EM - [PFS] Feeling Hot Hot Hot (Inactive)

Game Master Evil Minion

A series of 6 PFS scenarios... starting off in Absalom and ending up, for an extended stay, in the hot and humid environs of the Mwangi Expanse.

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It turns out the gathering place, is the same clearing you came to when you first stumbled into the village. The crates of weapons that were there the last time are not to be seen, instead, the area is full of grippli, most on the ground with you, but a few still up on the platforms and walkways overhead.

There are not nearly as many of them as you would have expected, given the size of the village... and for the first time it starts to sink in just how hard a time the Kirhirik have had recently.

There is a low thrum of anticipation through the crowd, many of the grippli talking to each other in hushed voice in their native tongue, though none of them approach you directly.

Eventually, the three elders will arrive together: Mother Bogwynn, lorekeeper and chief elder, Diblop, chief brewmistress and miracle worker, and lastly hunt-master Finyik, the old grippli limping severely, but insisting no one help him. Finyik's wounds are openly visible to everyone, red and raw across his limbs, and there is a noticeable murmur through the crowd at the sight.

Eventually, Diblop makes a sound you're pretty sure only a grippli could make. A high pitched chirrup that echoes through the clearing, and sends all the gathered tribe members into silence, as all of them crouch down to sit on their haunches. A few of them eying you when you don't immediately do the same.

Only Mother Bogwynne remains standing of the assembled grippli, and she raises a hand and lifts her head as if performing a blessing.

Everyone seems to listen attentively as he starts to speak, her deep base tone unmistakable, and carrying easily across the clearing. But her words come in their native language, and only Tad can follow what is said.

You get the feeling all of clan members have heard the story she tells before, but they still listen with rapt attention.

Grippli!:
"More than a thousand cycles ago,"[/b] She begins. "The dwarven refugees came to us from the distant north, fleeing a home lost ages ago. We offered aid to those dwarves and welcomed them as neighbors in the nearby hills... a land even harsher than our own."

"When they fled their home for a second time, we offered them aid once more, though they requested only that we honor their memory and accept a gift."

She pulls out a large clay ovoid object, and holds it above her head with both hands.

"This talisman," She exclaims. "That bears the power to defeat the golden beast that now haunts Ashkurhall, to the east"

"The descendants of Sigrin spoke of this as their greatest treasure, which they had left behind. It is a legacy that continues to this day, for none have ever braved the Golden Guardian to claim the riches as their own."

"Until today."

"Today we gift the talisman in turn. To these new friends." She indicates the pathfinders, "Accompanied by one of our own." She adds, nodding towards Tad.

"There tribe will end the beast's danger once and for all!"

In the middle of her story, she pulls out an object a little smaller then the t-rex eggs. It looks like nothing more then a simple gourd-shaped ovoid made of simple brown clay. She holds it over her head as she finishes her tale.

When she is done, a chorus of croaking vocalizations follow the elder's story, and she turns to face the Pathfinders and holds out the clay object to Tad.

"The talisman's power is hidden within," She explains, switching back to the common tongue. "It must be unsealed in the beast's presence. To do so too soon would expend its energy needlessly... or even invoke a terrible disaster."

She watches you all for a moment, "We have entrusted you with this relic of our people; use it wisely."

If this is indeed the weapon you came searching for, it is not at all what you expected. Though it does looks a little better up close, then it did from a distance, the clay surface smooth and intricately decorated with linear patterns, plant imprints, and the symbol of a mountain standing under dozens of stairs.

As if some invisible cue is made, the crowd of gripplis starts to disperse, many of them stopping to give you a respectful sign, before disappearing up into the village or off into the jungle.

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Monty bows low to the Grippli leader.

Thank you. We will honor your gift.


On the flip side, you guys can now legitimately use t-rex eggs as a size comparison =)

After the gathering, once everyone has dispersed, a few of the grippli hunters will present Tad with a net made by the tribe. Although the materials are primitive, the construction is excellent.

Diblop takes a few minutes to grill Dale on the resin he used on the eggs... at which time he will finally learn what the darn trees with the purple root oil is called as she marvels that you didn't make more effort to avoid getting it on you.

Dale:
They are called monkey trees! Apparently the scent would have made you stand out to any creature paying attention from quite a ways off!

Like T-Rex's and panthers! Heh.

You know that your guides, waiting for you with the canoes back on the Dzimmi, will be expecting you back later today.

So will let you do any last minute RP stuff, and will move you back to the river in the next update.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Dru keeps mostly by herself, still brooming about her own failures.

I shouldn't have ran after that Aspis guy. Both of my friends were bleedin" and nearly died. What kind of bodyguard am I? Or I could have shoot at this guy with my bow, if I had any sense. And come back quicker to heal Tad and Monty. I have no formal training as a healer, but I know-mostly-how to use my Healing magic wand...That could have ended with two deaths by our side, and no anger against a foe is Worth that.

She puts her hand on her flask, for some alcoholic relief.. but stops her hand

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Not sure how long the site was down today, as I foolishly kept refreshing the Goblin Server page instead of trying to go to my campaign page. #feelingstupid

Before they all head to the pickup site, Brady tries to find a moment when he can discuss trade with Mother Bogwyyn. "Mother Bogwyyn, I can't help thinking of the weapons that we all saw when we arrived. I'm not certain that I understand your plans as you move forward and recover from this tragedy, but I would like to take over the trade that brought them to you. If you agree, I can have an agent come visit to work out the details. You'll find that I can help you get more value out of your own trade goods, and you can have every confidence that you are working with an upstanding organization that will both respect and strengthen your own standing here."

He pulls out his Traveler's Any-Tool, turning it into a small abacus so that he can calculate some figures illustrating the favourable exchange rates that he can offer.

Faction Journal Card:

From Season 8: Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check (DC = 15 + your character level).

Profession (merchant), Traveler's Any-Tool: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11


Site came up around 9am PST, I think.

Brady, re: Faction Card stuff:
Oh, hey, thanks for failing that! You are trying to undermine poor Gwellik! (he is the trader in question!)

Mother Bogwynne frowns at Brady's request, her head bobbing up and down as he starts trying to crunch numbers.

"We have drawn enough trouble dealing with outsiders." She finally says. "Gwellik has done well by his tribe, and we will do well by him in turn. "

"We do not need more weapons... and once the Great Scaled One's progeny have hatched, perhaps not even the ones we already have!"

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Argh, outage caught me before I could get a post together.

After healing the other group members and Finyik, Faliana and Sasha spend most of their evening helping rebuild camp where they can. As the night winds down she seeks out Monty, finding him up the tree. After a few unsuccessful attempts up, she finally gets to the same branch as the vanaran and takes a seat next to him. After a few moments of peace and quiet happy to be above the bustle of the rebuilding town for a moment, she jokingly starts, "Ashava dangit, at you going to keep choosing harder and harder to reach places to brood? You're going to kill me one of these days, you old monkey man! ... but more to the point, are you okay? That was a pretty nasty fight there and you seem more introspective than normal. Do you want to talk about it?" After listening, or possibly not, to Monty's story, Faliana falls silent for a moment, looking out over the forest. She starts up again, in a lower more emotion choked voice, "You scared me today. Finding that knife in your chest, frankly, terrified me. I know you can defend yourself and you are a capable fighter, but if you are facing someone who you can't handle alone, don't! I... I don't know what I would do if you died like that..."

The next morning, a slight crick in her neck from sleeping in a tree, Faliana decides to channel no one, performing her ritualized dance alone, and in a single style. She spend the morning enjoying having her head be her own and completely clear. If we are pressing on into the next scenario the same day, then maybe she will channel Sasha or Anavi, I feel like there is still more I need to develop with those two.

She gladly participates in the ceremony, whispering to Tad to have him translate for the group.

Faction goal:

Assuming the grppli leaders count as nobles or similar figures for the first faction goal
After the ceremony, if they have the time, she asks Tad if he'd be willing to come with her to talk to the leaders of the town. Inside the tent she bows deeply before starting in common and polygot, stating her self in both so the elders can understand and Tad can understand to translate. "Thank-you for your hospitality and entrusting us with your talisman, it has been greatly appreciated, and we will use it with the utmost respect. However, I do have an offer if you are interested. There is a part of the Pathfinder Society interested in uniting many of the countries in Avistan and Garund, and if you were to declare support for them, I'm sure they would make sure more Pathfinders like us make their way out here more often to help and assist in any way they can..." She proceeds to add details if anyone seems interested in the offer.
Diplomacy, DC 16: 1d20 + 9 ⇒ (6) + 9 = 15
Dangit should have taken Anavi!


it will be almost a week back to Nantambu, then a while longer from there, before something happens of any import, no worries.

Faliana, re: Faction Card stuff:
"Too many eyes have turned our way recently." Mother Bogwynn will reply to Faliana's diplomatic efforts. "Now it is time for us to look inwards, not outwards, to rebuild."

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Monty is quiet for a little while before he speaks.

The village I was born in was much like this one. A little place in the middle of nowhere. It was a happy place... until the Aspis consortium came to this land. My people had some sort of valuable, jewels or magic, who knows what, and the Aspis wanted it. When we were unwilling to trade, they burned our village to the ground... Only a few of us escaped the blaze.

He leans on his hands and sighs deeply.

All i could think was "Not again, Not again" when I saw the Grippli's in danger... i didn't think of anything. Not the life on my back, not how dangerous my choices were just stopping them... no. Not just stopping them. Punishing them. For what they had done... and what they were doing. These are... emotions that are unbecoming of one who styles himself as a counselor to others. I would have advised anyone against such foolish actions. Yet, it nearly got me, and poor Tad, killed because I did not heed my own advice.

Monty looks a little suprised by Falina's statement and nods.

I promise, in the future, I will come in get you first... He gives a wicked monkey grin.

Otherwise I'd bet you'd take my Hanbo and channel me and nag me out of the grave!

He gives a monkey cackle for a moment before coughing, his wounds still raw from the day. As he finishes wincing he sighs.

We... live dangerous lives. Death is a possibility. I accepted that long ago... but maybe I have undersold my life today.

He looks out over the jungle and says in a musing tone.

The value of something is determined by how much someone would sacrifice for it. Perhaps I should consider the value that others would place on me, and act accordingly instead of succumbing to the selfish belief that my determination is the only one that matters.

Can I just say I love the relationship between these two?

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale waits for the help of the group to patch up old Finyik "Poor guy is in rough shape, we need to get this skin back where its supposed to be before his health is restored. Follow my directions exactly!" Dale then takes charge in 'surgery'.

Once they are finished, Dale gathers up his heal kit and begins cleaning off the tools and repacking. He takes a few chunks of skin that were unable to be saved and stows them away in his kit as well. Later when he's alone he places them in a stoppered vial with some fluid and labels them: Finyik the elder Grippli.

When he learns they must spend another night in the village he's pretty thrilled. "Oh good, I think we could all use a break. I've got some research I'd like to do sooner than later and maybe take a bath!"

From a hut a bit of smoke and steam can be seen rising in the evening, as Dale sits in front of a weird contraption with a small boiling beaker on it, a clear fluid eventually drips into a small, curved pan as Dale watches on with an excited look on his face. His stained and roughed up formula book in front of him on his lap. As the fluid drips into the pan Dale quickly grabs it up, and counts down... That should be cool enough! He swallows it down and his eyes shoot open This... is... marvelous! This would have taken me weeks to perfect!

He quickly dives headfirst into his book, ink pen writing furiously on a fresh page for the next couple hours. Invisibility extract learned!

The following day Dale heads to the clearing with the others, and listens to the speech, even though he doesn't quite know what's being said, he gives many looks and glances towards Tad for some insight.

After the meeting he's quite happy to speak with Diblop, and even happier to learn what that purple sticky stuff is. "HA! There was no way we were getting away from that big Mama lizard with that all over us!" Dale is happy to compare notes, and if the possibility arises, Dale would love to learn an extract recipe or two!

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad bows his thanks to the grippli who made the net.

He looks thoughtful as the group leaves the village. He has learned much about his people that he did not know, but he doesn't fit in here any better than he does at the Lodge in Absolom. It is only at the Lady of Light's temple that he truly feels he fits in.


Dale, though she is described as brew-mistress, and grippli do have some racial alchemist archetypes, she is not ever specifically statted out as such... so she has no actual formula to share, unfortunately.

You head out, not long after Mother Bogwynn presents you with the talisman. You still have ten miles to go through thick jungle terrain, so don't want to delay too long.

The hike back is reasonably uneventful, though it seems to get hotter as you move east towards the river... and then it starts to rain.

For the first half of the trek, you have water coming down on you in strange sheets, the constant drip and patter of it occasionally interspersed with large bucketfuls, as it pools up in the forest canopy, before suddenly releasing all at once.

Thankfully, it stops after a few hours, though you are already thoroughly soaked by that point, and the final push to Dzimmi River is less then comfortable.

Your two guides are still there, by the time you arrive in the late afternoon, and they have a third person with them. Faliana vaguely recognizes the fellow, though its not until he speaks, with a thick Galt accent, that she remembers where from. It is one of the members of the other Pathfinder team that were on the trail of the missing Venture-Captain, some of whom she met briefly in Nantambu.

He introduces himself as Jacques, an overly-exuberant fellow, who is overjoyed to learn you managed to acquire the 'weapon' from the grippli.... though a little less so when he finally sees it. Clearly, he was expecting something a bit more flashy.

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Ya thought as much so had to ask!

Dale heads off with the others back towards their boats and guides.. hopefully! "I'm starting to think, that... if we are going to spend so much time hiking through this jungle then we should invest in some larger bladed weapons to make things easier!"

At the start of the rain Dale double checks that his important books are well sealed up in his water proof bag. So much learned, I can't let some damned rain spoil it!

Knowing its safe he treks along, letting the others do most the work of clearing the trail, while he repays the favor by educating them on the proper identification and pronunciation of the local flora they just hacked to pieces. "That WAS a fine specimen, but yes I agree, it had to go. Oh avoid that one! Causes a mean mean rash!"

When they reach the river Dale is fairly matter-of-fact when he greets the guides and their new friend "We're back, a nice little adventure there, nothing too big or two scary for this group! Oh... you're new... I'm Dale, welcome to the jungle!"

He tries to get a bead on the man, making sure it isn't five knives in disguise... Perception: 1d20 + 6 ⇒ (18) + 6 = 24 Sense Motive: 1d20 + 3 ⇒ (18) + 3 = 21


Hey, I'll get someone to buy a machete eventually =)

Silver Crusade

ecclesitheurge of Sarenrae 15

It's not like Tad could use it effectively anyway...

Tad keeps a careful eye out as they travel through the jungle. He talks happily to the others. Somehow, meeting others of his kind seems to have increased his confidence in himself.


Jacques gives you a brief overview of their search for Venture-Captain Sharrowsmith, and thanks you for retrieving the talisman for them... though he still seems a little disappointed in the reality of it. You make sure to fill him in on the instructions that Mother Bogwynn gave you, though that doesn't seem to change his mind to any great degree.

Finally, eager to be off, back to the Bandu Hills and the rest of his team, Jacques departs, grippli talisman in hand.

You guides suggest you hang out for the rest of the day, then start the trip back to Nantambu in the morning... if only to avoid having to camp inside the Kaava lands the next evening.

So it is that, come the next morning, you all find yourselves sitting in the canoes once more, retracing your steps from a few days before. The first part of the trip goes a bit quicker, as you end up heading downstream on both the Dzimmi and Little Vanji... but the water flows so sluggishly on both estuaries that the quickened pace is barely noticeable. The entire second day is spent inside the Kaava jungle, and your recent experiences there have you looking at its dark dense growth with a slightly different perspective. But no dinosaurs charge you from the banks, or lizardfolk assault you from the trees, and you pass through without incident, beyond bugs and the heat.

Once you hit the Vanji, however, things slow down noticeably... as going upriver in the larger river is definitely more apparent. Once again, you get to row... though after a while, the simple rhythm of it starts to get a little relaxing... at least for some... and the last few days kind of all flow together.

As you pass under the Aspis controlled Whitebridge Station, you sense a little tenseness in some of your companions... though mostly because of your recent negative interaction with the Consortium, rather then any particular threat from Whitebridge itself.

By the time you see the the towers of Nantambu, after a week on the river, you are ready for a little down time on dry land!


With your return to Nantambu, things quickly return to your new normal, as you bide your time in the Song-Wind City until your next assignment, occasionally stopping in to help Arvellos Rand keep things going at the lodge during Sharrowsmith's absence. Rand doesn't seem happy about the new state of things, but has managed to make a small dent in the pile of paperwork on the Venture-Captain's desk from when last you saw it. Though you wonder if he isn't just moving it somewhere else, so it doesn't look quite so imposing...

It isn't for another week that you finally hear back about the search team's efforts in the Bandu Hills... and the news is not good. Aya is quite sombre when she tells you that the team returned with the news that her friend and business partner, Nieford Sharrowsmith, had died in the ruins you helped the team gain access to, long before they ever got there.

Things become somewhat gloomy around the Lodge for the weeks that follow, in the wake of that discovery.

The Grand Lodge in Absalom finally sends official documents to allow Aya to take over running the local lodge on a temporary basis... much to Arvellos Rand's relief. The Lodge's existence within Nieford and Aya's import business has been more-or-less an open secret in Nantambu for quite some time, and there apparently would have been some embarrassment if anyone that wasn't a friend or family, were to take over that part of the 'business', so soon after his death. So Aya herself had requested the opportunity, and apparently Ambrus Valsin had agreed.

Eventually things return to normal again. Aya proves much better at processing the paperwork then Arvellos, and in no time she has the Lodge, if not humming, at least running efficiently. Rand can't get out of town fast enough, probably worried that someone might change their mind, and chain him to the desk again.

The occasional Pathfinder agent passes through, usually off to some ruin or dig site out in the jungle, though the six of you are left mostly to your own devices.

It is about a month after the Venture-Captain's death, during the Expanse's version of summer, that Aya sends word to you again that she could use your assistance.

There's more... but will post the rest later =)

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

By the time the canoes reach the city, Dale has them loaded heavily with samples of all different bits of... everything. But the bulk of which are plant samples and any and all remnants of fish, insect, bird, mammal, anything he can get his hands on to study. Considering the extra weight being added into the canoe you'd think he'd help paddle harder... but alas he doesn't seem near as interested in paddling as leaning over the side of the boat precariously to grab something floating past. "OOO grab that! QUICK QUICK!"

In the month or so at the office Dale stops by on occasion, smelling of all sorts of chemicals and covered in stains and scorch marks "Good morning! Any mail for me? No? Excellent! See you tomorrow!"

He doesn't seem super concerned with the death of the Venture Captain. He either quickly forgets or had made the assumption long ago that he likely was long lost. He does offer his insights on anything interesting that crosses Aya's desk, whether she asks or he just happens to see something while snooping.

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Monty spends much of his time meditating, training, meditating and training some more. The scar under his eye gives him a roguish, dangerous look, and many in the city are wary of the strange monkey man stepping his way through katas. However, each evening he sits outside the lodge and dispenses cryptic wisdom to those who would seek it. His advice is calm, level headed, but often difficult to parse. It is during these advisory sessions that he is most likely to smile, particularly at questions from small children that come by.

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Brady actually spends a fair amount of time with Aya, assisting her with the trading arm of her business so that she can focus on the Lodge. When Aya is formally given over the Lodge, Brady is a little grateful; eventually, he knows the Society will call on him again, and he can't be running someone else's business. Now that she knows her path, Aya could work on finding a permanent manager for whenever Brady had to leave.

Of course, he spends his evenings practicing all manner of martial pursuits, so that he might be ready no matter what comes.

He is a little surprised to see Faliana hanging around his sparring practice, but he starts working her in, perhaps before she herself recognizes her interest. "I'm glad to see you learning something new, but I thought you favored that spear. One of your spirits pushing you to practice this way now?"

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad spends some time talking with Monty and Faliana, trying to make sense of everything that happened on the last trip. He clearly feels more confident in his knowledge of who he is. He also spends a great deal of time in prayer and study. It is becoming a familiar sight to those in the city to see the little frog-man visiting the sick and bereaved to offer help and comfort.


The heat is, as it's been pretty much always lately, sweltering. Especially at midday, which is when you are asked to come. The small marketplace outside of the export house is bustling with customers, Aya Allahe's business clearly doing as well as always. Most of the merchants stand under the shade of colorful awnings, behind enticing displays of all manner of goods, from fresh exotic fruits, to intricate works of art... though the initial novelty of the market has faded somewhat for you, having been through it many times over the past couple of months.

You see Aya, sitting on a bench beneath two large, vaguely human-shaped statues that rise from a fountain off to one side, water pouring from their open mouths. She looks up from a large ledger of some sort, noticing your arrival with a nod, and faint smile. Not waiting for you to come to her, she quickly rises to her feet, waving off a man trying to show her bales of cloth of some sort, and comes to meet you.

"Ah, good, you're here!" She says. "There is much to discuss, but let us go inside where it at least pretends to be cooler."

She leads you into the trading house, and back through a small secret doorway into what used to be Sharrowsmith's office. It looks pretty much the same as the last time you saw it, except there are no piles of paperwork on the desk, and few cabinets have been added. There is also a large map of the Expanse on the wall off to one side, that was not there before, covered in small colored pins and bits of thread, most of which radiate outwards from Nantambu.

"I hear you've been keeping yourselves busy." She says lightly. "But I'm sure sitting on your heels in our fine city is not ideal." Although her gestures are animated, and lively, the expression in her silvery-white eyes is weary. "Nieford's passing has been difficult. I did not know the half of it when I volunteered to oversee the lodge in the interim. I've done what I can to clean up the backlog of reports and invoices and requests." She explains, one hand waving at the desk now clear of errant papers. "No small task, but something, at least, I have had experience with. They've started sending some of your agents this way again, and we've gotten them sorted and helped on their way. You may have met a couple of them on their way through."

She sits down in the chair behind the desk, her face serious as she glances at you, clearly done with the small chat.

"Unfortunately, something... unexpected... has come up, that I can't quite handle on my own." She begins, glancing up at you, obviously implying this is the reason for her asking you here.

"I am not sure how familiar you are with the local peoples of the Expanse. Though I would guess far more so than many foreigners." She gives a slight smile towards Monty and Tad. "Which is partly why I asking."

"One such, are a group of elves that live deep in the jungle to the east. They are known as the Ekujae. Territorial at the best of times, they have, over the past few weeks, become..." She pauses, lips pursed. "Well, they have become rather violent... and from what we've been able to determine, that violence seems to be directed toward anyone they believe to be connected to Nieford or the Pathfinders."

Knowledge (local) to know something about the elves of the Expanse

She grimaces slightly, realizing that this includes herself now. "They have ambushed or abducted several travelers who fit that description, but have not yet killed any of them... a hopeful sign, perhaps? Instead, they return their victims, beaten and severely bruised, near well-traveled roads." She leans back in the chair, looking at the office. "As I have become the Pathfinders' primary contact in the area lately, these victims have been coming to me and reporting their experiences. The first time, I did not think much of it... but then it became a pattern."

"Mostly the victims speak of being questioned and threatened, though why is not entirely clear. The Ekujae apparently are claiming that Nieford Sharrowsmith owes them a service, and that debit is due." She shrugs helplessly, clearly not knowing much about it. "They then go on to claim that if he himself will not settle this debt, then his friends or associates will. I am not sure if they realize he has passed on... but I get the impression they would not care." She spreads her hands.

"I have searched what records I have of Nieford's... you saw how he left the place... but so far all I have found is a single entry in one of his journals describing a path he once followed to the Ekujae," She pulls a folded piece of paper out of one of the desk drawers. "Although there is no mention of any deal anywhere that I can find mention of."

"Given Nieford's penchant for secrecy and relying upon his own memory, however," A mix of emotions move slowly across her face. "I have no doubt there could very well be something he said to these elves to strike a bargain. Though if true, the mere fact the Ekujae, who are usually very suspicious of any outsiders, were willing to make a deal with him at all speaks to his strength of character. He was an honorable, trustworthy man, and the Society is poorer for his passing." Aya pauses for a few moments, bowing her head in remembrance.

When she speaks again, her voice is clear and determined. She hands the paper to you, revealing a detailed map. "Nieford drew this to help him find his way to an Ekujae village about a hundred miles east of here. I assume the one where he made this mysterious 'deal'."

"I would ask that you follow this map as best you can and try to make peaceful contact with the insular elves. It is pretty wild country out where this leads, no roads or paths, so if you are not confident of your ability to navigate the jungle, I suggest you hire a guide."

Knowledge (nature) or Survival to know a bit about the jungle where the map seems to be heading!

"Once you arrive in the village, assuming you can do so peacefully, find out what it is that the Ekujae want, and if it is in your power to do so, fulfill Nieford's bargain."

"While I doubt the Pathfinders could ever turn the Ekujae into full allies, they would make far more dangerous foes." Allahe shakes her head, "Let us learn from the Aspis Consortium’s mistakes and not antagonize them."

Hrmm... that ended up a lot longer then I intended =P

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Knowledge (local): 1d20 + 4 ⇒ (9) + 4 = 13
Survival: 1d20 + 2 ⇒ (18) + 2 = 20

"Their behaviour speaks volumes. It would be strange for them to start attacking Pathfinders at random. While their means of attracting our attention to enforce Sharrowsmith's deal with them is less than ideal, I have to think that there must in fact be a deal."

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad nods. "It does sound like we should go talk to these elves and see what they have to say."

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Impressive opening speech! Dale continues his daily use of endure elements. Who honestly wouldn't in a place like this?

Dale makes his way through the market, something he does almost on a daily basis. Seeing the bounty of the jungle is much safer when doing it within the city walls, and you never know what you'll come across of interest. He just might like doing it to correct some shady/ignorant vendors when they try to pass off look a likes as 'jungle remedies'. He views it as his good deed for the day and keeps him on a first name basis with the vendors.

"Good morning Aya! I wouldn't buy that cloth either, far too itchy and tends to attract ants!" He heads inside with her and the others to listen to what he expects is something interesting.

"I like what you've done to the place! Having a map like this is quite handy... if only they weren't so big and bulky, I'd carry one around with me!" He stands over next to it to check out as she describes the reason for our visit.

K Local: 1d20 + 12 ⇒ (6) + 12 = 18
"Ah the jungle Elves! We best be careful around them, but I expect they've put more than a few arrows through the likes of all of us. If we're lucky they're vegetarians! Hopefully they speak Elven in some form, I learned that a while back when I was just a mini Dale!"

As the topic of a route to the village comes up Dale raises an eyebrow or two, its hard to tell with his mop of hair covering an eye. He turns to the map and quickly locates the route. "We better bring some machete's or something if we're going to go that route!"

K Nature: 1d20 + 12 ⇒ (11) + 12 = 23


Although Brady has heard about the elves of the Mwangi Expanse during his time in Nantambu, most it has just been the locals talking about how distrustful they are, bordering on outright xenophobia. Dale knows a little more then that, of course, quick to chime in that there are many different tribes throughout the area, as they make up the largest non-human population within the Expanse.

The Ekujai are simply the most well known, as they inhabit the western side of the Mwangi... but there is also a tribe to the northwest known as the Kallijae, and the Alijae far to the north.

He seems a little more excited about it then you'd expect, the reason being that the Ekujae are known to carry ceremonial weapons made of a special type of wood he's never seen before, called yellowheart.


As for the jungle you are heading into, most of you know the general dangers to expect, as the eastern edge of the Kaava Lands was much the same, thick jungles making traversing them difficult at best, and teeming with wildlife, including both large predators down to swarms of biting insects. But unlike the Kaava, the jungles of the Expanse are not quite so cool, and the insects far more apt to carry any variety of tropical diseases. You remember the affliction that Rulkep's son had back in Bloodcove... and that's just one of hundreds of strange maladies lurking in the jungle.

The area you are heading into is very dense, and leading any type of draft or riding animal in there is next to impossible, so you'll most likely be walking in, and out.

Beyond that, you'll just need to be cautious around prominent natural features such as water sources or the ever dangerous quicksand... apart from the dangers such features present on their own, the insects tend to cluster in such areas, as well, other predators tend to use them to ambush prey, or set up lairs.

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad looks at Dale. "Dale, is there any medicine we should each buy before we go?"

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale swipes his hair out of his face and turns to Tad "Funny you should ask, well not funny haha funny, but more funny queer funny." He lets his hair fall back into place before continuing.

"I guess there wouldn't be anything too very particular, so many variations of poisons and disease and ailments floating around a giant jungle. Maybe some antitoxins and antiplagues wouldn't hurt just in case we come into anything may be a good idea. My medicine kit is still well stocked if anyone comes down with something I hopefully can help treat it while out in the bush."

He continues tapping the map as he thinks up more useful supplies "Such a long trip... we've got to carry lots of food and water! Say... can you summon water thanks to Sarenrae? Or is that a no no with the whole fire thing? How about spells to clean contaminated water or food? Hrm... its a good thing I developed that new recipe, I'm going to need to carry A TON of equipment for this little camping trip!!"

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Monty nods in agreement.

We should bring the basic health tonics of anti-plague and toxin for certain. As for this deal... well, the last time I dealt with these elves, they tried to shoot me, so I can't say I'm excited to run into them again. But the pathfinders should make due on any outstanding debts we have, even if made accidentally.

Silver Crusade

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ecclesitheurge of Sarenrae 15

Tad smiles at Dale's questions. "The Lady of Light realizes that we need water, and does not begrudge the use of her magic to make water. I can certainly pray to her for this spell while we travel. I can also pray for the ability to make our food and drink clean, but if I do this, I cannot also make magical light. If you can carry enough torches, this would be a good idea. I can also pray for the ability to remove sickness.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Before I post, GM, could you check on the discussion thread to tell me if my new Equipment is validated?

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Brady holds up his wayfinder. "Mine is standard issue, it will generate light on command," to which it starts shining. He nods in Monty's direction, "I think Monty's does the same."

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Dru points to a small gem which turns around her head

This little trinket is useful, and not too costly. It gives some light, and you have your hands free. There might be a few left, if you need them. And now my favorite weapon is magical, so that might be handy. I just hope it's some well-spent money, I could nearly have bought a tavern for the price of that enchantment. I still have some money left, so if you think we need a few things for our travels it's now or never.

Ioun Torch
Aura strong universal; CL 12th
Slot none; Price 75 gp; Weight —
Description
This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Silver Crusade

ecclesitheurge of Sarenrae 15

Tad nods to the others. "Then I will leave the light making to you and instead pray for the ability to make water to drink and to make food and water safe."

swapping out prepared spells, changes are noted in profile.


OK, if you have any last minute purchase decisions to make, make them!
Otherwise, I'll move things along later today.

Be aware, the map does not specify exactly how long this trip will take, but based on descriptions and distances and such, you're guessing maybe a week or so through dense jungle, more if you can't find the paths the map indicates.
And of course the same to get home again.

You think you'll be good for water, with Tad's help, but don't forget you also have to eat.

Going to get everyone to make a few rolls up front. Do not worry about modifiers, I'll apply those as needed, as things will be changing as you go....

Need three fortitude saves from everyone.

Will also need to know who's going to take the lead (Unless you want to hire a guide)...

Will need two survival checks from that person!

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Dale watches the whirling ioun stone with great interest "That Dru is just fascinating! And more importantly very handy! You'll need to tell me where you got it, I may do the same..."

As they continue planning their expedition Dale makes it obvious that he plans to lead the foray through the jungle "I'll be sure to pick up the appropriate survival kit with compass and all so we don't get lost. I'm going to get a heavy sword to make mincemeat of any vines barring our path!"

As usual he's getting quite excited to head out on an adventure. He also reminds everyone he still has numerous vermin repellents that have gone unused on past excursions.

Dale will take 10 on those survival checks, with the survival kit that'll make them 19s. Anyone should feel free to aid that, especially those that are trained.

Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8
Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6
Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6
+2 vs poisons

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Saves:

Fortitude: 1d20 + 6 ⇒ (7) + 6 = 13 (+2 to resist warm or hot weather)
Fortitude: 1d20 + 6 ⇒ (9) + 6 = 15 (+2 to resist warm or hot weather)
Fortitude: 1d20 + 6 ⇒ (6) + 6 = 12 (+2 to resist warm or hot weather)

"Those vermin repellants have been helpful, for sure Dale. I will gladly carry some again. I've bought a few more trail rations as well; it's better to be safe out there, I think."

Dale, let me know how many repellants are available for Brady to carry so that I can note them on his sheet. Started with 6 trail rations, purchasing three more. @GM, per the Slush Fund boon Brady earned from his Faction Journal Card, "if you expended gold on tolls, bribes, living expenses, or other non- permanent costs during an adventure, your faction reimburses you for the gold spent, to a maximum of the amount you earned on your Day Job check." Do trail rations count as "living expenses, or other non-permanent costs?"


for the record... the vermin repellent lasts 4 hours... so you'd go through 6 a day... (only 4 if you have some way to keep bugs off you while you sleep (tent, netting, et al)... its a minimum 5 day trip (possibly more) ... so you'd need about 20-30 total, for one person, one way.

Brady, while picking up supplies, you do find a local merchant making a different type of vermin repellent that, at least according to her, would last all day! It is fairly cheap, though you're not sure what Dale would think about it.

It would cost about 10 gp for some of this, to cover the entire trip. Effectiveness might vary... =)

Dark Archive

Male Alchemist 6 HP: 45/45 AC:17 FF:15 T:12 F:+8 R:+9 W:+7 CLW Fork:42 Perception +10 , Sense Motive +5 (Bombs: 12/12) Effects: Ant Haul

Way back when we started this trip Dale gave out 3 to each player to be used when they wanted. I haven't kept track personally who used what/when. I just know that people haven't mentioned using them more than a few times so there should be some left. I haven't been able to find bug netting listed anywhere to buy because I totally would be buying some. Using the vermin repellent for 24/7 protection would get quite impossible. Also, not sure if someone wanted to spend the PP/gold, but a wand of endure elements may do you guys some good, Dale has himself covered but that's all.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Fort saves: 1d20 + 5 ⇒ (13) + 5 = 18
Fort saves: 1d20 + 5 ⇒ (6) + 5 = 11
Fort saves: 1d20 + 5 ⇒ (17) + 5 = 22

Can we aid the survival check? Or will you take the best two rolls?

Survival: 1d20 + 4 ⇒ (12) + 4 = 16
Survival: 1d20 + 4 ⇒ (8) + 4 = 12

The Exchange

Male N Half-Orc Brawler 6 | HP: 52/52 | AC: 22 (14 Tch, 18 Fl) | CMD: 24 (20 Fl) | F: +8, R: +9, W: +6 | Init: +6 | Perc: +11, SM +11 | Speed 30ft | Active conditions: none | Martial Flexibility: none

Technically, you can't give items to another PC. You can share them to be used, but if unused, they revert to the owner. So, again technically they were all returned to Dale at the end of Kaava Quarry. Dale would have to hand them out again....

That said, Brady's plan isn't to use the vermin repellant through the whole trip; that seems excessive. He would be planning to use it vs. a specific vermin opponent. Unless, GM, you're representing that the amount of skeeters is so excessive as to need Deet for the whole trip....


Brady Torquatus wrote:
technically they were all returned to Dale at the end of Kaava Quarry.

This is true... (two have been used to date)

Brady Torquatus wrote:
Dale would have to hand them out again....

This however, I'm not so anal about... from a narrative standpoint, I'm ok with them still being handed out as we go forward =) (with the assumption it happens off screen at the start of each scenario)

Quote:
Unless, GM, you're representing that the amount of skeeters is so excessive as to need Deet for the whole trip....

This might also be true =)

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Fort: 1d20 + 6 ⇒ (5) + 6 = 11
Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Fort: 1d20 + 6 ⇒ (2) + 6 = 8

Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Survival: 1d20 + 6 ⇒ (17) + 6 = 23

Yipes. Well, monty will go ahead and try and tough it out... he's a native, so the heat shouldn't bug him that much, and he does have fur to deal with skeeters, but he'll use the vermin repellent if it ever reaches deadly swarm levels.

Sovereign Court

CG Female Half-elf Medium (Relic) 6, Brawler 1 | HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft | Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Fort Save 1: 1d20 + 3 ⇒ (11) + 3 = 14
Fort Save 1: 1d20 + 3 ⇒ (1) + 3 = 4
Fort Save 1: 1d20 + 3 ⇒ (5) + 3 = 8

Survival aid another: 1d20 + 1 ⇒ (19) + 1 = 20
Survival aid another: 1d20 + 1 ⇒ (2) + 1 = 3
___________
I'm back, and Faliana is looking like a lot of fun to try playing with! I think she'll be able to pare up with Mony pretty well now with being able to pick up vicious stomp on the fly! Also the endure elements wand looks mighty tempting...

Silver Crusade

ecclesitheurge of Sarenrae 15

fort save: 1d20 + 5 ⇒ (16) + 5 = 21
fort save: 1d20 + 5 ⇒ (5) + 5 = 10
fort save: 1d20 + 5 ⇒ (18) + 5 = 23

Tad will use Blessing of the Faithful on these rolls if possible, not included in rolls because not sure if it's possible.

Tad is happy to join in buying the wand of endure elements. If a few charges are left at the end, he would be happy to 'buy the others out' since he can use the wand.


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And so it is, after picking up what supplies you think you'd need, that you head out of Nantambu on your way to try find the Ekujai elves of the Mwangi Expanse.

You've traveled through jungles before, of course, but they prove to have been little more then a warm up for what you end up running into, once you enter the Expanse proper.

It quickly becomes evident that Dale's thoughts on paper, regarding his newly purchased falchion, do not quite work out so well in practice. The grip on the sword is not really designed for the constant chopping and hacking of vines and branches that traversing the jungle entails... the proper tool for the job, it turns out, would probably have been the proper tool for the job. Still, the falchion is ten times better then what you were using back in the Kaava lands, so despite a few blisters forming from the activity, it is at least serviceable... though it is probably ruining the edge, and you're unsure how it will function if you ever have to use it for its intended purpose.

The temperature too, is magnitudes higher then it was back in the Kaava jungle... those wearing armor are almost instantly sweltering inside it. Luckily you eventually decided to get the wand before you left, and a quick stop to apply it to everyone relieves at least that portion of the hell that follows.

The way is rugged, at best, despite seemingly being on a slight semblance of a trail. The jungle is full of streams, and bogs, fallen trees, and thick underbrush... there are numerous hills, and valleys, and cliffs to work your way over or past... The sum total of which is a fairly circuitous route to your goal. And, every day like clockwork, it starts to rain some time around four in the afternoon... and does not stop again until the sun rises in the morning. You forget what it means to be dry.

The map from Nieford's journal is simple enough to follow, and starts off on a generally southeasterly route, as it bypasses a number of cliffs, that run through that part of the Expanse. Dale starts off playing the part of expedition leader with enthusiasm, pointing out to everyone the way to go... and he seems to have a handle on it, at first. Though his enthusiasm starts to flag as the the worst the jungle has to offer starts to become known.

Insects.

They are everywhere. Every mile you hike, you swear you see something new... and most of the time it's trying to bite you. The bugs live up to their promise, and you quickly learn that the repellent that Dale created, though effective, is not nearly enough. Every minute of the day and night, there seems to be something hovering about you. Mosquitoes, gnats, flies, ants... if it can follow you, it seems to. Every step you take seems to stir up something new to harry you as you make your way through the dense foliage.

The bonus for the repellent will only happen on the first check... and you will be out of it after that.

Any repellent you have is gone within the first day. The only thing that helps at all, is moving, and the occasional breeze. But the later are two far between, most winds deadened by the dense foliage, and the former is not possible, constantly. Every time you stop for a break, or a drink, or just to swat at something, they descend on you again.

It isn't until the second day, that the true danger of these pests starts to make itself known though, as Dale wakes up with a fever... it seems to get worse as the day progresses, as by the end of the day he has trouble keeping food down. Things only get worse from there, as Brady, Monty, and Faliana all start to show similar symptoms. By the fourth day, all of you are ill, and barely able to do much of anything, much less travel.

Luckily, both Tad and Dru manage to shake it off pretty quickly, and are able to help the others, and you slowly make progress from there. By the time you start to get close to your goal, Brady, Faliana, and Monty are starting to recover as well, though not out of the woods (Ha!) just yet. Dale though, is still fully symptomatic and struggling.

Synopsis of Conditions:
This is a variation on the bubonic plague, and all the symptoms that come along with.
Severity of your condition depending on how many of the fort saves you managed to succeed at. In general, you didn't fare well!

Tad and Dru have managed to shake it, though Tad has suffered 1d2 ⇒ 2 and Dru 1d2 ⇒ 1 con damage.

Brady, Faliana, and Monty are starting to recover, though are still diseased (you have one more successful save to make) and fatigued from the ordeal. Brady currently has 1d4 ⇒ 4, Faliana 1d4 ⇒ 3, and Monty 1d4 ⇒ 2 con damage, and they each have 1 charisma damage.

Dale however is still fully infected. He is fatigued, and has taken 1d4 + 2 ⇒ (3) + 2 = 5 con damage and 2 charisma damage to date.

Those still infected (everyone but Tad and Dru) will have to save again tomorrow, etc... (2 consecutive saves required to shake it (Brady, Fal, and Monty have made one of those already))

You are five days into your journey at this point, and most of you on your last day of food.

As you emerge from the latest section of jungle to find yourselves a soggy muddy pool of stagnant water cutting across the trail.

Drusilla easily is able to spot a number of areas that she's sure are quicksand nearby. Though you'll still have to be careful crossing, an activity made slightly more treacherous by folks' conditions.

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

GM, once we failed a save, could we have taken an anti-plague to help with that? I know that's literally the reason I bought it. I think it's fair to say we would have downed them at first signs of symptoms.

Silver Crusade

ecclesitheurge of Sarenrae 15

what about remove disease?


The first part of this is abstracted somewhat... else you would probably doing much worse. There's an initial DC (not neccessarily for the diseases), that goes down based on precautions you take. Something like the anti-plague here, would just give a bonus, not a second roll.

At the first sign of symptoms, its already too late to avoid the first round of damage.

Monty, Fal, and Brady have already saved today, the antiplague would do nothing at that point. Tomorrow's save it will come in again though.

Dale... well Dale just rolled so poorly =)

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