A Lapse In Judgment (OOC)

398 posts / 0 new
Last post
Cronono
Cronono's picture

Is it right to say I should roll Diplomacy again?

Darker

Can Thunk roll an enraged attack roll to oppose a second diplomacy check?

MinusInnocence
MinusInnocence's picture

Sounds like you have the all-clear. Feruq is free to attempt a Sense Motive check to discern what Werner is really getting at here, either as a single roll or as a secondary skill check for his own skill challenge. But either way, he will be at least one "round" behind Werner and won't be interfering with Werner's next roll.

You can roll Diplomacy or attempt something else, but I can see why you would try the same thing again (at least until it stops working).

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono
Cronono's picture

Then let's all focus on helping each other out!

Diplomacy!
I rolled 1d20+11, the result is 6, 11 = 17.
MinusInnocence
MinusInnocence's picture

Darker wrote:

Can Thunk roll an enraged attack roll to oppose a second diplomacy check?

I'll do you one better. If you roll initiative and just start attacking the new guy, it will not only oppose the second check but prevent him from making any others!

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Cronono wrote:

Then let's all focus on helping each other out!

Werner now has two successes and zero failures.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono
Cronono's picture

Don't fix what ain't broke.

Diplomacy ain't broken.
I rolled 1d20+11, the result is 4, 11 = 15.
Darker

MinusInnocence wrote:
Darker wrote:

Can Thunk roll an enraged attack roll to oppose a second diplomacy check?

I'll do you one better. If you roll initiative and just start attacking the new guy, it will not only oppose the second check but prevent him from making any others!


It would be fun, but the guy would have to say something to get Thunk going.
MinusInnocence
MinusInnocence's picture

Two successes, one failure.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Darker

Thunk. Totally Thunked.

Thunk skill.
I rolled 1d20, the result is 1 = 1.
Darker

Hell Yeah. Thunked.

Cronono
Cronono's picture

"To do what? I'll tell you what we're going to do."

DIPLOMACY
I rolled 1d20+11, the result is 20, 11 = 31.
MinusInnocence
MinusInnocence's picture

Thunk's sudden appearance confuses and startles his former opponent and the man whirls on his heel, promptly slipping in the mud and tripping over a nearby pot of shit, which immediately spills all over him as Werner is about to offer a rebuttal. The crowd cheers both at your response and the newcomer's swift retribution at the fecal hands of fate.

Feel free to post something appropriately epic in the IC thread. Four successes, one failure.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono
Cronono's picture

Heading to a business dinner in a second, so post may be delayed. Let's see if this diplomacy roll can seal the deal.

Diplomacy?
I rolled 1d20+11, the result is 7, 11 = 18.
MinusInnocence
MinusInnocence's picture

Nope. That's four and two. One more success or failure will conclude the skill challenge. If you have another skill you would like to try instead of Diplomacy to wrap this thing up, Bluff, Intimidate, and various Craft, Perform or Profession checks might all be applicable as primary skill checks. Appraise, Heal, various Knowledge skills and Sense Motive would all be good secondary skill choices.

You could try Diplomacy one last time, because your modifier is better than decent. But I don't think I'm giving too much away by pointing out that the DC appears to be increasing as you continue, and the same would not necessarily be true if you tried something different.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Because Werner has already adjusted Balford and Bill's starting attitude to Helpful before beginning his speech, Bill just attempted a Diplomacy check on his behalf. No harm, no foul if he doesn't succeed; nobody will rush the stage if he goes belly-up. Balford will attempt to aid another, following his friend's lead.

Diplomacy (aid another)
I rolled 1d20, the result is 13 = 13.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

OK. So here's the trade-off: Balford and Bill have dropped to Friendly regarding Werner, which incidentally is where they're at with the rest of the party. But they're doing so because they legit felt like they might be in danger because of this guy they just met getting the crowd all fired up, and they just pulled his bacon out of the fire.

The new tally is four successes, one failure, and they're about to skedaddle so if you fuck up, you die alone. But at least they gave you some breathing room.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Darker

Thunk shoves the man aside, poking a meaty thumb into his own chest and introducing himself, "Thunk!" As he gestures to his opponent, he declares, "Talky man talk. But Thunk smash! Smash is best!"

MinusInnocence
MinusInnocence's picture

Are you helping or hindering his skill challenge? You already kind of sort of facilitated him getting two successes in one roll a moment ago.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Darker

I'm kidding. That was not really happening. That's why I didn't roll a check. Just Thunk fantasizing about what he might do to raise the rabble into a horde of angry rioters.

Thunk actually will scowl at the crowd, promising a swift beating to anyone that gets out of hand. Mostly because a swift beating might be fun. A light workout before they find something to eat.

Intimidate
I rolled 1d20+6, the result is 1, 6 = 7.
Darker

Wow, Thunk's roller is broken. Should stick with Thunk checks.

MinusInnocence
MinusInnocence's picture

No worries. His "I'm going to hurt you" face is actually just his regular face plus a frown so no one is terribly concerned. Not enough to negatively influence their opinion of him, anyway.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Dalvar will throw in on this. Manifesting emotion to get him a read on the crowd, and then he'll just lie to them like a good politician. The roll below includes a bonus from the psionics.

Bluff
I rolled 1d20+8, the result is 19, 8 = 27.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

Congratulations! Dalvar's total Bluff modifier is actually 32 - the crowd wants to believe you. That tips the scales and Dalvar, Thunk and Werner pass the skill challenge. I will update the XP & GP sticky momentarily as well as officially adding Werner to the class roster at the top of "Important Stuff." @Cronono, feel free to update the Characters thread with as much or as little about Werner von Hirch as you're willing to share.

Posting in IC in a bit.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

The current XP totals are as follows.

Argus - 11,290
Dalvar - 11,885
Feruq - 10,620
Jugg - 8,185
Thunk - 10,465
Werner - 10,800

The crowd, which accounts for about half of the survivors of Thurmaster, has shifted their attitude from Unfriendly as far as the Heroes and Werner are concerned all the way up to Helpful. As a result, over the course of the next few days the remaining refugees will begin to soften as well. Eventually the prevailing sentiment toward the party will find a sort of equilibrium around Indifferent, but every Diplomacy check made by any PC toward anyone originally from Thurmaster will now receive a +4 circumstance bonus. This is further modified by Milborne's settlement traits, which I will explain briefly below.

Every settlement in Damark has a sort of character sheet. Milborne is no different - it has an alignment, a few attributes based on its population and a few other qualities that help modify some of the skills you might use while spending time here.

Milborne, Small Town; AL Neutral Good; Pop. 1,900+; Base Value 1,400gp; Purchase Limit 7,500gp; Spellcasting 4th. Qualities: Prosperous, Strategic Location; Corruption +0, Crime +0, Economy +2, Law +0, Lore +1, Society +1.

The qualities Milborne enjoys owes to its location along the Churnett river and being home to "the Exchange," a mercantile cabal that helps to keep an eye on the market here and keep money flowing for everybody. "Prosperous" and "Strategic Location" both enhance the town's Economy trait as well as dramatically altering the purchase price of the most expensive items typically available on-hand, not to mention the total value of a single item that a particular NPC can absorb before simply running out of coin for the PCs. There are also a handful of magic items available for purchase above and beyond what these values would suggest.

Mayor Carman is still the de facto steward of this settlement, but his influence (and coin) is all but expended as the crisis of the New Mire continues to drain resources across the board. Eventually, the families that run the Exchange will tip their hand and openly make a bid for real power in town, and if they're successful that will change a lot of the modifiers you see listed here. For now, though, the system of governance is technically listed as "Autocrat," and applies no special modifiers in itself. Milborne's alignment does, however, which is why its Lore and Society modifiers are slightly elevated. Speaking of:

Game Mastery Guide wrote:

Settlement Modifiers
Life in a settlement is represented by six modifiers, each of which adjusts the use of specific skills within the city.

Corruption: Corruption measures how open a settlement's officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement's corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).

Crime: Crime is a measure of a settlement's lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves' guild and a significant problem with violence. The atmosphere generated by a settlement's crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

Economy: A settlement's economy modifier indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn't automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement's economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.

Law: Law measures how strict a settlement's laws and edicts are. A settlement with a low law modifier isn't necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement's guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement's law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard (see sidebar).

Lore: A settlement's lore modifier measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn't mean the settlement's citizens are idiots, just that they're close-mouthed or simply lack knowledge resources. A settlement's lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city's resources to do research when using a library.

Society: Society measures how open-minded and civilized a settlement's citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement's society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.

Guards! Guards! wrote:
It's inevitable—sooner or later, the PCs will want to call upon the town guard or cause a situation where citizens do so instead. Calling for the guard requires a Diplomacy check modified by the settlement's law modifier. It's only a DC 5 check to call for the guard—with a success, the guards generally arrive on the scene in 1d6 minutes. Every 5 points by which the Diplomacy check exceeds DC 5 (rounding down) reduces the arrival time by 1 minute—if this reduces their arrival time below 1 minute, the increments of reduction instead change to 1 round. For example, the party wizard is being mugged and calls for the guard. The result of his Diplomacy check is a 23, and the GM rolls a 2 on 1d6 to determine how long it'll be before the guards arrive. Since the wizard rolled three times the amount he needed, the 2-minute wait time is reduced to 8 rounds.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

deadDMwalking
deadDMwalking's picture

I'm not sure I understand. If a town were very corrupt (like Gotham) and that was a +8 modifier, that means that if I attempt to lie to a city official I get a +8 on my check? Or do I have to offer a bribe to get the bonus? Or is that actually a penalty? Gotham would be -8 not +8?

MinusInnocence
MinusInnocence's picture

The Corruption bonus to Bluff checks against government officials applies whether you're making a bribe or not. We actually ruled it as a Diplomacy check the first and only time it came up in this campaign, when Argus tried to... I don't remember what he was doing, exactly, but he was trying to unduly influence the two guards in Thurmaster while Dalvar was interrogating them about the Gideon Murders. But I suppose the argument could be for Bluff as well here, so that's what we'll be doing from here on out.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

The 11,885 XP total for Dalvar is where he was prior to the most recent XP award, correct? My new total for him is 12,685 XP.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

Huh. Well, if you say so. I'm having trouble coming up with the numbers I shared above, going off the breakdown in the XP & GP thread alone. I might have missed a story award somewhere along the way.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

11,865 was the figure I had, current as of 3/11/2018.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

Talanall wrote:

11,865 was the figure I had, current as of 3/11/2018.

That's weird. I went back through the OOC thread because I thought maybe my notes on Drive were not as up-to-date as what I had recorded here. I actually found an entry on that date after Argus and Feruq saved the cow, which I assume is why I posted new XP totals. Here's what the post said.
MinusInnocence wrote:

Congratulations! Argus and Feruq receive 535XP each for saving the cow.

Argus - 11,290
Dalvar - 11,085
Feruq - 10,620
Jugg - 8,185
Thunk - 10,385

Did I send you a PM with a different number? Maybe for an updated character sheet? The reason I ask is this matches what I had in Drive as of yesterday.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Yes, we had a PM exchange about this (as well as spellbook stuff) around 8/29/2018. If you look here: https://www.dndarchive.com/messages/view/875, you should be able to see it.

As of December 2017, Dalvar had been at 10,000 and some change XP. The next update came from you, with the outcome of shopping, loot liquidation, etc. I believe it happened right about when we hit Kuiper's farm. In the 8/29/2018 reply, I updated from there to bring in my XP total with all awards to that date, and to reflect Dalvar's use of our downtime that evening to transcribe looted/purchased scrolls into his spellbook.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

Ah. I see what happened. I inadvertently added the 800 XP award from Jan 17, 2018 to his total TWICE when we made the last substantive update on 3/11/2018. And then on 8/29/2018, we missed that mistake, and I introduced it into my local copy.

I was in error.

My local copy has been rectified now, and I'm going to paste in a rectified copy to our PM thread to ensure alignment in the future.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

OK. So what I'm going to do is clear the board in the XP & GP sticky of all notations from when we rebooted the campaign for Pathfinder at 3rd level up until now. The first entries will be posting the totals I have for each character as of right now, and one more after that about Dalvar, Werner and Thunk gaining XP in this skill challenge yesterday. Having it published for everyone to see will be a helpful reference and hopefully I won't run into any more accounting errors on my end.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Fixxxer
Fixxxer's picture

My dinner last night was primarily a baked potato almost as big as my head. Apropos.

MinusInnocence
MinusInnocence's picture

When the party arrives at either Kuiper's farm or the Baron of Mutton, I mostly just talk about whatever I'm hankering for. I've been thinking about baked potatoes for a few days now.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Rollin'

SEEEEECRETS
I rolled 1d100, the result is 82 = 82.
I rolled 1d100, the result is 44 = 44.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

(@Cronono), using the downtime rules presented here, you can kill two birds with one stone (as Feruq kind-of-sort-of said earlier). You are free to make a Diplomacy check to gather information over the course of 1d4 hours and it won't prohibit you from making any other kind of check during downtime. If you want to demonstrate your prowess and help Barthelew out in the kitchen, he isn't going to turn you away; but doing so whule you're gathering information imposes a -4 penalty to the Profession (cook) check. You can take 10 on one, neither or both skill checks, as you prefer. You're probably going to just want to work for cash right now instead of some of the other resources described in that section of Ultimate Campaign. We'll be working to introduce many of these systems to 2EE governing what happens during downtime.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono
Cronono's picture

Werner will take 10 with a -4 modifier on his Cook check. That yields a 15.

Werner will take 10 for Diplomacy. That yields a 21.

MinusInnocence
MinusInnocence's picture

Cronono wrote:

Werner will take 10 with a -4 modifier on his Cook check. That yields a 15.

Werner will take 10 for Diplomacy. That yields a 21.

Solid choice. We'll settle all of those results once everyone's characters are retiring for the evening - it takes the rest of the dinner rush and maybe even to midnight or beyond to resolve both skill checks.

Re: the conversation with Carman and Lyntern, it's winding down. If anyone else has anything to offer or ask either of the NPCs, it's a good time to do so. It's also a good idea to give some thought to what you want to do for the next five days, which is how much time Lyntern has said he is willing to wait before riding back to Kuiper's farm.

Currently, the party has a few different items on their plate. The Bloodskull orcs, whatever remains of the kidnapping ring, the whereabouts of both Jelenneth and Snagg and the cult's use of the "magic fish oil" to make people compliant (and that eventually turned Carlanis into some kind of awful fish-man when he was forced to get clean in Garyld's custody) are all basically part of the same quest. You can't really resolve the issue in its entirety without tackling all of it.

G'haz-kuhl the blind orc had previously offered to sabotage a shipment of food to the garrison at Broken Spire Keep in the hopes of softening up its defenses ahead of a raid by the Heroes, the Sylvan Circle or some combination of the two. That was one of the items on the agenda when the Circle convened with Tauster at the Reflecting Pool; they at least wanted to poke around down there and see if they could tell if the plan worked. It may be that you want to wait until you hear from them before deciding what you want to do next; the general consensus seems to be that eventually you have to assault the keep, but maybe you don't want to do that quite yet.

The New Mire has stabilized, for now. But it sounds like Carman is having a hell of a time getting anyone close enough to where the party was attacked by goblins to investigate it. It's more of a long-term problem, and maybe the Circle has some insights based on the lay of the land and how rapidly the water level is rising. It could definitely also be filed under "let's wait to talk to the other NPCs first".

There's the Rosestone, which Semheis wants because he believes it has historical significance for a very early version of the church of Sarenrae. Whether that's true or not, Dalvar, G'haz-kuhl and others have all but confirmed it is also a sentient alien artifact. If he just wants to put it on display in the chapel, maybe securing it for him and escorting it back to town isn't such a hot idea. Or maybe that's exactly what you should do with it! It is said to have healing properties and would probably be a good attraction for new people to come and check out Milborne (economically speaking. Logistically, more people hanging around right now is the last thing anyone needs). You would need to visit a place called the Great Rock Dale, which is sort of a rugged canyon, to find it and learn more.

There are a handful of other items in the plot hook post on the "Important Stuff" sticky. Most relevant to the discussion the party is having with Carman right now, the Korvan family (who were the ones helping to sponsor the pilgrims who were sacrificed by Gideon at Parlfray Keep) has two spellcasters in the family: a dwarf named Vold Sunderhelm, whose services are retained by Victor Korvan, and Korvan also has a half-elven sister named Ella. Carman might be able to make introductions. I honestly can't remember right now why Feruq wanted to do research on local magic-users, but he used Carman's family library to do it. Maybe it was about potential targets for the kidnappers?

In a previous post I mentioned the "downtime" section of Ultimate Campaign, which you can find here. Check it out - it has information for making checks each day to try to generate income or "capital," which comes in four varieties you can use to accomplish objectives with NPCs, build businesses or hire teams of people to do stuff for you, etc. You can also spend downtime to catch up to people in the party with more XP than you, do research or gather information, retrain class features, skills, feats or even whole character levels, increase your hit point total up to its maximum, and other stuff. If you spend some of the next five days in and around town, any time you would normally have a random encounter we'll be using a downtime event instead. Particularly if Dalvar's plan to move forward with capturing Broken Spire Keep and restoring it to its former glory is successful, these systems (and a much larger version, called kingdom building) will see a lot of use in this campaign. More on that when you actually scratch that quest off your list.

Now, I need a Knowledge (nature) check from Argus and a Spellcraft check from anyone with ranks in the skill.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

A Spellcraft check is below.

Dalvar isn't such a slave driver as to try to push on tonight, and in any case he feels it's important to check in with Haldelar and Parella to get them Jelenneth's cloak. But he is vehemently in favor of moving on to pursue Broken Spire Keep tomorrow morning. To that end, he wants to scoop up the wand the party ordered, and then hurry down to the Reflecting Pool to consult the Circle for intelligence about the state of affairs. That'll be preparatory to a trip down to the keep. If G'haz-khul has lived up to his bargain, then it's of utmost importance that the Heroes strike while the garrison is weakened. If the garrison has been reinforced or G'haz-khul has betrayed them or been betrayed, his machinations are for naught. This is the best chance the Heroes have to take the keep, and doing so may be the first chance they have to get inside the cultists' decision loop and force them to react instead of acting.

I rolled 1d20+13, the result is 14, 13 = 27.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

Dalvar knows from anecdotal experience (his and others') that crows are pretty intelligent, as far as birds go. But this one's behavior in particular seems unnatural to him. Druids and rangers have a spell that allows them to communicate with people over great distances using animals like this bird to relay messages, and he knows from personal experience that Garyld and others in the Circle do so extensively to keep in touch.

The version of the spell he is most familiar with makes the animal chosen by the caster go to X location and sit around until the spell expires, but he was at Garyld's boathouse one day when Shiraz sent him a bird like this. It came directly to him and actually said something to him, not delivering any kind of scroll or note as per usual. Then it flew away.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

deadDMwalking
deadDMwalking's picture

Nature +11 Spellcraft +10

Nature then spellcraft
I rolled 1d20+11, the result is 11, 11 = 22.
I rolled 1d20+10, the result is 19, 10 = 29.
MinusInnocence
MinusInnocence's picture

Re: the wand of cure light wounds the party ordered from Semheis, I think Argus already has possession of that. The priest shipped it downriver and Kuiper gave it to you before you left his house this morning. So that part's done with, at least.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Darker wrote:

Thunk looks quizzically at the spectacle and doesn't quite find the words to express his confusion. Instead, he makes a grunting sound that ends in a higher note, denoting a questioning articulation.

https://www.youtube.com/watch?v=BI6Ib7wVHbM

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

When the conversation with Carman and Lyntern ends, what does the party want to do next? Lyntern will be staying here at the estate, but the Heroes don't have to. They can go to the Baron of Mutton to meet with Werner, which I think he expects them to do. They can go do that now then come back, if they would rather accept Carman's hospitality. They can just wait until tomorrow to try to find Werner, or maybe not ever speak to him again at all.

Tomorrow, it sounds like Dalvar wants to hit the road ASAP. If it takes longer than 5 days to get to Broken Spire Keep, clear it out and return, Lyntern can just sit his blind ass down and wait, I guess. He is probably the least likely NPC to attempt to go off on his own and do something stupid in his present condition. It will take about a day of riding without pressing the animals to get back to the farm, and from there another day to cross the ferry and make your way along the Hog Brook by foot to reach the Reflecting Pool (this required a few extra hours of marching the last time you made the trek, but Jugg was with you then). From there, it will be at least another day or half-day; no one in the party has ever actually visited the Keep, but the Circle should know its approximate whereabouts (since they claim to have investigated it since you last spoke with them). This works out to about a five day round trip if putting the cultists/orcs/whatever to the sword takes no time at all. If you really want to check it out and make sure you aren't overlooking anything, you're pretty much guaranteed to miss Lyntern's formal succession ceremony as Count Parlfray of Haranshire as well as the deadline to escort him to Kuiper's place.

Along the way, you may or may not want to stop and chat with Kuiper and Tauster. Garyld didn't say in his message where he was going, but if the Circle is going their separate ways again for now he is probably expected back in Milborne as soon as he can manage it; you will almost certainly pass each other on the river, in that case, and you may want to put your heads together with him as well. There's also Kirkuk the kobold; if the Blunt Knife clan has seen or heard anything about recent goings-on, checking in with them is a good idea.

Here in town, before you leave so far we have 1. Talk to Jelenneth's parents and deliver the cloak; 2. Talk to Semheis about the Rosestone (maybe); 3. Visit either Rastifer at the general store or Semeren and Walright at the smithy to inquire about purchasing monk weapons (Feruq); 4. Figure out what Werner's deal is and whether or not he wants to join the party (or if you want him to join you); 5. Sell extra horses at Nafton's stables; and 6. Confer with Barthelew and Dirkaster at the Baron of Mutton about local gossip and old wives' tales re: weird alien stuff going on in Haranshire (this was mentioned at Kuiper's farm over dinner but may no longer be a priority).

There may be other items you want to add to the list. But as Dalvar said - if G'haz-kuhl's plan was successful and the recent signs of relative inactivity at the Keep indicate as much, there will never be a better time to raid the place. Allowing the garrison to recover and resupply would be a tactical error, although if they had any active plans beyond sitting and scheming, sabotaging their foodstuffs definitely already threw a wrench in the works.

Pretend you didn't see this
I rolled 1d100, the result is 1 = 1.
I rolled 1d100, the result is 99 = 99.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

deadDMwalking
deadDMwalking's picture

Anyone have ideas about getting there faster? I'm in favor of selling extra horses, recruiting Werner, and leaving now so we have a half day to clear the keep. Or get there even faster. We have a cure wand to keep the horses on their feet.

Fixxxer
Fixxxer's picture

Feruq is pretty adamant about inquiring with Rastifer or Semeren/Walright. If they have something already, that'd be awesome. If not, he'll be putting in an order for something to be made. Aside from that he is, as usual, a leaf on the wind.

MinusInnocence
MinusInnocence's picture

deadDMwalking wrote:

Anyone have ideas about getting there faster? I'm in favor of selling extra horses, recruiting Werner, and leaving now so we have a half day to clear the keep. Or get there even faster. We have a cure wand to keep the horses on their feet.

Leaving now probably isn't an option unless you're also willing to expend charges on both party members and horses/mules. If so, then yeah it doesn't really matter.

Assuming you start tomorrow morning, hustling (moving at double speed) for the first hour doesn't deal any damage to mounts but they take a point of lethal damage after 2 hours and it doubles each hour after that. By the end of four hours of hustling (which would approximate how far you could travel in eight hours at normal speed), you're looking at 7 lethal damage plus the fatigued condition. Even if I rolled minimum hit points for the lot of them, they'll all make it to Kuiper's farm in that time. On average, you're looking at two charges from the wand for each horse at that point to get them back up to 100%. But after that, you're on your own, because horses can't typically make the journey down the Hog Brook. You'd be making Handle Animal checks to coerce them to do so against their will pretty much the entire time (it's extremely claustrophic for creatures that size, but the mules wouldn't complain) and it's just easier to get there on foot.

That's all right, though. No matter how long it takes you to get to the Reflecting Pool, there's no reason you couldn't all make it there in a single day as long as you were willing to burn through as many charges on the wand as possible to do so. I don't know if that's what the party had in mind when you collectively spent 750gp to purchase it, but getting to Broken Spire Keep a day or more ahead of schedule is no small feat. It's up to you if it's worth the investment when you might be looking at 50% or more of the charges of a healing wand being expended just getting you to the dungeon where you anticipate having to use it to heal everyone after combat.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Yeah, Dalvar opposes that all that jazz. Speed is one thing. Wasting precious resources racing to a fight that will require said resources is another entirely.

He didn't follow Gideon all over Haranshire, talk down an irate devil, butter up a Count, evacuate ahead of Raphael's ill-advised exorcism attempt, and endure Thunk and Jugg's drunken antics just so he could get Bunny back and proceed to abuse the poor creature for no clear purpose.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Pages