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[LPF] The Road to Tritower

Leira Olren, Master of Martial Arts

"I'll be in, just to bring that Falcon to a just end. If there is no hurry, then perhaps a little sleep is in order." Leira looks about, nervous about offering ideas.
 

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Anzaldo
"I tink a good night is next, ten," Anzaldo begins, mirroring previous comments on the issue. "If ten, tat note sound 'ike it close to Tritower. Few more days on te road." With that, the old man finishes securing the last of the items deemed worthy of keeping. "I'm beat. Gettin' back to camp ten."

[sblock=Plans]So basically, the site attributed as the location of 'Falcon' is close to Tritower, so you've got a ways to go. Plenty of time for recovering spells and the like. It's close enough you can complete the mission then go back for it, or attempt to deal with Falcon before finishing the jaunt to Tritower. It's up to you, just make sure you come to a decision, preferably IC.[/sblock]
 

Francis John III, Self-Proclaimed Halfling Prince[sblock=Mini Stats]Francis John, III
HP: 7/7
AC: 18 FF:14 T:15
CMB: 0 CMD: 13
Fort: -1 Reflex: +5 Will: +1
Perception: +7 Initiative: +3
Bluff: +13 Diplomacy: +8 Motive: +5
Sleight: +9 Stealth: +11
Armed: Light Crossbow +4 1d6
Bolts Remaining: 19/20
Unarmed: Dagger +2 d3+1
Adaptable Luck: 0/3
[/sblock]

The quotable halfling pauses for a thinksie. "Well, there are certainly pros and cons to dealing with the delightful Mr. Falcon before or after we arrive in town. On one hand, it would be nice to put a quick end to his rubbish along the way. But on the other hand, if we went to town first we wouldn't have to worry about the supplies making it there safely." Francis looks around the group for more input, as he is truly undecided on this matter.
 

Karra speaks up "Hmm... I'd prefer to deliver the goods first, so we don't have to worry about them or the safety of Anzaldo and Anna."
 

"I agree the safety of Lady Anna is paramount, we should deliver her and the goods to Tritower, before going after the Falccon. We can deal with him and bring proof to Lady Anna that the deed is done. That's what I believe."

[sblock=Leira Olren Mini Stats]

Leira Olren
AC:19 (16 flat-footed, 13 touch)
HP: 18/18
CMB: +5 CMD: 18

Fort: +5 Reflex: +5 Will: +3
Perception: +1 Sense Motive: +1
Initiative: +5

Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Dragon Style: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Dragon Ferocity: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Current Weapon in Hand: Urumi, +5, Damage: 1d8+4, Crit: 18-20/x2, Type: S
Current Weapon for Attacks of Opportunity: Unarmed Strike (Considered Armed) +6, Damage: 1d6+4, Crit: 20/x2, Type: B,
Current Conditions in Effect:
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

Francis John III, Self-Proclaimed Halfling Prince[sblock=Mini Stats]Francis John, III
HP: 7/7
AC: 18 FF:14 T:15
CMB: 0 CMD: 13
Fort: -1 Reflex: +5 Will: +1
Perception: +7 Initiative: +3
Bluff: +13 Diplomacy: +8 Motive: +5
Sleight: +9 Stealth: +11
Armed: Light Crossbow +4 1d6
Bolts Remaining: 19/20
Unarmed: Dagger +2 d3+1
Adaptable Luck: 0/3
[/sblock]

"Well smithery gimbet! To Tritower we go!" Suddenly in the most jovial of moods, Francis rushes over to Anna's side. Although the height difference makes the scene truly awkward, Francis takes her by the hand. "Milady, let's go to camp for the night, and we shall have you on the way to Tritower by morn!" The halfling readies himself to find a suitable campsite with the others. Francis calls out to Karra in the elven tongue, "Monty's, don't forget!"
 


With that, the group heads back to camp, with the not-so-intreped mule-driver leading the way. He seems more than eager to get out of the realm of adventuring and back into the realm of ordinary affairs--driving mules, setting camp, cooking, breaking camp, and so on, and so forth. The old man seems comforted by his routines.

For everyone else, the rest of the trip is more an exercise in boredom, with the highlights of your day being the people that pass you going the opposite direction, and dinner. (For his part, Anzaldo puts most of his cooking effort into dinner, and it's usually pretty good.) From time to time, Anna lapses back into complaining, although the reason bears more an air of legitimacy--she is clearly wearing out. Although she doesn't have a tumble like the one in the woods, she does drop to one knee on two occasions, and for long stretches of silence, you can hear her labored breaths.

Finally, Tritower comes into sight. Named literally for the cityscape, which features three distinct towers, the port town serves as the border between the civilized lands and the wild hinterlands. It is a trade town, born and bred on the prospect of helping get supplies from point a to point b.

Within the town is a humble Shrine of Cortesia--an open-air shrine with enough bench seating for, perhaps, 30-ish people to sit at any given time. It is manned by a single acolyte, a good natured 20 year old human named Larin Cadallis. He seems rather surprised to see you all and particularly Anna. From the short conversation between them you come to understand he'd never expected somebody with her 'special potential' to travel from Venza at all, much less with a small mercenary group.

Finally, you are paid for the initial part of the journey. As part of the payment, you each receive a healing potion, which, if you end up not needing it, you can sell when you finally get back to Venza--such an item is as good as gold at the local magic market there. However, the young priestess pointedly notes that it might not be a bad thing to have in your back pocket when confronting this Falcon character.

Anna bids you farewell and adds best wishes for your safe return. You walk to the edge of town, with the cryptic note from the cook's backpack in hand...

[sblock=Healing Potion]In addition to an unspecified amount of gold, you each get a Potion of Cure Light Wounds worth 50 gold. It's like any consumable--if you use it, it's entered in your character's finances section as a consumed item. However, with no healing in the group, it might be a life-saver.[/sblock]
[sblock=Summary Description]The game has been altered in order to fit with a larger scheme of freeing up adventurers about the same time so games can be rebalanced and new DMs assigned. So I had to use a rather lengthy descriptive text to move thing along. We will now pick up with our mercenary group deciding what's next.[/sblock]
 

[sblock=OOC]Are we allowed to spend some time shopping?
Do we have to come back to Tritower after killing Falcon (hopefully) to get Anna's payment?
If we are allowed to shop, how does the mystic pearl work?
[/sblock]
 

[sblock=Shopping]If you wish to, you can head to the merchant district instead of to the edge of town to reinvest your earnings in usable equipment. Post your intention to do so here, in IC terms, and then go back to the Living Pathfinder forum and find the Mystic Pearl thread. There you will find instructions (first page) and examples (the rest of the pages) on how to spend money. Create your own little post there (it's customary to insert narrative for the shopkeeper yourself) and then go and adjust your character sheet.

Basically, the Mystic Pearl manifests itself, along with Arcane Row in general, in all the major communities of En. It's literally the same shop in each of those towns, although there are some oddities--such as they shop has better ability to find items not in inventory in Venza than in Tritower. However, if you are buying things out of stock, you can always do that. Also, Masterwork and Special Materials items are in stock to the same chances (75% usually) regardless.

Your encounter rewards are worth 200 gold worth of items, each. Your pay from Anna is 700 gold each, and you have one potion of Cure Light Wounds (50 gold). Everything trades in at 100% for math ease. So your character sheet should have a career earnings of:

150 beginning money
950 Road to Tritower Mid-adventure payout
=
1100 total

This isn't to say you have 1100 to spend at the moment, but that the total of your pre-existing gear and your potion leaves you 900 to spend.

And yes, you'll be collecting the rest of your earnings from Anna at the end, assuming you don't all die and all that. :)

Let's get right to the shopping so we make the set of new game offerings here in a few weeks.[/sblock]
 

Into the Woods

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