DM B's PbP Game Day 3: Decline of Glory (1-7) (Inactive)

Game Master Beckett

When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?

Init:

[spoiler=INIT ROLLS
[dice=]1d20+[/dice]
[dice=Davor]1d20+1[/dice]
[dice=Hisao]1d20+5[/dice]
[dice=Mirima]1d20+7[/dice]
[dice=Parumartish]1d20+11[/dice]
[dice=Tuca]1d20+5[/dice]
[dice=Yoshi]1d20+3[/dice]
--------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

DM Notes:

Decline of Glory Map


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Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The rain lets up for a little, yet its cold sourness remains and the overcast sky shows no effort towards cheering the mood. When Osprey assigned you this venture to Taldor’s wine country, he said the region was pleasant. As usual, his words were misleading. The coast was pleasant, the mires surrounding the Railford Distillery are not.

“This mission is easy,” he said, “All you need to do is travel to Railford, find the son of Iodon Railford and convince him to let the Pathfinders use part of his distillery as a lodge. We have finances, we can protect him, and if nothing else, we can help him honor the work of his father, who afterall, was one of us.”

The path to Railford is hardly an easy one to follow, especially after the spring thaw waters turn the thick clay soil to slough. Only a few crudely scarred trees denote the secluded route as it winds through the syrupy mire of flooded vineyards and vague remnants of rotten trellis with grapevines choked out by prevasive briars and heavy blankets of peat.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi lifts one sodden foot and puts it down, then the next.

"I am thinking Osprey-san was hopeful in his outlook of this land." says the Tian man.

"Do they really grow grapes here, or just mud?"

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

I like it. Hisao comments as he keeps pace with the monk. Easy to hide in such places

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

Tuka says :This mud is just a uncorfortable decoration... IF ... we don´t have to move quickly ... . But anybody can see she is not pleased or unaccustomed to this kind of conditions.
But I should keep in mind Osprey´s definition of pleasant...

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

"I must have a word with Osprey-san about his bright career in real estate. Blech." Mirima trudges alongside the party, cleaning her hot-weather outfit every so often with a gesture of her hand and a drawing forth of arcane energy.

"Are we there yet? Umph." In her lack of attentiveness, the lithe elf bumps most unceremoniously into the tall Tian man. "Yoshi"

"Oh, hey, by the way, you look healthy as ever. Glad that disease didn't stick on ya. I'd hate to have had to attend your funeral so soon after meeting you."

A step. Then another. "Are we there yet?"

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi looks seriously at Mirima. "Thank you." then up at the sky. "You won't get to wear your new outfit." he adds, somewhat disappointed.

Scarab Sages

Male Human (Keleshite) Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

Parumartish shrugs. "I have come to expect that many of our Venture-Captains will say whatever they believe will entice us to accept a mission."

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

"And it seems to work. Every time." muses Yoshi.

"The last venture captain I met was dead." he adds with wry amusement.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

"And I thought that new outfit I bought on our trip would be perfect for the occasion! Look at me! I'm soaked." The elf complains, to add to the myriad of complaints she's filed verbally since the rain started. Only her newly bought cloak saves her from being truly indecent before the group.

"Can you believe that Osprey? Shooing us out so fast, I didn't even get a chance to paint our portrait on his wall to commemorate this soon to be memorable mission." Mirima pauses a moment, and draws forth yet more arcane energy to dry herself and clear off yet more mud. She looks up at the unceasing rain sullenly. "Are we there yet?"

I had swapped the starter outfits and tossed the travelers outfit for the much cooler hot-weather outfit before this journey. Go figure.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi nods to the elf.

I wonder if all elves complain as much. Or about anything other than their clothes?

"I will buy you a new outfit in Railford. I may get myself one too. This land is so cold."

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

Dot

-Posted with Wayfinder

Grand Lodge

1 person marked this as a favorite.
F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima stares at the suddenly appearing dot warily, and tries to wipe it off with prestidigitation.

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

"Are there any threats we should watch out for?" Davor asks as he looks a little bored.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi looks on with concern.

"If you are seeing dots Mirima-san, we should take a rest. Fatigue has killed as many as Orcs."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, well it looks like we have everyone, and no answer from the other player that wanted in, so I'll go ahead and start soon.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The rain starts again and all darkens. The creepers and overgrowth do little to help the situation, blocking some of the rain but casting strange twisting shadows. Markers become more difficult to see.

As you travel, it becomes clear that the once famous vineyards that once held Railford up have fallen into disuse. Both a change in climate and a major river flooding years back altered it's normal path, and turned thee once fertile lands into a marsh. Killing most of the vines and ruining the land, it forced the Railford Winery to close, but with the death of the elder Railford, the younger one inherited the land and in an attempt to dig both himself and his town out of the proverbial muck, converted the old winery into a whiskey distillery.

But as you come closer to the town, you first notice a group of Taldan soldiers camping off to the side. Within your sight, you make out another camp to your left, and then checking, you see a third to your right, and quickly suspect that for some reason, the Taldan Phalanx has begun to surround the town, though has not acted yet.

Sending a scout up, you overhear that they are under the command of one Lieutenant Grald Kretchmoor, and the soldiers are expecting to march on the two in a few days. Some seem to indicate that "Railford's not going to find it". Others seem to just want to attack and get it over with, while others grumble about being here at all.

Using the rain and darkness to your advantage, you manage to easily avoid detection, (and also the guard dogs the soldiers employ), begin to travel closer to the town, just a few miles more.

Atop a hillock stand half a dozen small stone cottages surrounding a tall brick and timber building topped with a massive tin-covered water drum. A sign over its looming doors reads "Railford Distillery est. 4693". From a squat brick building sharing an adjoining wall with the distillery rises a long cylindrical chimney. A low, moss-covered cobblestone wall surrounds the entire property. Walking into town, you see that it seems abandon. All of the windows are shut, and many seem either vacant or some boarded up.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

"Nobody home?" nodes Yoshi, knocking an old board aside.

"I wonder if they know of the Taldan soldiers and have fled?"

He looks around for any sign of life.

perception: 1d20 + 4 ⇒ (10) + 4 = 14

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Suddenly, as you begin to knock on a few doors, or peek inside shuttered windows, something come flying out form on of the buildngs, hitting Yoshi square in the face. Caught by surprise, he is completely blinded for a moment, wiping off tomato juice, and worse, old tomato juice, from his face.

"We told ya, get out of here, scum. We are not jus' gonna lay down and let you take our homes. Get out!"

Probably going to need some Diplomacy checks.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi looks surprised.
"You are maybe mistaking me for someone from Taldor? I wear no knights armour. What is going on here?" asks Yoshi.

aid another diplomacy: 1d20 - 2 ⇒ (20) - 2 = 18

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima jumps in to Yoshi's defense. "Hey now! Is that your way of treating guests?" Now what was it we're here for? Oh yeah.

"We're on your side! That is, if you're on Railford's side..."

If anyone's taking the reins, this is an assist. Else, this is it.
Diplomacy: 1d20 + 1 ⇒ (4) + 1 = 5

Buawahahaha

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Yes, we do not have anything to do with the soldiers. We had to tramp through mud to avoid them to get here. We just wish to meet with Iodon Railford

Diplomacy aid or lead: 1d20 + 7 ⇒ (17) + 7 = 24

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima hears Hisao's strangely convincing words, and looks over at the smooth walking, smooth talking ninja. "You almost had me believing you! Oh, wait, that is what we did!" The elf wizard evokes a bit more arcane magic, to clean herself and the rest of the party up.

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

Davor jolted in surprise as Yoshi was struck and draws his sword ready for an attack, but relaxes for a moment.

"We are not here to harm you. We are here to speak with Iodon Railford." Davor stats, getting right to the point as he tried to assist Hisao

Diplomacy Aid: 1d20 - 1 ⇒ (1) - 1 = 0

pfft, well I've only ever seen that happen a few times. Clearly Davor is pissed that someone on the team got smacked with something and he hasn't stopped gritting his teeth.

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

Tuka looks surprised when the tomato hits Yoshi, and looks around to search for an ambush.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

The tossing of garbage, stones, and whatever else stops, and after a few minutes, a handful of villagers come out, believing you that you are not Taldan soldiers.

Most that remain are retired soldiers or town guards, and the explain that they plan on fighting back unto the end, though you know that with their meager forces, just don't stand a chance against the larger and more experienced soldiers camped around the town. The speaker for the townsfolk is a grizzled Andoren mercenary named Dalard Fritch.

"We are sorry, folks, but you've come at a bad time. We are just not going to be able to offer you the hospitality of the tavern, and I doubt you'd want to stay if we could. There is a small army outside, and they say that Railford's theirs unless we can produce a deed showing legal sovereignty, or some such. I'm afraid I'm going to have to ask you to pass on, ladies and gents, for your own safety."

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

"We are looking for Iodon Railford-san, or his son. Is he not the lord of this land? Where may we find him?"

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

"Doesn't Taldor have more important things to do than bother you?" Davor grunts, not understanding why they'd bother this town being such a huge nation, as far as he knows. "Surely they should be killing monsters or protecting their land?"

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Must be something important about the distillery that we were not told. Hisao mutters. We represent the pathfinders he says to Dallard It may be critical to all our objectives that we speak to the Railford clan as soon as possible

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

"We're the good guys. And, if we're here, that makes you the good guys, and those people out there are the bad guys." Mirima grins happily at the conclusion.

"I'm with the brute squad here. Taldor really need to get their priorities straight. Well, until they do, where do we find someone who can speak for the Railford clan?"

Scarab Sages

Male Human (Keleshite) Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

"Well, I doubt it is quite so simple as all that, my dear, but all the same, we are here on Society business, so the petty concerns of the Taldan army are of no consequence to me," Parumartish states flatly.

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)
Mirima Beryamae wrote:

"We're the good guys. And, if we're here, that makes you the good guys, and those people out there are the bad guys." Mirima grins happily at the conclusion.

"I'm with the brute squad here. Taldor really need to get their priorities straight. Well, until they do, where do we find someone who can speak for the Railford clan?"

"Is good and bad so easily defined?" Davor asks wisely "These soldiers are most likely following orders from whoever leads them. We're not talking about bandits here, if they get in my way I won't be lenient."

Davor nods to Parumartish, agreeing with his comment.
"Agreed, let us secure this distillery." then a thought occurs to him "the thought comes to mind...if these poor people are unable to find the deed then even if we were allowed to use the Distillery by the current owners, the new ones may change plans or request tribute instead."

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

"Yes, it really is that simple. I know I'm good. I may side with the wrong side, but I'm still the good guy. If I turn out to be mistaken, I'm just the good side who made a mistake." Mirima answers innocently.

145 years old, going on 6. The elder elven wizards really should've thought twice before teaching Mirima how to evoke the elements. :P

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

"Well, Becher's not here at the moment, but I'll,. . . Look if you are so interested in getting involved, you'd better come with me."

He takes you into one of the houses that also serves as a small temple, and to a man laying in a cot.

"Becher, the owner of the distillery and the closest thing we have to a king or mayor in these parts, he took a small group out into the marsh to retrieve his late father's deed, indicating that these parts are rightfully his. This morning, this fellow stumbled back into town alone, nearly dead from fever."

The bed ridden man stirs, then wakes, looking up to you feebly, while Dalard asks him to tell his story.

The man indicates that they had set off two das ago to Becher's father's hidden cache, but just as Becher had retrieved the deed, a group of abominations fell on them, slaughtering all. He just barely escaped, and it's a miracle he managed to get back here with his wounds.

Heal or Know Religion DC 12:
The wound at his belly help to confirm what you had been thinking already This man is dying of Ghoul Fever.

Scarab Sages

HP 45/45; Reroll@+3 1/1; uRogue 6: (AC21 normally) Fort +5; Reflex +12; Will +5; Init +5; Perception +12; SM +10;

Bulgo looks at the poor man.

heal: 1d20 + 1 ⇒ (18) + 1 = 19

"Can you remember how many of the creatures attacked you? And how many were in your group that was attacked?"

Stepping away he gathers the group and the Dalard together.

"We have a problem. That man... he is dying of Ghoul fever. If he dies, he'll rise again as one of those same abominations that attacked him and the group."

He looks around.

"That also means to get the deed, we'll be fighting ghouls."

Turning to Dalard he asks "Do you have any holy water here? If so, would you be willing to part with it? And if that man dies.. which seems likely at the moment, you must burn his body."

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

Knowledge Religion: 1d20 + 4 ⇒ (10) + 4 = 14
"Ghoul Fever, that is what I think too." he states as he nods towards Bulgo. "Holy Water will help, but I'd like to know what weapons I'll need to use on these things when we face them. I hope my own knowledge can give us some answers."

Knowledge Religion Monster Lore Ghoul: 1d20 + 4 + 3 ⇒ (20) + 4 + 3 = 27 if DM is fine with this

Basically I'm looking for DR or any other weakness they may have without meta-gaming so I'll know if it's better to have my sword out or Heavy Flail.

Scarab Sages

Male Human (Keleshite) Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

edit: I'm not entirely sure whether or not you can take 10 on a knowledge check, but it doesn't seem prudent, so I'll roll.

Knowledge (religion): 1d20 + 9 ⇒ (6) + 9 = 15

re-edit: That roll was to know more, possibly different stuff about ghouls since the ghoul fever has already been pointed out.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Oopse, That post from Bulgo was supposed to be Yoshi. I was getting confused.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

I wondered what rogue crashed our party :)

"Ghoul Fever?" Mirima looks over to Yoshi. "You seem to attract diseases." Seeing as the tall Tian man has already asked the sick man a whole lot of questions, Mirima kept herself busy thinking about ghouls.

"So, how do we beat up a ghoul?"

Let's see if Mirima knows.

K(religion): 1d20 + 8 ⇒ (14) + 8 = 22

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

was going to point out one of the rules on here was not to use the same character in 2 or more games at once, lol. S'arkee is in a game with him.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yeah, I had a panic moment that I'd stuffed up and got into two games at the same time somehow.

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

"where can we buy holy water?"

-Posted with Wayfinder

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

"Can't we just whip some up? Where's Sylph...oh, yeah. She's not with us this trip." The wizard elf looks slightly disappointed at the recollection that her new-found friend the prior adventure is not with them this journey.

"With or without the water, we should go retrieve the deeds. That is likely key to taking care of all this fighting and sieging going on."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

"Look, we could really use your help, here, but I understand this isn't your fight. Only Becher knows where the vault is, we just know it's out there in the marsh. And, well, a humble town like this, sad to say, there is no one to make holy water. I'm afraid you are out of luck on that."

With a few clues on where to look, you begin heading out into the marsh land to attempt to track down Becher and his crew, though they are likely dead. Hopefully though, you might be able to find the families hidden cache, and with it bring back the deed that would save the town from a brutal battle they can't hope to win.

Can I get some Survival Checks please.

A narrow footpath leads down a gentle but muddy escarpment, disappearing into thick tangles of shrubs and swamp-weed. At the base of the hill, the dirt path turns to soft sticky mud. It winds back through the shadowy mire. Nailed to a nearby tree hangs a moss-covered plank crudely cut into an arrow that points towards the mucky path.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi lifts another mud covered boot from the ground and inspects it.

"When I was being a small lad. I was sent to work in the fields. I didn't like it then, and I don't like it now."

survivial-aid another: 1d20 ⇒ 4

"You know people drown in mud, don't you?"

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

and the knowledge checks earlier for knowledge on Ghouls?

Survival: 1d20 + 3 ⇒ (1) + 3 = 4

"I am unfamiliar with this countryside..." Davor states, seeming to struggle with the mud or finding his way.


Survival: 1d20 + 1 ⇒ (4) + 1 = 5

It appears our dice are infected, and contageous.

Mirima trudges through the mud, finally giving up keeping her outfit clean after the umpteenth splatter. "What are we looking for, exactly?

Scarab Sages

Male Human (Keleshite) Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

Survival: 1d20 ⇒ 11

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

Survival: 1d20 + 5 ⇒ (17) + 5 = 22

Just follow me, and don´t get too far ...

Tuka gets the bow ready... just in case...

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Survival: 1d20 ⇒ 17
This brings back memories Hisao mutters I believe I see something here.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima follows Hisao and Tuca as she continues the dreadful journey. "I see mud. A LOT of mud." The mud-stained elf sighs, hoping for something of more comfort, and soon.

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