking them.

Maybe sending the baron a message and giving him the option is our best bet.

"Found smuggling ring. Next ship schedualed for XXX. You want us to intercept or will your navy handle it?"

Lycos
17th October 2008, 10:09 AM
Yeah, that's reasonable.

Lycos
17th October 2008, 10:37 AM
Shall we role play the mayor meeting?

Sagar, we'll head to town using Tenser's Floating Disc to carry as much as possible, starting with the more valuable items first. I guess we'll go to the guy who we dealt with before first. We'll get the best deal we can for the stuff. Michael will come with us. Is there a way to lock our current place up? The downstairs. I'm not worried about the upstairs. :D

Asharad
17th October 2008, 10:42 AM
We'll have to (eventually) have Micheal build us a gate to fence off our basement from the ocean.

Asharad
17th October 2008, 01:32 PM
After we go to town, get a ladder and clear out the attic.

Otherwise, everything on the house stops cause there are dangerous beasts still living there.

Sagar
17th October 2008, 03:06 PM
You manage load up about half of the silk and brandy on the disk and, assuming each of you carry a bolt, you get all the silk back to town.

As you near Saltmarsh, children (apparently waiting for you), see you coming and go running excitedly back to town. A few of the larger teen-agers run out to help you carry the bolts, which are more than heavy after a 4 mile walk.

Scorpio sees you coming and invites you to drop your burdens in your shop. A few moments later, Strom Turnbull, the mayor, shows up behind a gaggle of excited children (and a few adults).

Scorpio and the mayor shoo the children out of the shop and listen to your story...

What do you want to tell them? What do you want known and is there anything you want to leave out?

Lycos
17th October 2008, 03:10 PM
I think we want to go with the truth. We will leave out Michael's part in all this until we can talk to the Mayor in private. We'll leave out the monsters that are left to kill specifically and just say that there are more monsters to clear out. We will mention that we have to talk to the mayor privately about some stuff like a deed and other details. But we will reassure everyone that it was not haunted.

When we get into the private discussion with the Mayor we can get into a lot more detail, like what Sanabelt looks like, etc.

Sagar
17th October 2008, 03:47 PM
As you find what you found at the manor, the Mayor's jovial expression turns grim. He looks suspiciously at Michael for a bit, then shrugs and continues listening. He seems disappointed that Sanbalet escaped.

Scorpio, meanwhile, examines the silk and brandy. "You know, Mayor.. this is the type of stuff Kelvin Rorcken sells."

Mayor Turnbull looks at the stuff and nods agreement.
"They have to have a contact in town if they knew about your going in time to send an assassin ahead of you. Perhaps we should talk to Kelvin."

As a group, you head over to Kelvin's shop. You find it closed and dark.
Kelvin's neighbor sees you and says' "He ain't there. Some robed guy comes bustin' in late yesterday and starts they's starts ta hollerin. Then Rorcken there starts tossin the good stuff into a cart and lit outta here at o-dark thirty like he had bees buzzin' his ol' bum."

Inside the shop, you see signs of hasty packing and departure. The shop used to sell fine fabrics, wine and spirits but it's mostly empty now except for some of the lesser wares.

"Well, let's seal the door so no body loots the place before we can search it," says the Mayor. He closes and latches the door and send one of the children back to the house for his seal.

"I reckon the goods you found is rightfully yours. O' course, ya gotta pay duty on the trade goods - that runs 25%."

Scorpio says, "With Kelvin gone, I guess I can buy the goods for my shop. I can bring the duty to the meeting, Mayor."

"If they want to sell 'em to you, that would be fine. And could you folks come to the council meeting tonight? 7 pm? I'd like them to hear your story direct from you."

Sagar
17th October 2008, 03:52 PM
(FYI - after talking to the council, you will get 200xp each as an adventure completion bonus and 500gp total as a reward from the council.) Just thought I'd let you know so you can start leveling.

Lycos
17th October 2008, 04:11 PM
Well, we remind the mayor that we want to meet before the council meeting.

I am assuming that we can talk to him before the meeting.

In that meeting, I'll reveal the deal we have made with Michael and the part that he played in our success. I assume that we all will highly recommend that Michael be placed in our custody.

Also, we go into more detail if it is helpful to him about what Sanabelt looks like, and the guy we let go just in case he comes here starting trouble, etc.

Also, we tell him about the ship, and that it should probably return in a week or so. What does he recommend that we do in this case?

We will also give him the document we found in Sanabelt's office. We'll see what he says.

Does he have another assignment for us to do?

Lycos
17th October 2008, 04:15 PM
Also, I am going to sell my old scale mail (45 g, sold for 22g?) and look into getting a ranged weapon. I'm going to pick up 4 throwing hammers for 20gp.

DinbinFanfoom
17th October 2008, 04:17 PM
Brun will "learn" the skill she picked in the levelling thread and try to acquire 4 throwing axes.

Sagar
17th October 2008, 04:29 PM
Scorpio will buy weapons at 50% of their retail value and sell you a hand crossbow at regular price (see PHB).

You indicate to the Mayor that you want to talk to him privately. He invites you back to his house and you talk privately for some time. He asks to speak to Michael alone for a few minutes and the two leave the room. When they come back, Michael looks relieved and the Mayor says he sees no reason to brink Michael's name into the report to the council.

The council meets later. All are appreciative of you clearing out the smugglers and they give you a 500g reward for breaking up the smuggling ring. They express regret that you didn't get Sanbalet and are concerned that the smugglers on the boat will just set up shop somewhere else.

They suggest using some of the town militia to watch the sea from the bluff and wait for the boat to come back. One of the fishermen suggests that 2 weeks hence, the tide and moon (or lack thereof) would be ideal for a stealthy approach to the house.
Some on the council express concern that the militia isn't really equipped for handling smugglers on a boat. They ask that the party raid the boat and end the smuggling ring once and for all. They offer another 500g as a reward and you can keep anything you find on board.

Lycos
17th October 2008, 04:32 PM
Scorpio will buy weapons at 50% of their retail value and sell you a hand crossbow at regular price (see PHB).

You indicate to the Mayor that you want to talk to him privately. He invites you back to his house and you talk privately for some time. He asks to speak to Michael alone for a few minutes and the two leave the room. When they come back, Michael looks relieved and the Mayor says he sees no reason to brink Michael's name into the report to the council.

The council meets later. All are appreciative of you clearing out the smugglers and they give you a 500g reward for breaking up the smuggling ring. They express regret that you didn't get Sanbalet and are concerned that the smugglers on the boat will just set up shop somewhere else.

They suggest using some of the town militia to watch the sea from the bluff and wait for the boat to come back. One of the fishermen suggests that 2 weeks hence, the tide and moon (or lack thereof) would be ideal for a stealthy approach to the house.
Some on the council express concern that the militia isn't really equipped for handling smugglers on a boat. They ask that the party raid the boat and end the smuggling ring once and for all. They offer another 500g as a reward and you can keep anything you find on board.

Looks like Trask can get a chance to use his "Walk on Water" ritual. :mrgreen:

Just one thing, I thought Scorpio was giving us 75% of value on our stuff? If it's down to 50%. That's fine. I'm just checking.

DinbinFanfoom
17th October 2008, 05:30 PM
I think that was 50% on the weapons, 75% on the cloth/booze.

Brun will buy 4 hand axes (3gp each, I think).

Shiz
17th October 2008, 05:34 PM
Water Walk works for two people, takes 10 minutes to cast and lasts an hour. Solak will have to help get all six of us across, or we put some in the boat as a diversion.

It will be fun planning that.

Shiz
17th October 2008, 05:35 PM
I will update all the character sheets with new weapons and powers this weekend so please pick your powers and put them in the thread. They are utility powers. We don't need more dazing powers so keep that in mind.

DinbinFanfoom
17th October 2008, 05:36 PM
I will update all the character sheets with new weapons and powers this weekend so please pick your powers and put them in the thread. They are utility powers. We don't need more dazing powers so keep that in mind.
Utility powers were level 2. Level 3 is encounter powers.

Shiz
17th October 2008, 05:39 PM
Doh! Amaril should take an AE if one if offered. I will be swapping out Healing Strike as well for something else as well.

Lycos
20th October 2008, 10:26 AM
So the question I have now is whether the intermission is a real intermission. If so, when do we want to get back into this.

If it is just doing the mundane between adventures then is everyone ready to get back into the action?

Sagar
20th October 2008, 10:30 AM
Please give me a list of the stuff you want to sell (or note in the list you have what stuff you DON'T want to sell) and I'll figure up the money.

While you guys are in town (before the meeting), you have enough time to learn one ritual if you want (or to copy it to your book.. please let me know which).
Michael goes back to the house to make sketches and take measurements of the work to be done. (anyone want to go back with him?)

Are you getting Michael and / or Solak a horse? If so, they will be available at PHB prices and take several hours to obtain.

What else do you want to do in town while waiting for the council meeting?

Sagar
20th October 2008, 10:31 AM
The intermission is a chance to take care of mundane stuff (selling, talking, figuring out next steps) between active adventures.

Sagar
20th October 2008, 10:33 AM
/ooc I was thinking of having Amaril and Solak escort Michael back to his how town (1.5 days north) so Michael can talk to his Father and arrange to get builders and materials down to the house. I was going to do a short interim adventure for the rest of you. Amaril and Solak could have an unspecified encounter on the way there or back to make up the exp you guys get while they are gone.

Asharad
20th October 2008, 10:39 AM
Micheal needs to make us a ladder so we can get to our attic before he leaves.

Shiz
20th October 2008, 10:48 AM
I am ready any time. The adventire options:

1) work on Sanbalet's note to figure out what it means

2) watch and wait for the smuggler ship. Four of us can be easily waterwalked and two can take the boat.

3) send a messenger to the Baron asking if he has any tasks but we don't want to do that unless we are done here.

Shiz
20th October 2008, 10:48 AM
/ooc I was thinking of having Amaril and Solak escort Michael back to his how town (1.5 days north) so Michael can talk to his Father and arrange to get builders and materials down to the house. I was going to do a short interim adventure for the rest of you. Amaril and Solak could have an unspecified encounter on the way there or back to make up the exp you guys get while they are gone.

I like that idea.

Lycos
20th October 2008, 10:58 AM
Also, I am going to sell my old scale mail (45 g, sold for 22g?) and look into getting a ranged weapon. I'm going to pick up 4 throwing hammers for 20gp.

Adjusted.

Asharad
20th October 2008, 10:59 AM
What else do we have in the wings?

In a few days we need to talk to the old man about our lich problem...I can't think of anything else we have waiting.

Sending the Baron a message telling him where we can be reached is a good idea.

Sagar
20th October 2008, 12:01 PM
What else do we have in the wings?

In a few days we need to talk to the old man about our lich problem...I can't think of anything else we have waiting.

Sending the Baron a message telling him where we can be reached is a good idea.

I figure 2 or 3 days to settle stuff in the house and let the caster types do their rituals.. then I am sure something will come up.

Shiz
20th October 2008, 12:11 PM
So, guys, want to try and set a trap for the flying beasties in the attic? I think it is fair to assume they are carnivorous. Shall we, say, buy a sheep or two and leave them below the attic as bait?

Asharad
20th October 2008, 12:20 PM
haha...I like the idea but it seems like a hunk of meat would suffice. We don't have to sacrifice several sheep! ;)

Shiz
20th October 2008, 12:23 PM
I have a suspicion of what types of creatures these are from Michael's comments. Live animals are a must.

Are we all in on this plan? Worst case we have a few grazing animals to go withour "manor".

GravenStone
20th October 2008, 12:31 PM
I have a suspicion of what types of creatures these are from Michael's comments. Live animals are a must.

Are we all in on this plan? Worst case we have a few joints of mutton at our next feast.

Fixt.

Lycos
20th October 2008, 12:43 PM
Does Amaril know anything about these birds? It would be good to know if they carry some sort of disease or something along that line. If not, why don't we just go up and kill the things?

Sagar
20th October 2008, 12:50 PM
Trask thinks the birds sound like stirges. Think mosquitos the size of blackbirds. (Nature 9+6 vs DC 15)

Shiz
20th October 2008, 12:58 PM
They hunt at night mostly. We could leave the sheep in the backyard and wait. We could even wait for the stirges to attack the sheep and then pounce. Once they start sucking a target, they tend not to let go. Easy killing them that way.

Sagar
20th October 2008, 01:04 PM
I can see it now..

The party ties a sheep to the fence.
They retire inside to hide and wait.
Several hours later, they hear a ruckus outside.
They bust out, Solak casts Light on the rope...

And they see Fandango, pants around his ankles, standing behind the sheep...."What?"

Lycos
20th October 2008, 01:10 PM
They hunt at night mostly. We could leave the sheep in the backyard and wait. We could even wait for the stirges to attack the sheep and then pounce. Once they start sucking a target, they tend not to let go. Easy killing them that way.

Good point. Sounds good. :D

Lycos
20th October 2008, 01:13 PM
And they see Fandango, pants around his ankles, standing behind the sheep...."What?"

:evileye: That's just wrong!

*grabs the closest spork to gouge out his eyeballs*

Asharad
20th October 2008, 01:43 PM
The sheep was asking for it.

GravenStone
20th October 2008, 01:46 PM
:evileye: That's just wrong!

*grabs the closest spork to gouge out his eyeballs*

Here (http://www.thinkgeek.com/homeoffice/kitchen/8ace/) ya go.

Lycos
20th October 2008, 03:34 PM
Here (http://www.thinkgeek.com/homeoffice/kitchen/8ace/) ya go.

Thank you!

AAAAAAAhhhhhhhhhhh! *eyeballs go flying*

Shiz
20th October 2008, 04:01 PM
I have asked several times is the group wants to bait for the attic bugs. The onyl response has been from Asharad. Is the rest of the gang (Bal and Brun) onboard?

Lycos
20th October 2008, 04:20 PM
Good point. Sounds good. :D

I agreed.

Shiz
20th October 2008, 04:45 PM
So, the four of us at the house (Fand, Brun, Baladir, Trask) get two sheep and stake them around the mansion. Trask, Fan and Baladir(?) have low light vision so we will take turns watching the sheep (just roll to see who is awake if anything happens) from whatever cover we can use within 50 feet of the sheep. We will do this for three nights and re-evaluate if nothing happens after that. We would prefer to wait for a bright night if possible. No rain or fog or especially dark. Brun will have a sun rod she can crack if she wants.

Sagar
20th October 2008, 04:54 PM
During the day before you go to the council meeting, you acquire a couple of sheep. You spend the night in Saltmarsh following the council meeting, and head back to the house in the morning.

Michael brings some tools he obtained in town. You do a bit more "housecleaning" (Alfred warns you of some more rot grub in a bin in the basement which you baladir cocktail and a snake in the well which is easy to dispatch). While you are busy, Michael builds a ladder and leaves it on the landing for your use. He also makes several sketches of the house and takes a bewildering (to you) array of measurements and notes on the house and its rooms, floors, stairwells, etc.

During the day, there is a steady stream of older children and young teens bringing welcome gifts - mostly of food - from their parents. A few older matrons send cloth good - a towel, a blanket, a knitted afgan.

The hours pass quickly and by mid afternoon, Michael is done. The kids have all gone back to town, and you have cleaned a good amount of debris from the house.

Micheal points out that you might not want to spruce up the outside TOO much until after you do whatever with the smuggler ship.

Sagar
20th October 2008, 05:20 PM
The first night passes uneventfully.

In the morning, Amaril, Michael, and Solak leave heading toward Compton.
They walk back to town and pick up the horses there. They expect to be gone 4 days.. maybe 5.

(Did you guys buy Michael a horse or is he borrowing one?)

Trask has time to study another ritual

(which ones have you learned now? and are you copying or just learning?)

Baladir, Brunhilde and Fandange explore the area a bit and meet some of your neighbors - mostly farmers and herdsmen. You see some of the Saltmarsh fishing boats sailing towards town in the mid-afternoon.

In the early evening, you tie the sheep (who have done a nice job of trimming the overgrown grass) back up. Just as dusk falls, you hear paniced bleating and rush outside to see 4 bat-like creatures with 4 wings and a large probiscus swooping around the sheep. One lands on the sheeps back and jabs deeply into the sheeps neck. Another lands on the second sheep.

Lycos
20th October 2008, 05:35 PM
I'm assuming that we need to get Michael a horse, but we are going to need a wagon with a horse. Should those be his instead of having two horses for Michael? Thoughts from the group.

Draw weapons and shield. Head out to kill us some nasty creatures. :mrgreen: How do you want to proceed? Is there going to be a map? If not, I'll need to know what the distance that is between us and them.

Sagar
20th October 2008, 05:38 PM
No map. You are about 40' (8 squares) from the sheep.

Do you want a map?

Lycos
20th October 2008, 05:49 PM
No need for a map of this. I was just curious. Baladir will slowly move out. I'm waiting for the other 2 to drop down though. I prefer to not move in to quickly if that scares the other 2 from coming down.

Shiz
20th October 2008, 06:00 PM
(Did you guys buy Michael a horse or is he borrowing one?)

Borrow for now



Trask has time to study another ritual

(which ones have you learned now? and are you copying or just learning?)

Copied and learned Water Walk for now.

Will copy the following in order over the next 3 days: Make Whole, Magic Mouth, Travellers Feast.

Next 3 days (if we have time) I will learn in order: Traveller's Feast, Magic Mouth, Make Whole.

So if we are idle for 6 days, They should all be copied and learned.

Sagar
20th October 2008, 08:29 PM
[/i]

Borrow for now



Copied and learned Water Walk for now.

Will copy the following in order over the next 3 days: Make Whole, Magic Mouth, Travellers Feast.

Next 3 days (if we have time) I will learn in order: Traveller's Feast, Magic Mouth, Make Whole.

So if we are idle for 6 days, They should all be copied and learned.

When you copy them, you learn them.

Asharad
20th October 2008, 08:44 PM
Poor sheep.

I guess waiting is the right move.

However, I won't wait too long. I'll give them two minutes to land and then I'm going to go kill the ones attached to the sheep.

There's no sense in letting them drink their fill and then just fly away.

Shiz
20th October 2008, 10:54 PM
So each day following: Traveller's Feast, Magic Mouth, Make Whole in that order.

Shiz
20th October 2008, 11:15 PM
Water Walk only affects one person for 1 hour and takes 10 minutes to cast. Just so we are all clear.

DinbinFanfoom
21st October 2008, 07:28 AM
Brun is here (Din home with mashed nosey) and ready for action. I'm guessing we wait for them to settle and then "swat" them? It'd be nice to save the mutton too...

Sagar
21st October 2008, 07:37 AM
After a few seconds, the other two stirges land and begin sucking. The sheep bleat more weakly.

DinbinFanfoom
21st October 2008, 07:41 AM
ooc: how close together are the sheep/stirges? My new AE daily wants to know.

Sagar
21st October 2008, 08:50 AM
The sheep are tied within a few feet of each other. There are 2 stirges on each sheep.

When you make your attack, let me know if you intend to try to not hurt the sheep or "F*&^ the sheep, the stirge must die!!"

Note: If you are trying to not hurt the sheep, I really don't think an attack like cleave is reasonable...but I am open to formation on the idea..

Shiz
21st October 2008, 09:23 AM
Moves within range (5 squares), picks his Quarry, and fires a sting at one of the stirges happily sucking: +6 vs REF, d8+5+d6, +2 Fandango.

Since Lance of Faith is a holy power with a target in mind, I don't think a miss will hurt the sheep.

Trask will spend an AP point to shoot at the same stirge again if it lives. Elven Accuracy for the first miss. Quarry applies until it is used.

BTW, this plan rocked!

DinbinFanfoom
21st October 2008, 09:27 AM
Brun will:

1) Double move to melee range
2) Reaping Strike a Stirge (ok no sense whacking a poor sheep) (+9 vs AC, 1d12+6 damage on hit, 5 on miss)

Sagar
21st October 2008, 09:30 AM
/ooc As DM, I like to encourage clever thinking. When you suggested it, my first reaction was "That is an AWESOME idea!" so I set up random parameters (50% chance per night of it working) and let it rip...

Initiative:

Trask
Baladir
Fandango
Stirge 1
Stirge 2
Brunhilde
Stirge 3
Stirge 4
Sheep 1 (6 damage, 5 ongoing)
Sheep 2 (6 damage, 5 ongoing)

Asharad
21st October 2008, 09:30 AM
Yeah, very good plan.

I'll move in, assuming we have surprise and sly flouirsh one of the stirges. I'm going to try not to hurt the sheep.

To Hit:
ac vs. +11 (not counting any benifits shiz gives me, I don't know if it is to my to hit or my damage)
damage:
1d4+2d8+9 (and then shiz bonus).

Sagar, do we get additional to hit modifiers? I mean the striges are attached to the sheep and surprised, it's not like they can quickly get out of the way.

Asharad
21st October 2008, 09:31 AM
Yes, I am always angling for more to hit advantages.


I love bloodshed! When it's me shedding the blood, that is.

Sagar
21st October 2008, 09:31 AM
Actually, the stirges get +5 AC and Ref when attached - I assume that is due to not wanting to hurt the attachee which is why I asked the question about hurting the sheep.

Shiz
21st October 2008, 09:32 AM
My bonus is +atk only.

Shiz
21st October 2008, 09:33 AM
Actually, the stirges get +5 AC and Ref when attached - I assume that is due to not wanting to hurt the attachee which is why I asked the question about hurting the sheep.

Bummer, I waited because I figured they would be easier to hit but it makes sense if you don't want to hurt their host. I think the sheep are toast, though. Cannot have more than 15-20hp.

Sagar
21st October 2008, 09:45 AM
Trask moves up, selects his quarry, and fires a sting at Stirge 1. His sting lands (13+6 vs ref 13+5) pricking the stirge (3+5+2 damage). Trask pops another sting (natural 20), blasting the stirge off the sheep and killing it (8+5+6+5 damage). Fandango feels inspired (+2 to hit)

Baladir (place left for later)

Fandango steps forward and, angling his throw, whips his dagger to try to avoid sheep damage. He succeeds due to Trask's inspiration (8+11+2 vs AC 15+5) and his dagger neatly slices the stirge off of sheep 2 and pins it to a tree, killing it (1+15+9 damage).

Stirges 1 and 2 are dead and unable to continue attacking.

Brunhilde moves forward rapidly and tries to sheer off a stirge with a reaping strike. The sheep shies, though, and she mostly misses (8+9 vs AC 20), only knicking stirge 4 (5 damage).

Stirge 3 - ? (depends on Baladir's success)

Stirge 4 sucks more blood (5 damage to sheep 2) Sheep 2 looks bloodied (err shriveled?)

Asharad
21st October 2008, 09:51 AM
Hooray for Trask!

Shiz
21st October 2008, 09:56 AM
Baladir marks Stirge 3 (-2 atk and 7 dmg if it doesn't attack Baladir next) and tries to finesse a Holy Strike with his Bastard Sword to spare the sheep: +8 vs AC, d10+4[+2 marked].

Lycos
21st October 2008, 10:18 AM
Baladir marks Stirge 3 (-2 atk and 7 dmg if it doesn't attack Baladir next) and tries to finesse a Holy Strike with his Bastard Sword to spare the sheep: +8 vs AC, d10+4[+2 marked].

Nah. I don't want them to attack me. Instead I want to do Piercing Smite.

Piercing Smite (+8 to hit vs Reflex, 2d10 + 4 Damage for Strength)
Target is marked until the end of my next turn.

And this was a good plan.

Shiz
21st October 2008, 10:58 AM
You don't want to mark it but you marked it!

Lycos
21st October 2008, 11:01 AM
You don't want to mark it but you marked it!

For me to mark it and use Holy Strike, I need to use Divine Challenge which makes it want to attack me. The way it's marked here. It is not compelled to come after me.

Shiz
21st October 2008, 11:17 AM
Ahh.

Sagar
21st October 2008, 11:21 AM
Baladir moves forward twice to get in Melee range and uses an AP to execute a piercing smite on stirge 3. Unfortunately, Baladir (6+8 vs AC 20) misses.

Stirge 3 sucks on sheep 1 (5 ongoing)
Stirge 4 sucks on sheep 2 (5 ongoing)
Sheep 1 bleats and bucks, trying to dislodge the stirge (5+1 vs ref 20) but doesn't succeed.
Sheep 2 bleats and bucks, trying to dislodge a stirge (2+1 vs ref 20) but fails also.

Status:
Trask
Baladir
Fandango
Brunhilde
Stirge 3
Stirge 4
Sheep 1 (11 damage, 5 ongoing)
Sheep 2 (11 damage, 5 ongoing)

Lycos
21st October 2008, 11:29 AM
Holy Strike! (+8 to hit vs AC, 1d10 + 4 Damage for Strength) + 2 more in damage if marked.

Shiz
21st October 2008, 11:37 AM
Stirge 3 sting +6 vs ref, d8+5, +2 atk baladir

"These sheep aren't going to make good mutton at this rate..."

Asharad
21st October 2008, 11:42 AM
I will sly flourish whichever on has the least damage.

To Hit:
+10 vs Ac (I was wrong last time, sold myself short)
Damage:
1d4+9

DinbinFanfoom
21st October 2008, 11:48 AM
Another reaping strike, whatever is closest.

Sagar
21st October 2008, 12:36 PM
Trask stings Stirge 3 (12+6 vs Ref 13+5, 7+5 damage) but it doesn't let go.. though it is bloodied.

Baladir attacks the same stirge (3) and hits (14+8+2 vs AC 15+5) with a holy strike (4+4 damage). The stirge is barely still alive.

Fandango tries another sly shot, but without Trask's inspiration (3+10 vs AC 20), he misses badly.

Brunhilde tries to reap stirge 3 (3+9 vs AC 15+5) and only just nicks it (5 damage). Fortunately for sheep 1, that is enough to kill the stirge.

Stirge 4 sucks (5 ongoing damage).

Sheep 1 shies away.
Sheep 2 tries to dislodge the stirge (7+1 vs ref 20) but fails.

Round 3:

Trask
Baladir
Fandango
Brunhilde
Stirge 4 (5 damage)
Sheep 1 (11 damage0
Sheep 2 (16 damage, 5 ongoing)

Asharad
21st October 2008, 12:40 PM
same to the last stirge, please.

Shiz
21st October 2008, 12:41 PM
+6 vs ref, d8+5, +2 Fandango

"Well, we can name the sheep Holey and Holier!"

Lycos
21st October 2008, 12:56 PM
Use a minor action I will cast: Divine Strength - apply strength mod as additional damage this turn.

Then I will strike the last stirge with...

Holy Strike! (+8 to hit vs AC, 1d10 + 4 Damage for Strength + 4 (Divine Strength))

Shiz
21st October 2008, 12:58 PM
Oh yeah I will (minor) Divine Word for +1 atk.

Sagar
21st October 2008, 01:14 PM
Trask casts a sting on the last stirge (12+6+1 vs ref 13+5), hitting it weakly (1+5 damage) (+2 to Fandango).

Baladir uses divine strength and swings (10+8 vs AC 15+5) and misses.

Fandango tries to sly the bloodsucker (12+10+2 vs AC 20) and hits (2+9 damage), shearing off it's probiscus. The stirge flops on the ground weakly for a minute before dying.

Brunhilde reaches down to the sheep and deftly removes the blood-spewing probiscus.

Both sheep survive.

Each of you gets 100xp for the fight and Trask gets a 50 xp bonus for the idea.

Lycos
21st October 2008, 01:28 PM
I guess once we get the sheep taken care of. We can go into the attic and check out the gem that's up there.

Asharad
21st October 2008, 03:01 PM
Yeah, sounds good Lycos.

Shiz
21st October 2008, 03:07 PM
I thought it was a magic ring. Too bad our mages aren't here to identify it, but I can make a weak Arcana check.

Sagar, can we forward fast to the morning?

The four of us will head up to tha attic and poke around. Trask will +15 Perc the place. My arcana is +6.

Asharad
21st October 2008, 03:08 PM
yeah, magic ring

Lycos
21st October 2008, 03:23 PM
yeah, magic ring

Hey a magic ring sounds better. :D

Sagar
21st October 2008, 04:02 PM
You go into the house, up to the landing, and use the ladder to get into the attic. There you find:


A gaping hole in the floor shows where the top of the staircase used
to lead before its collapse. There are grimy cobwebs on the walls
and ceiling and the floor is liberally strewn with dust and rubbish.
Several holes in the roof allow dim light to enter this large, dirty room
that appears to extend from the back to the front of the House. There
are pieces of broken furniture here and there, and rubbish is heaped
about the floor. There are two large sacks in the northwest corner.
Otherwise there appears to be nothing of interest here.

You carefully search the sacks but find nothing except old clothing.

As you approach the southern part of the attic you can see that it
appears to extend over the whole of the front portion of the house. It
is a storage room where the bric-a-brac of many years has been left.
There are more broken pieces of furniture, a few sacks and piles of
old clothes, but in general the room appears to contain nothing of
interest.

In the rafters of the SE corner, you see what you assume was the stirges nest. Trask notices something in the nest. Fandango climbs up and comes down with a cracked leather purse. Inside, you find a ring.

Shiz
21st October 2008, 04:15 PM
And Trask rolls a natural 20 Arcana check. Got it. We know the drill. What does it do?!

Sagar
21st October 2008, 04:27 PM
Trask performs an arcana check (9+6 vs DC 15) to determine that the ring is magical and protective but (DC 20) can't tell exactly what it does.

Shiz
21st October 2008, 04:44 PM
I will put it on for now if that's ok

Lycos
21st October 2008, 05:02 PM
Sure. Have you gotten any magic items yet Shiz?

Shiz
21st October 2008, 05:05 PM
I have the symbol and all the rituals and now the ring. Hoping for a kickass bow at some point...

oh did I say that out loud?

Sagar
21st October 2008, 08:47 PM
What level are the rituals you have, Shiz. Are any too big for Trask to learn?

Shiz
21st October 2008, 10:20 PM
Traveller's Feast is level 4. The others are ok.

I don't expect to keep the ring. Trask is rarely in a position to need defensive buffs.

Found this on page 223 PHB:

Identifying Magic Items
Most of the time, you can determine the properties
and powers of a magic item during a short rest. In the
course of handling the item for a few minutes, you
discover what the item is and what it does. You can
identify one magic item per short rest.
Some magic items might be a bit harder to identify,
such as cursed or nonstandard items, or powerful
magical artifacts. Your DM might ask for an Arcana
check to determine their properties, or you might even
need to go on a special quest to find a ritual to identify
or to unlock the powers of a unique item.

Page 225:

Critical
For magic weapons and implements, this entry
describes what happens when you score a critical hit
using that item. Just as with an enhancement bonus,
this effect only applies for attacks that are delivered
through the weapon or the implement. (A wizard’s
magic missile can’t benefit from the critical hit effect
noted for the magic dagger she carries, for example.)

All magic weapons and implements deal one
or more extra dice of damage on a critical hit. The
number of extra dice is equal to the item’s enhancement
bonus, and the die rolled depends on the
particular weapon or implement. (The normal critical
die is a d6.) Unless noted otherwise, the damage type
of this extra damage is the same as the normal damage
type for the weapon.

Sagar
22nd October 2008, 07:36 AM
I know about the crits. I don't think I've missed applying the bonus damage when you've had a magic item equipped.

Sagar
22nd October 2008, 09:54 AM
The ring is a +1 ring of protection. It provides +1 to will, reflex, and fortitude saves.

Trask will spend the next few days scribing spells. Otherwise, things are pretty quiet. What would the rest of you like to do during this time?
Hit on women? learn to sail? go fishing with the fleet? talk to the old man? talk to anyone else? Ride around exploring the nearby area? Clean up the house? Hire someone to help you clean up the house? Chill out and work on your tans?

Lycos
22nd October 2008, 10:11 AM
talk to the old man?
talk to anyone else?
Ride around exploring the nearby area?
Clean up the house?
Chill out and work on your tans?

Yeah, we need to talk to the old man again and see what he has come up with.

I think we should check with the mayor to see if the Baron has anything for us.

Exploring the area would be a good idea.

Cleaning up the house sounds like a good idea too, but we should wait for Michael on the bigger projects until we understand what he has planned. I would not want to do major repairs to the attic and come to find out that it all needs to be ripped down and rebuilt from scratch.

Chilling out is definitely a plan.

We should also work on a system of signals for when we are in a situation where we need to be stealthy or communicate with each other in front of enemies. Something along the lines of the military hand signals that our military uses.

Asharad
22nd October 2008, 10:28 AM
We should wait for the others to return to talk to the old man, if only because it might have something to do with magic and all of our magic brains are out of town.

Lycos
22nd October 2008, 10:38 AM
We should wait for the others to return to talk to the old man, if only because it might have something to do with magic and all of our magic brains are out of town.

Yeah, because we know Trask is just a second stringer in that area. ;)

Asharad
22nd October 2008, 10:43 AM
Yeah, because we know Trask is just a second stringer in that area. ;)

Compared to the warlock and the wizard, I suspect he is.


I'm guess, but I suspect that Trask is the wise one (perception, religion) and others are the smart ones (arcana).

Now, it may have to do with both, but we might as well go to the meeting with all of our guys incase they need to suss something out.

Plus, since its the main storyline thus far, it might be nice not to leave them out.

Lycos
22nd October 2008, 10:47 AM
Plus, since its the main storyline thus far, it might be nice not to leave them out.

I'm cool with that. I was just indirectly kidding Trask. :D

Shiz
22nd October 2008, 11:13 AM
Re: the ring, Trask doesn't need AC so much so far but W/R/F is nice. I will see how Amaril feels about it but will keep it for now.

Shiz
22nd October 2008, 02:52 PM
So Fan, Bal and Brun will leave Trask to his studies and head into town to talk to the mayor and make sure the Baron knows how to get in touch with us.

What Amaril and Solak return, we will go visit the old man to see what he has learned. Then we will evaluate whether or not we want to ambush the smuggler boat. If Solak casts Water Walk, then 4 of us will have 40 minutes of the buff to use.

Lycos
22nd October 2008, 03:15 PM
Sounds good to me. Let's do it. :D

Sagar
22nd October 2008, 03:56 PM
Day after Stirges: Trask studies. The other 3 go to town and visit. Baladir learns Scorpio only has 2 throwing hammers. He can order 2 more, but it will take at least a week to get them. He has to go to the capital to order supplies for the store and asks if the party has any items to sell that may require more exclusive clientelle. He offers to take them - for a percentage. He also offers to take a mesage to the Baron while he is there.

Brun is approached by a 30ish year old widow (her husband died in a fishing boat sinking some years ago) who asks if Brun can teach her to use a sword or something.

It's a quiet day fishing wise and the taverns are more full than usual. Several fishermen offer to teach the three how to sail.

/ooc If you want to send stuff with Scorpio, tell me what it will be.

Lycos
22nd October 2008, 04:11 PM
Do we have anything more that we can sell?

I would think our message to the Baron would contain our new location for our base of operations. And just a prompt of whether there is anything new that he needs us to do.

I'm interested in trying to find out more about the woman who wants to learn how to use a sword after her husband died. I'm trying to determine her motivation. There maybe more to this story than what we just heard.

After all that, I am up for learning how to sail without my plate armor on. I'll leave it at the inn or mayor's house or with Scorpio depending on which is available and the cheapest. :D

Sagar
22nd October 2008, 04:27 PM
Lots of Books
Weasel fur
Tide Almanac
Golden objects (were they in the list?)

Shiz
22nd October 2008, 04:39 PM
Golden objects were not on the list since we did not get a list of what they were.

Since the silks and brandy might have come from wherever Scorpio is going, I wouldn't send them. There isn't much else that is rare or special.

Sagar
22nd October 2008, 04:58 PM
As a DM, I am in a quandry about whether I should remind you of stuff I already told you and you should know...

Hmmm

Shiz
22nd October 2008, 05:25 PM
In that vein, playing by post is different. We are not writing stuff down to remind ourselves because there is no real way to do that. Yes, I could go back and review all your posts in this forum, but we don't have time to do that.

If you told us something that we reacted to at the time then I would assume we remember it.

If you mentioned something that none of us picked up on, then maybe do a stat check (INT or WIS) to see if one of us "finally figures out what was nagging at the back of our mind" the last few days/hours/whatever.

Shiz
22nd October 2008, 05:30 PM
As far as the 2,000gp of "stuff we don't need" we will sell it. Fandango can Streetwise to figure out which stuf we should sell locally and which we should send with Scorpio. In the end, though, Sagar, you just tell us what we got for it and how much we spent o house repairs and we will divy up the rest. We aren't going to argue.

Does Scorpio have any magic items for sale? GMs handle this differently, but the PHB suggests it is just uncommon, not necessarily rare. We would probably want to buy potions at a minimum.

Lycos
22nd October 2008, 05:37 PM
The same also goes for Michael and necessary items for him like I am assuming that he will need some wages, and food to keep the place supplied with those sort of mundane needs. Tell us how much it cost, and we won't argue that either.

Sagar
22nd October 2008, 05:46 PM
The same also goes for Michael and necessary items for him like I am assuming that he will need some wages, and food to keep the place supplied with those sort of mundane needs. Tell us how much it cost, and we won't argue that either.

Muahahahahaha! *rubs his hands together greedily*

As for the other stuff... some of it is posted - but probably overlooked. Other parts are stuff you found but didn't ever check or question or review.

For example: The book the alchemist had. That is, as far as you can tell, a treatise on how to make a philopher's stone. How much would that be worth to the right person?

Speaking of the stone, who has it? And is that person carrying it?

Shiz
22nd October 2008, 05:51 PM
I would consider the book and stone still on the table untouched. No one that I recall got excited about it, although I meant to ask more but the whirlwind pulled us away. None of us are terribly concerned about money right now, but if we did get in a jam, then maybe that is the time you do a "recollection roll" to see if one of us remembers it.

The bottom line is that we are going to be living here, so we will revisit all the rooms several times.

We could do an official walkthrough again. I am not surprised we missed things with the threat of combat over our heads.

Can you easily re-assemble all the room descriptions in one place?

Lycos
22nd October 2008, 05:53 PM
And if we get a chance to take that ship over. I imagine that the funds that the sale of it could generate would be enough to finish the repairs on the house.

That reminds me. We should wait just a short period of time to fix the outside of the house until the ship has either returned or it seems like it will never come again. It would be a tip off to the smugglers that something is wrong if the "haunted" house had scaffolding on the outside or some other visible clue that someone was living there.

Shiz
22nd October 2008, 05:54 PM
I don't think the ship can see details of the house from the water at night.

Lycos
22nd October 2008, 05:54 PM
I would consider the book and stone still on the table untouched. No one that I recall got excited about it, although I meant to ask more but the whirlwind pulled us away. None of us are terribly concerned about money right now, but if we did get in a jam, then maybe that is the time you do a "recollection roll" to see if one of us remembers it.

The bottom line is that we are going to be living here, so we will revisit all the rooms several times.

We could do an official walkthrough again. I am not surprised we missed things with the threat of combat over our heads.

Can you easily re-assemble all the room descriptions in one place?

I would think our arcane members would be inquisitive enough to not just leave it on the table, but that's just me thinking. :D

Lycos
22nd October 2008, 05:56 PM
I don't think the ship can see details of the house from the water at night.

Full moon with no clouds. I'd give it a chance. They would be coming in pretty close if they were using small boats to transfer goods. I'm sure it takes more than a single trip. They would want to make the trips as short as possible.

EricStratton
22nd October 2008, 11:03 PM
We could do an official walkthrough again. I am not surprised we missed things with the threat of combat over our heads.
Or maybe the butler would be kind enough to remind us of such things.

DinbinFanfoom
22nd October 2008, 11:06 PM
Brun is approached by a 30ish year old widow (her husband died in a fishing boat sinking some years ago) who asks if Brun can teach her to use a sword or something. She certainly will!

Shiz
23rd October 2008, 08:54 AM
But Brun doesn't know how to use a "sword"!

Sagar
23rd October 2008, 09:27 AM
Or maybe the butler would be kind enough to remind us of such things.

He can probably do LOTS of things if you ask him.

Asharad
23rd October 2008, 09:28 AM
I was the one who picked up the rock the dead fella had in his hand.

We should think about this. Apparently he did, in fact, get it to work, somehow. Course, it's possible in that doing....

"Hey, Alfred! How did your old master die? Any idea if he got his magic stone to actually turn things into gold?"

Shiz
23rd October 2008, 09:29 AM
Questioning Alfred extensively would be a good thing to do while we are missing some players.

Sagar
23rd October 2008, 09:34 AM
Do we have anything more that we can sell?

I'm interested in trying to find out more about the woman who wants to learn how to use a sword after her husband died. I'm trying to determine her motivation. There maybe more to this story than what we just heard.



Her name is Wendy Goodwife and she says she is concerned with how dangerous things are nowadays. Her sister-in-law told her just last week about goblin attacks on the outlying farms. And Wendy just has a hunch that she should be ready...
She had militia training, like most young people, but she doesn't remember much since she hasn't used it since she got married. The kids are getting old enough to learn weaponcraft and it would be good if their Mom re-learned it too.

Wendy says she COULD learn the axe, but she has a sword and would prefer that.

/ooc Brunhilde, while not "proficient", certainly knows enough to get Wendy started. Perhaps Baladir could work with both of them as Wendy progresses.

DinbinFanfoom
23rd October 2008, 09:46 AM
Brun is plenty "proficient" with a sword, it's just not her specialty (+1). :D

Sagar
23rd October 2008, 10:04 AM
Brun is plenty "proficient" with a sword, it's just not her specialty (+1). :D

I sit corrected :lowrazz:

Summary of events:

Days counted from day house was liberated:

1: Talk to mayor, Scorpio. Town council meeting.
2: Amaril, Solak and Michael leave. Trask studies. People visit bringing welcoming gifts. Baladir gets 2 throwing hammers.
3. More studies. Battle of the Birds. Wendy and Brun work on weapons skills. Baladir and Fandango get sailing lessons. Scorpio goes to Diert to trade.
4. More studies. Wendy and Brun work on weapons skills. Baladir and Fandango get sailing lessons. You hear more rumors of goblin attacks to the west.
5. Inside, the house is looking much better. Outside, away from the coast, the grounds are much improved. Briggs and Stratton are doing yeomen's jobs clearing the overgrowth. The rest of the party does not return (First day possible to return).

/ooc did Brun get thrown weapons?

Asharad
23rd October 2008, 10:06 AM
Did ALfred answer my questions?

Sagar
23rd October 2008, 10:08 AM
I was the one who picked up the rock the dead fella had in his hand.

We should think about this. Apparently he did, in fact, get it to work, somehow. Course, it's possible in that doing....

"Hey, Alfred! How did your old master die? Any idea if he got his magic stone to actually turn things into gold?"

"He died of a heart attack. He was old and frail.." and you hear in Alfred's tone, mild admonishment for someone who didn't take Alfred's advice to take care of himself.

"As for that stone.. no, it did not turn anything to gold that I am aware of."

Alfred looks at the stone.

"I believe that is a cursed luckstone, sir. I suggest you get rid of it at your earliest opportunity."

DinbinFanfoom
23rd October 2008, 10:09 AM
/ooc did Brun get thrown weapons?She'd like to, though I didn't see that listed. She'll aim for 4x1h axes for throwing (3gp per if memory serves). She'll "holster" a pair of them (one on each hip) and the other two will go in her pack.

Sagar
23rd October 2008, 10:24 AM
She'd like to, though I didn't see that listed. She'll aim for 4x1h axes for throwing (3gp per if memory serves). She'll "holster" a pair of them (one on each hip) and the other two will go in her pack.
You can get 2 now. Scorpio will have the get the other two in Diert.

Asharad
23rd October 2008, 10:36 AM
Huh.

I'm going to put the rock back on the table by where we found it. I'll have the mages take a look at it when they get back to see if we can use it for anything.

If not, I'll toss it in the ocean.

DinbinFanfoom
23rd October 2008, 10:44 AM
Brun will make talk with Wendy about the goblin threat, try to find out more information.

Sagar
23rd October 2008, 10:44 AM
Ok. You put the rock back on the table.

Later in the day, you find it in your pocket.

Sagar
23rd October 2008, 10:50 AM
Brun will make talk with Wendy about the goblin threat, try to find out more information.

Wendy's sister-in-law has a cousin who lives about 5 hours ride west of Saltmarsh. Her neighbors got raided by what they believe to be goblins.
Burned the barn and took most of the livestock. The family survived by barricading themselves in a stone building. Wendy's sister-in-law says that isn't the first raid like that in the past few weeks.

Asharad
23rd October 2008, 10:54 AM
Ok. You put the rock back on the table.

Later in the day, you find it in your pocket.


I'll have brun crush it with one of her hammers.

Edit: What does "cursed luckstone" mean?

I mean if it was badluck it would be an unluck-stone.

Shiz
23rd October 2008, 11:29 AM
I'll have brun crush it with one of her hammers.

Edit: What does "cursed luckstone" mean?

I mean if it was badluck it would be an unluck-stone.

Trask suspects it will negatively affect your actions while you possess it (ooc: -1 atk and fort/ref/wil checks). I am sure any of the temples in Bracken can provide a remove curse ritual for a fee. Sadly, I cannot at this time. Barring that, Trask has also heard of a Disenchant Ritual that might work, but he dosn't know that one either.

Maybe you should get a sling and use it in battle! How many slingstones appear in your pocket after shooting?

Trask has some questions for Alfred one afternoon between scribing sessions:

1) Can you list all the secret compartments, false drawers/floors/stone and secret doors in the house or the caverns? (looking for any that we missed)
2) How long did the alchemist live here?
3) Can Alfred's skull be carried with us so we can use his abilities while adventuring? If not, why not? If not, can we do something to change that?
4) What tasks did Alfred typically perform for the alchemist that we have not yet requested of him?
5) Was Alfred ever a living person? If so, how did he come to be what he is today?
6) Could we conceivably free Alfred from his current bound state? If so, what would happen to him? Would he want that?

For any responses related to the arcane, I will make an arcana check (+6) to see if I know anything more.

Sagar
23rd October 2008, 12:01 PM
Trask suspects it will negatively affect your actions while you possess it (ooc: -1 atk and fort/ref/wil checks). I am sure any of the temples in Bracken can provide a remove curse ritual for a fee. Sadly, I cannot at this time. Barring that, Trask has also heard of a Disenchant Ritual that might work, but he dosn't know that one either.

Maybe you should get a sling and use it in battle! How many slingstones appear in your pocket after shooting? It takes some time to return.

Trask has some questions for Alfred one afternoon between scribing sessions:

1) Can you list all the secret compartments, false drawers/floors/stone and secret doors in the house or the caverns? (looking for any that we missed) I am relatively certain that you have not missed anything of consequence.
2) How long did the alchemist live here? I do not know, precisely. I was in his employ here for 19 years, 3 months, and 22 days before his demise.
3) Can Alfred's skull be carried with us so we can use his abilities while adventuring? If not, why not? If not, can we do something to change that? My host and I must remain in this house to be active. That cannot be changed easily. The host and I can be relocated to a new abode, but not easily or often.
4) What tasks did Alfred typically perform for the alchemist that we have not yet requested of him? To recite such a list would take dyas given how long I was in his employ. I have lived many centuries, though, and I have amassed much knowledge in that time. The Alchemist often used that to his advantage.
5) Was Alfred ever a living person? If so, how did he come to be what he is today? Alfred again gives you a look that very clearly indicates that prying into a servants personal life is NOT proper behavior for a Master.
6) Could we conceivably free Alfred from his current bound state? If so, what would happen to him? Would he want that? Thank you, Sir, for asking but I am quiet content in my current form.

For any responses related to the arcane, I will make an arcana check (+6) to see if I know anything more.

Nothing he said seemed particularly arcane.

Asharad
23rd October 2008, 12:10 PM
I want to ask Alfred if he has any ideas as to how I can get rid of this ****ing rock.

Also, has he ever heard of Macaroni, or whatever our arch-nemesis's name is?

Sagar
23rd October 2008, 12:55 PM
I want to ask Alfred if he has any ideas as to how I can get rid of this ****ing rock.

Also, has he ever heard of Macaroni, or whatever our arch-nemesis's name is?

"If it is a cursed luckstone as I suspect, you cannot destroy it or "get rid of it" by any normal means. It can be destroyed with a clerical "remove curse" spell which should be available in Saltmarsh."

"I am afraid, Sir, that I have not heard of "macaroni" as a entity. It is an interesting starch, though, served by the halflings."

DinbinFanfoom
23rd October 2008, 12:56 PM
"I am afraid, Sir, that I have not heard of "macaroni" as a entity. It is an interesting starch, though, served by the halflings."...and Fandango learns the "never try to be funny to a butler" lesson.

Shiz
23rd October 2008, 01:08 PM
"Alfred, what do you know of a Malacon? We found him imprisoned in a temple not far from here."

"Alfred, what do you know of a town call Defiance where giantkin and goblinkin live in peace with each other?"

"Alfred, do you know of any reason why we should distrust the Baron of Diert?"

"Alfred, what do you know of the smuggling activities that occurred on this house? How long were they using this place as a base?"

Shiz
23rd October 2008, 01:09 PM
"Alfred, can you teach us skills or spells or rituals should any of us have the aptitude or interest?"

Asharad
23rd October 2008, 01:14 PM
I'll wander down to Saltmarsh and see if I can't get this thing removed.

Asharad
23rd October 2008, 01:17 PM
"Alfred, that piece of paper with the funny marking on it that sansabelt had...any ideas as to what it is?"

"Also, let's say you were a hearty adventuring type and met you (Alfred the ghost butler) while on your adventurers. If you were really clever, what would you ask Alfred the ghost butler to help you with? Also, can Moradin make a rock so heavy even he can't lift it?"

Sagar
23rd October 2008, 02:03 PM
"Alfred, what do you know of a Malacon? We found him imprisoned in a temple not far from here."
I'm afraid I have not heard that name before. (history check 19)

"Alfred, what do you know of a town call Defiance where giantkin and goblinkin live in peace with each other?"

I think "peace" is a misnomer. Relative truce would be more accurate. The town itself is on the far western edge of the barony in the Basker Foothills. It is cleverly concealed, though, and is thought of as a myth by most in the Barony. (history 21)

"Alfred, do you know of any reason why we should distrust the Baron of Diert?"
The Barons of Diert have been, by and large, trustworthy, if sometimes a bit idealistic. The current Baron is, by all accounts, sincere and somewhat more rational and realistic than his predecessors.

"Alfred, what do you know of the smuggling activities that occurred on this house? How long were they using this place as a base?"
The riff raff previously occupying this abode were here for some six months before you arrived.

"Alfred, can you teach us skills or spells or rituals should any of us have the aptitude or interest?"

I am not a user of magic, Sir. Any abilities I may have are innate to my form or my host.

Sagar
23rd October 2008, 02:09 PM
"Alfred, that piece of paper with the funny marking on it that sansabelt had...any ideas as to what it is?"
It appears to be a code, Sir. Did I not hear the smuggler leader used to signal the boat? Perhaps these are the signal codes. (insight 28)

"Also, let's say you were a hearty adventuring type and met you (Alfred the ghost butler) while on your adventurers. If you were really clever, what would you ask Alfred the ghost butler to help you with? Also, can Moradin make a rock so heavy even he can't lift it?"

I have never had the honor of meeting Moradin, Sir, so I am sure I couldn't say. And if I was to meet a "hearty adventuring type", and if I were you, I would ask him to use his centuries of accumulated knowledge and wisdom to create a truly naughty limerick.

Good day, sir.

Alfred vanishes.

Sagar
23rd October 2008, 02:09 PM
I'll wander down to Saltmarsh and see if I can't get this thing removed.

Who do you talk to.

Asharad
23rd October 2008, 03:36 PM
I'll go to the old man and ask if he can remove the curse for me (since he used to be a cleric) and if he can't I'll go to the young priest that works in the temple (not the main guy).

If he asks I'll tell the old man that we aren't ready to talk to him, yet because our wizards aren't around.

Shiz
23rd October 2008, 03:48 PM
Alfred, did you witness the process that turned those common objects into gold? Are they real gold?

Alfred, how far from the manor can you manifest?

Would it be beneath you to act as a mindless spirit to scare the curious?

Sagar
23rd October 2008, 03:49 PM
I'll go to the old man and ask if he can remove the curse for me (since he used to be a cleric) and if he can't I'll go to the young priest that works in the temple (not the main guy).

If he asks I'll tell the old man that we aren't ready to talk to him, yet because our wizards aren't around.

You chose well (in both cases) +25 xp.

You find the old man mending nets on his porch. He listens as you tell him your problem and show him the stone. When you are done, he grunts acknowledgement, stands, and walks into his house. You follow.

He rummages around the curtained off area for a few moments then comes back.

"Can do it. Got the stuff. Gonna cost.
"How much? 250g.. maybe 500g. Depends on how hard curse is to break.

He waits for you to show him the money.

Sagar
23rd October 2008, 03:52 PM
Alfred, did you witness the process that turned those common objects into gold? Are they real gold?

Alfred, how far from the manor can you manifest?

Would it be beneath you to act as a mindless spirit to scare the curious?

They are real gold but no, I did not witness their creation, Sir.

What purpose would scareing the curious serve, Sir? They already know you are here. Do you not want them to come?

Shiz
23rd October 2008, 04:29 PM
I was specifically thinking of this part of the manor. We plan to store most of our valuables in this room.

Would you object if we move the bondy?

Sagar
23rd October 2008, 04:35 PM
Interring the body would be appropriate.

As to your other quetsion, I can appear anywhere within the fenced grounds, Sir. I prefer, however, not to use a corporal form in direct sunlight. It is.. uncomfortable.

If the Master wishes, I will endeavor to keep intruders out of this room. I presume the Mistress and all 4 Masters are to allowed full access?
Also, to what level shall I go to prevent entry? Intimidation only? Obstruction? or shall I use lethal force?

Shiz
23rd October 2008, 04:41 PM
First, alert anyone in the manor house of the intrusion. Then, intimidation to prevent the bar on the outer door from being moved. Obstruction to prevent the secret door from being discovered. Lethal force to prevent anyone but the 5 of us to enter this room.

In fact, if you are able, could you alert one of us - at your discretion - on the grounds of any person entering the area from which you cannot wander?

Shiz
23rd October 2008, 04:43 PM
I will enlist Baladir's aid to remove and bury the alchemist's body nearby. I will say a prayer to Sehanine and I imagine Baladir will do the same to Pelor. In the course of removing the remains, I will examine and search them one last time.

Sagar
23rd October 2008, 04:50 PM
First, alert anyone in the manor house of the intrusion. Then, intimidation to prevent the bar on the outer door from being moved. Obstruction to prevent the secret door from being discovered. Lethal force to prevent anyone but the 5 of us to enter this room.

In fact, if you are able, could you alert one of us - at your discretion - on the grounds of any person entering the area from which you cannot wander?

As you wish, Sir.

Sagar
23rd October 2008, 04:52 PM
Day 5: Burial of Alchemist. (Are you burying him inside or outside of the fenced area? Are you inviting anyone else to the service?)

Shiz
23rd October 2008, 05:54 PM
Inside the fenced area. I will ask Alfred if he had any regular visitors from Saltmarsh and then invite them, but since no one seems to have known he was dead, I am not going to postpone the interment to send messages far and wide.

Alfred, what was your old master's name and date of death so I can mark the headstone?

Sagar
23rd October 2008, 09:51 PM
Alchemist Dalton had no regular guests. My understanding is he moved here for the solitude and quiet. He died 19 years, 7 months and 2 days ago.

Doh, never thought about making a dating system.

Asharad
23rd October 2008, 11:05 PM
You chose well (in both cases) +25 xp.

You find the old man mending nets on his porch. He listens as you tell him your problem and show him the stone. When you are done, he grunts acknowledgement, stands, and walks into his house. You follow.

He rummages around the curtained off area for a few moments then comes back.

"Can do it. Got the stuff. Gonna cost.
"How much? 250g.. maybe 500g. Depends on how hard curse is to break.

He waits for you to show him the money.

I've got the emerald I found awhile back. It's worth at least 250 gold. I'll give him that.

Sagar
24th October 2008, 08:47 AM
I thought you guys were selling the emerald and all the other stuff from the house. As a group, you got somewhere around 1000 - 1200g from selling stuff locally.

Asharad
24th October 2008, 09:18 AM
I dunno. It's on my character sheet is why I mentioned it.

Shiz
24th October 2008, 09:44 AM
If it is on the character sheet then you were carrying it. I will adjust the money balance inthe Inventory thread.

Lycos
24th October 2008, 09:55 AM
/ooc Brunhilde, while not "proficient", certainly knows enough to get Wendy started. Perhaps Baladir could work with both of them as Wendy progresses.

Yeah, I was thinking of that as well.

Also, we should take note of the goblin attacks as a possible next gig. :mrgreen:

Asharad
24th October 2008, 09:57 AM
Yeah, I was thinking of that as well.

Also, we should take note of the goblin attacks as a possible next gig. :mrgreen:

Yeah, lemme get unstoned and we can go check it out if you want.

Should the magi be back yet?

Sagar
24th October 2008, 10:21 AM
I will assume that Ash had 250g on him.
Since he had the stone for such a short period of time, removing it was not TOO difficult and it only took 250g in components.

The old man spends about 45 minutes studying the stone and setting up materials on his altar. He places the stone on the altar with Asharad on the other side. After annointing Ash's hands with a specially prepared ointment, the old man lights some tapers, sprinkles incense and ground gemstone over the stone, and begins to chant.

After a few moments, the stone begins to glow. A stream of sickly orange light forms around Asharad and begins to flow into the stone. The stone gets brighter and brighter and, as the last of the sickly light flows out of Ash, the stone explodes in a deafening lack of sound.

When Ash's eyes recover from the glare, he sees the old man heading back to the nets and the stone is completely gone.

Sagar
24th October 2008, 10:22 AM
Yeah, lemme get unstoned and we can go check it out if you want.

Should the magi be back yet?

They could be back any day. I wouldn't worry until they are gone 7 days or more.

/ooc they won't be back in time for your next gig.

Asharad
24th October 2008, 10:41 AM
"Thanks old guy!"


Okay, who wants to go check out the goblin problem?

Lycos
24th October 2008, 10:43 AM
"Thanks old guy!"


Okay, who wants to go check out the goblin problem?

/ooc I do, but I don't want to forget about the ship either. Sagar, is this going to interfere with that possibility?

DinbinFanfoom
24th October 2008, 10:53 AM
I'd think we'd have time. Brun is up for a good goblin stomp.

Shiz
24th October 2008, 10:53 AM
Let's head into Saltmarsh and see if we can get more details on the goblin stuff. One of us is short a horse because Michael took it. I will grab 75g from the treasure room to buy a new one.

Lycos
24th October 2008, 11:04 AM
Alfred, can you identify what kind of ring it is that we found up in the attic that is on Trask's hand?

Also, do you know of a magic item that might make repairing the house easier? Can you do anything in our efforts to fix the house?

Do you know of any magic boats that are attainable by us? A boat small enough to be used down in the cavern?

Can you identify the potion that Amaril has on him? (When he gets back. It would be nice just to know now.)

Sagar
24th October 2008, 11:33 AM
Alfred, can you identify what kind of ring it is that we found up in the attic that is on Trask's hand? That has already been identified, Sir. It is a ring of minor protection.

Also, do you know of a magic item that might make repairing the house easier? Can you do anything in our efforts to fix the house? An item? No Sir. Very little, I am afraid. I am not conversant in the techniques used by the building trades. Were the damage less severe, I could assist with some minor maintenance.

Do you know of any magic boats that are attainable by us? A boat small enough to be used down in the cavern? There are magical boats, certainly. I do not know of any presently nor do I think you could obtain them at your current level of prowess.

Can you identify the potion that Amaril has on him? (When he gets back. It would be nice just to know now.)

I would be glad to look at it. (Arcana 17 vs DC 20) No Sir. I am afraid I do not recognize that.

Lycos
24th October 2008, 11:41 AM
As for the ring, we know it is a ring of protection, but I don't recall us getting a +X rating on it?

Sagar
24th October 2008, 11:51 AM
The ring is a +1 ring of protection. It provides +1 to will, reflex, and fortitude saves.



This was back a few pages.

Lycos
24th October 2008, 11:59 AM
This was back a few pages.

Sorry. I must have missed it.

Sagar
24th October 2008, 12:42 PM
Early Day 6: Wendy shows up for weapons practice but seems very edgy and distracted. Brunhilde stops practice and asks what's wrong. Wendy, obviously trying to hold back tears, says her sister -in-law was supposed to come to Saltmarsh the day before, but never showed. Wendy is very worried but seems hesitant to say more.

After some coaxing, Wendy asks the group to talk to the Mayor.

Lycos
24th October 2008, 12:48 PM
Early Day 6: Wendy shows up for weapons practice but seems very edgy and distracted. Brunhilde stops practice and asks what's wrong. Wendy, obviously trying to hold back tears, says her sister -in-law was supposed to come to Saltmarsh the day before, but never showed. Wendy is very worried but seems hesitant to say more.

After some coaxing, Wendy asks the group to talk to the Mayor.

Get on the horses and head to town. It's time to talk to the Mayor. Find the mayor and explain to him the details.

Shiz
24th October 2008, 01:07 PM
Can you tell us what Alfred's skill check bonuses are? Or are you going to make me RP a question?

Shiz
24th October 2008, 01:08 PM
Get on the horses and head to town. It's time to talk to the Mayor. Find the mayor and explain to him the details.

I will walk for now since Michael has my horse. I like walking.

Lycos
24th October 2008, 01:15 PM
I will walk for now since Michael has my horse. I like walking.

We should be able to double up on one of the horses. Oh yeah, and we don't forget to tell Alfred where we are going. Just in case the other guys come back, they'll need to know where we've gone.

Sagar
24th October 2008, 01:50 PM
You tell Alfred where you are going and head back to town. Wendy and Trask trot along briskly and it only takes about 45 minutes to cover the 4 miles back to town.
In town, the Mayor listens to your news with a grim expression. He explains they have been hearing rumors of activity for several days, but nothing solid enough to act on. Unfortunately, most of his militia is out on the fishing boats at the moment and the rest is the required miminum daily guard. He asks if the party would go investigate - though he can't promise that the council will authorize a reward.

Wendy volunteers to lead the party to her sister-in-laws's. The mayor offers to lend the party a pair of horses so you can make better time (if you decide to go).

Shiz
24th October 2008, 02:00 PM
Let's hit the trail! Trask rides with bow at the ready, although since one cannot fire a longbow from horseback he would have to dismount to use it. Trask will consider it his job to protect Wendy should the group come into trouble while she is with us.

Lycos
24th October 2008, 02:05 PM
Let's go. :D

Sagar
24th October 2008, 02:19 PM
As soon as you agree to go, Wendy disappears out the door.
By the time the Mayor has two horses saddled and ready, Wendy reappears wearing patched and somewhat illfitting but functional leather armor and has her sword belted at her side.

After a quick, defiant look, she mounts her horse (only a bit awkwardly) and leads the party out of town at a brisk pace. You quickly pass the lane leading to the Manor and continue on for several hours. The road you travel on is fairly rough - mostly a track beaten down by decades of foot and cart traffic. At first, the land is mostly rolling fields and farmlands. As you continue, the farmlands increasingly become fields and the fields give way to more and more forrest.

Wendy rides on in silence. Trask and Baladir realize that the ill-fitting armor must be rubbing her raw in spots, but she rides stoically, almost defiantly, onward.

She leads the party down a southern pathway, through some thicker woods, and into a farm lane. You can smell burning and quicken your pace. At the next rise, you see a partially burned field and a barn that has been mostly destroyed by fire. The fence around a holding pen has been destroyed and whatever livestock that was there is gone.

The house remains and you see a flurry of activity in the yard.

Lycos
24th October 2008, 02:26 PM
Before we get to the house, I have a talk with Wendy. Does she have a past in fighting that we don't know about? If not, she is getting a very stern warning about running off, and how that leather armor is not going to do much against axes and swords. If she is in front of us, she is out of line and I will put her in line rather than to needlessly risk her life or ours.

It's the basic speech about going off half cocked.

Once we get to the house, we move in quickly to look at the activity going on in the yard.

Sagar
24th October 2008, 02:41 PM
She's had militia training - most people in the Barony get it in their late teens. All of you did. It gives basic training in a basic weapon (short sword, spear, or crossbow) and a bit of small group tactics. Just enough to provide assistance to the regular militia in defense of a home or village.

She listens to Baladir, then glares at him and snaps, "I'm worried, not stupid!" With that, she spurs her horse forward and shouts to the woman in the yard. Wendy rides up, dismounts briskly and gives the woman a fierce, relieved hug.

The party rides up and Wendy introduces her sister-in-law, Katherine. Other woman and older children stop scurrying around and form an arc in front of the party.

Katherine thanks you for coming. She tells you that there have been goblin attacks every night for the past week. At first, there were just small groups of 3 or 4 - easily driven off. A few nights ago, 8 attacked this farm and burned the barn and part of a field and set the sheep free before being driven away. She gestures to her neighbors and indicates they are helping clean up.

Late yesterday, they learned goblins attacked her cousin a few miles to the south. One of her boys was taken. The men met there early this morning and set off after the goblins - they didn't think they could wait to get help from town. "I wish they'd awaited! They ain't enough of them if they find all them goblins!"

Lycos
24th October 2008, 02:48 PM
*Baladir smiles at the woman's spunk (previous conversation)*

Your welcome. We came as soon as we could. I brief them that the town is not going to be of any help until possibly later.

Do you think you can hold off another attack, if we go find the men?

What time is it now?

How far to her cousin's house?

Do you know where the men went? If the directions are unclear, we might need a guide.

Shiz
24th October 2008, 02:56 PM
Trask will ask where he can find the trail of the "posse" and go look for it: Perc +15, Nature +7. When he finds it, he will ride ahead to see if there is a logical destination and then come back and report. The rest of the group can follow him as soons as they want or wait for his return.

DinbinFanfoom
24th October 2008, 03:21 PM
Brun nods grimly. "Let us track zem und whack zem."

Lycos
24th October 2008, 03:24 PM
Brun nods grimly. "Let us track zem und whack zem."

Sounds good to me, let's riiiiiiiddddde!

Sagar
24th October 2008, 05:08 PM
Wendy says, "I can lead you to the house. You can track them from there."

Wendy leads you back to the lane and you head a few more miles south.
There, Wendy turns onto a track heading west through thin woods. She warns you to be alert. After quarter of a mile or so, the woods open into fields and, in the distance, a house, partially damaged by fire.

Wendy leads you past the house and to the fields beyond. The path through the young crop is easy to see. Nearing the woods beyond, she stops.

"I really would like to go with you but, honestly, I am not that good yet. I'd probably slow you down.

"I'd probably be of much more use back at my Sister-in-Laws.

"Please, find my brother! He can be a bit pig-headed sometimes, but I love him and... " she shrugs.

"Good luck!" she says as she turns back.

Lycos
24th October 2008, 05:16 PM
Wendy leads you past the house and to the fields beyond. The path through the young crop is easy to see. Nearing the woods beyond, she stops.

"I really would like to go with you but, honestly, I am not that good yet. I'd probably slow you down.

"I'd probably be of much more use back at my Sister-in-Laws.

"Please, find my brother! He can be a bit pig-headed sometimes, but I love him and... " she shrugs.

"Good luck!" she says as she turns back.

You've done a lot already Wendy. You should go back and help protect your sister and her kids. We'll try our best to help your Brother and get him back to you. Take care. Try not to worry too much. We'll check in on you and your sister once we've taken care of the goblins. :mrgreen:

Shiz
24th October 2008, 05:25 PM
I say we leave the horses here and move on foot. The goblins didn't ride.

/ooc do we need a map yet?

Lycos
24th October 2008, 05:35 PM
Yeah, but I think we could catch up to the men quicker this way, and we are going to make less noise than the local yahoos tromping through the forest. If we get to thick forest then it would be worth ditching the horses.

Shiz
24th October 2008, 05:41 PM
Sagar how fast are horses compared to my 7 speed? I don't want to be ambushed while on horseback, but I don't want to slow the group down a lot either.

Asharad
24th October 2008, 06:19 PM
I'm fine with sending the horses back with Wendy.

I can't do anything deadly from horseback anyway, and like Trask said, these goblins probably aren't mounted.

My only concern would be making up time. If the men are in trouble and need help, us ambling along may get them killed. Plus, there's the little boy we've gotta save (and since he's young enough to get captured by goblins, one presumes he's still young enough to have his name changed to "Fandango" after we rescue him).

Shiz
24th October 2008, 07:08 PM
Well, if it's is the boy we are most worried about, then we should ride like banshees and not worry about an ambush. In fact, the posse we are chasing probably srpung any ambush so...

I change my mind. Let's get these horses frothy!

EricStratton
25th October 2008, 10:55 AM
/ooc Back from Hawaii. Let me know when Amaril gets back from his trip and I'll do my best to catch up.

DinbinFanfoom
25th October 2008, 01:47 PM
Brun is always ready for a good charge.

Sagar
26th October 2008, 07:03 PM
You have no problem seeing which way the goblins and the posse went. For the first half-hour, you make good speed on horseback. The woods close in after that and progress is slowed significantly. 30 minutes later, you realize you could probably move faster on foot.

Lycos
26th October 2008, 10:21 PM
Then we do. Tie up the horses and go after them on foot. We don't wait until it's obvious.

DinbinFanfoom
26th October 2008, 10:23 PM
Brun can walk and smack goblins at the same time.

Shiz
27th October 2008, 09:08 AM
Dismount and jog to victory!