Flick was trying to be helpful, but it backfired. One of his party was trying to kill another guard and not having too much luck with it. So Flick attempted to cast some spells that would charm the person, which didn't work.
Then he went into hiding outside the town with his other compatriots that had to be on the run.
Finally after spending the night in the forest the following day we investigated an encampment of soldiers from the town. We fought and killed them, but then Flick did receive an almost mortal blow.
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| Flick after javelin through the chest |
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| The beginning of our encounter in the forest. |
Flick turned level 4 in this session and received 1304 gold.
In prep for this coming Thur night's session, Brudin (who was in NPC mode last session), rejoins with the party and lets you know that while his Nessian Knot compatriots were killing/saving Cpt. Eddarly he was doing some extra snooping and learned that the contingent of dwarven engineers led by Barnabus Eisenbauch that are making repairs on Balentyne have been directed to stay for the time being at the Lord's Dalliance Inn when they are not working. Brudin also learned that apparently due to much lobbying by/on behalf of the Balentyne soldiery, Ye Merrie Men will actually be allowed to perform "The Fall of Amberlyn," a play, inside Balentyne, as originally planned. Many of the leadership and common soldiers, in addition to others, are expected to attend. It is rumored that precautions will be taken to ensure that the contingent of performers are of "pure mind" and "pure heart," whatever that means, and that any visitor(s) to Balentyne are subject to much more scrutiny due to the recent attempted murder of Cpt. Eddarly. Ye Merrie Men are supposed to be arriving in town in the next couple of days.
It is currently early morning on Day 3 (Sunday) when you are all reunited after slaying Cpt. Varning and his "rangers."
As a reminder, Sakarott Fireaxe's army will not be ready, at the earliest, until Day 14 (Thursday) to attack. One other hint -- compromising Balentyne's defenses may include activities beyond only dispatching primary military command and support. This is not a commentary on prior actions, but only a hint.
The following applies for the Wicked campaign (subject to change later):
* From what I can tell, crafting magic of any type is going to be very difficult for you guys. Because you're wanted. Because you're on time-sensitive missions. Think very carefully before you take any Crafting feat. Especially because...
* No crafting of magic items not found in Paizo books (that were published before May 1, 2014). For example, you can't make a Hat of Giant Strength (since only Belts of Giant Strength are listed). The slotted items are meant to be restrictive, I think, so that's what we are going with. And I think BroChris even researched this before in some other context and that's consistent with what he found? If not, that's still the house rule.
* Considering we have 6 powerful PCs when the table is full (and admittedly, that's rare), no Leadership feat. We don't need a cohort and/or followers adding to your toughness and also taking up more time at the table.
* At 4th level, your current levels, Detect Evil will not detect any of you EXCEPT Roderick, the Anti-Paladin. He would detect as moderate evil (similar to cleric or paladin as listed in the Detect spells).
* Nothing can be used for the PCs out of the Advanced Class Guide or out of any Paizo product that was published after May 1, 2014 (when we were decided on starting this campaign). No third party publisher's materials may be used except out of the Wicked campaign setting. Scott, sorry, I made a mistake allowing access to Loki's Gift spell as I don't think that comes from a Paizo published material, right? Same goes for anyone I mistakenly allowed to tap non-Paizo products. If this would result in what you consider a major impact on your build, we can talk.
Aldencross, a base small town and where you're at right now staying at the Inn, has the following:
* Any establishment/person in town could only pay up to 7500 gp to buy an item that the party is selling.
* 75% chance to find magic items of 1400 gp value or less without much effort (e.g., Muleback Cords; +1 Cloak of Resistance). The percentile rolls are made on a weekly basis for each different type of item. We can do this at the table.
* 80% chance to find masterwork or standard weapons or armor of between 1001 and 2000 gp value (e.g., masterwork full plate). The percentile rolls are made on a weekly basis for each different type of item. Simple weapons and standard armor, whether regular or masterwork, are always available and martial and exotic weapons, whether regular or masterwork, are available within 1d100 hours from time of order/payment. We will do percentile/d100 rolling at the table.
* Your research the first night and the following day in Aldencross also discovers that the following items are available at the moment for purchase (there may be other items available that we can talk about if you like/request):
- One Mithral Breastplate (4200 gp)
- One +1 Ring of Protection (2000 gp)
- One +2 Cloak of Resistance (4000 gp)
- One Masterwork Blunderbuss (2300 gp)
- One +1 Amulet of Natural Armor (2000 gp)
1) A Pack of Dwarvers under Barnabus is Fixing the Watchtower
2) There is a Secret Passage to the Basement of the Watchtower in the Lord's Dalliance
3) Tachytus has something unnatural from the north in his tower
4) Catelyn Mott is quite a looker, how did Captain Franz Mott bag her?
5) The Merry Men under William Marcus Mellow are heading to town.
6) Something about the Choir Hall
7) Zac Edderly is unmarried...