Falcon's Hallow (Inactive)

Game Master Hokina

Darkmoon Wood's Map
Intro thread
Inventory
Droskar's Crucible
Falcon's Hollow
People and places


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Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

Hey all, I'm back. Sorry about the absence. I was in a lot of pain and went to the doctor on Tuesday morning. They put me in the hospital for emergency surgery and I got home yesterday. I am back to work now and will catch up on the game thread and post as needed.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Glad you're feeling better!


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Sorry to hear about that, but glad to hear your back in the fight.


Male Human Sorcerer (Eldritch Scrapper)/1

Same here! Good to have you back in the fray, my friend!


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

I hereby dub this combat... the Series of Unfortunate Rolls


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

I know, I'm walking with 1 hp, can't decided to try and combat cast heal or bite or just try to escape.


Male Human Sorcerer (Eldritch Scrapper)/1

...don't we also have a potion of CLW somewhere in our inventories? The herbalist gave it to us, didn't she, along with some wolfsbane?


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Unfortunately it was an alchemist fire, not a potion of CLW I just double checked.


You just had to taunt it. :)


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Totally worth it :3 I think after peanalties with that roll I may be stable too!


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Good news Ford. You are back up to positive! Bad news? We are going to have to sleep, thereby making it so that the virus probably spreads even more. That was a bloody scary fight.


Male Human Sorcerer (Eldritch Scrapper)/1

That is good news. And bad news. I really hope that virus spreads slowly...

Also, sadly, I cannot channel energy, like you said earlier. Forgemasters give that up for rune forging, so I have to make use of my spontaneous casting to heal folks. Good news is, though, that I have one spell left to spend.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Heh. Well then, from the looks of things, I am going to have to wake myself next morning if I don't go back up to positive hitpoints and heal myself. (Which apparently, I can do. I was looking up the stable condition on the PFSRD).

So tomorrow morning I will likely have to burn my two spells to heal myself meaning I am staying FAR in the back. No more melee for me!


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

So first purchase of the group is a wand of CLW, that is if we make it that far. Plus I can share some of my healing, so that you don't loose too many of your spells.


Male Human Sorcerer (Eldritch Scrapper)/1

...when we get to that dwarven monastery, I'd best be rolling amazing to make up for all these lousy ones right now.

Then again, I did roll quite well against the goblin and it's pet... but still!


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

I could carry the wand (when we get one) as I am liable to be in the back of the party anyway. Lucky Alleran's Eagle was able to consistantly hit otherwose we would probably be lizard food. Now THAT was teamwork.

Oh yeah, and my alignment is now Lawful Good. Just a discussion the GM and I had.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

What was it before, and why the change? If you don't mind me asking.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

It was Lawful Neutral before. It changed when I realized that my actions and motivations fit Lawful Good much better. Don't worry, I'm no Lawful prick, even though I do worship the god of laws and am a Hellknight XD It helps that I am an inquisitor, after all, "Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals."

It's like James Bond. Definitely Lawful, but willing to break it if it means preserving it for others or rooting out corruption or criminal organizations (something the Order of the Scourge is dedicated to). The Good part just means that my motivations aren't just about acheiving order, but that people are helped in doing so.

And if you think it's a Paradox to have a Lawful good Hellknight, look up the lore on the Order of the Scourge. Two of it's three highest ranking officers are LG with the last being LN.

EDIT:

By the way, does anyone mind me taking the Darkwood longbow? :3 Anyone? Ah well, I guess I'll just uh... confiscate it.

EDIT 2:

So, here's what I'm thinking. I rest until morning, gaining one HP and putting me at 0. I then use one use of CLW on myself so as to save the potions. I could then use CLW on whoever still has HP missing for the same purposes. My spells are less important, as, well, I only have expeditious retreat as an alternative. It's a great escape plan when I have more than 2 spells per day, but for now, I don't mind being the beatstick.

I could also carry a few of the potions. As I am in the back I am less likely to fall, meaning if one of you do then I can run forward and stick the bottle down your throat before running back again. Any objections to this?


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Not a longbow, it's a crossbow unless I misread it I am trying to keep up on a work cell on my breaks so I do miss read some things.

Well I forget the rest rules for restoring hit points so I'm more then willing to accept alternate healing


Male Human Sorcerer (Eldritch Scrapper)/1

I never thought a LG Hellknight was weird. They're about order, not being a&*&@~+s (most of the time). I think of it like any monstrous PC out there who's on the good spectrum: there is enough of them to have more than the standard example. Hellknights just have a less than sparkling rep because the a@!@@@+s are the ones who stand out, so they paint the picture everything thinks of.

As to tactics, I have no issues with you taking the potions. I can also spend my Animate Rope spell on a CLW too (though, shockingly, I almost needed it earlier).

I actually need to be more on the offensive, especially with my runes and magic. My runeforging lets me make objects MWK stuff (and not just my own!), and with my Divine Smith class feature and Extend Spell, my spells that affect weapons, armor and objects (like Lead Blades), can get up to 4x the duration I normally would for absolutely free. Of course, this means I can't do the healing a cleric would normally do... bleh. It's a trade off.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Its a pretty cool archetype as far as flavor goes. Plus your spells are really useful seeing as we seem not to have a blaster. Once I get a few more spells I could stick with utility type things (and as soon as next level comea, I could actually start identifying monsters...

And don't worry about the bow Hound :3 I alresdy added it to my personal inventory list. :3 If someone wants, they can hold onto my previous bow, while someone else should get the crossbow. Everyone should always have some form of ranged weapon, even if they aren't particularly good at it. Kind of like how I keep the longspear around; just in case.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Alright, as it turns out, I hide armor, not a breastplate (don't worry, my AC was correct, my description was wrong however.)

That being said, after looking over your characters, I think that Alleran should take it. Hound and Ford both have armor with a +5 bonus, and I am not going to be in melee much anyway.

I furthermore took one potion of CLW and one potion of CMW. Finally, I really suggest you guys put in your inventory. It would be pretty useful so we could all have that in one place.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Well then maybe I will take the crossbow, I am lacking a range weapon at the moment.

And I like that archetype. As it stands it seems like you'll be the group enchanter, if not permanent at least for combats we know we're walking into.

And as for Ford not being a heal bot, I can live with that as long as I don't end up as one. :3

I'll take a CLW, will add it to my list once I get to a computer.


Male Human Sorcerer (Eldritch Scrapper)/1

I enjoy it too, but then again, I like a lot of the under-loved archetypes. All the ones that people say are unoptimized and better off avoiding, like the Soul Forger, Spellblade, and of course, this one. I'm just the kind of guy who likes to see the lesser preferred get some love too (after all, someone put a lot of time and energy into making it).

That, and I firmly believe there are no bad characters, just bad players. Any archetype can be made awesome if you think on it enough.

Also, yeah, I need to get my junk into that list. Not that I have a great deal of stuff, the only things to speak of are some holy water flasks. But I'll get to putting all that in.

Also... I think I failed to include my ACP into my earlier rolls with climbing... I don't know why I only now realize this, but... crap..


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

I tend to do the same with class features such as domains and inquisitions. I specifically closed the Conversion Inquisition because I knew the build I had in mind didn't allow for a good charisma score, but I wanted to play a face anyways. With the Conversion Inquisition, however, I can use my Wisdom mod for Bluff/Diplo/Intimidate. Later on I get a dominate person once per day which has an iffy save, but it is an amazing ability for standard NPCs I want to get information out of secretly or something of the like. Not combat optimal but REALLY flavorful.

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

Working on an ingame post now. Alleran has taken one of the CMW potions. He has also accepted the regular longbow. He would need some arrows to make it useful. He used one of the empty vials for the moss and has it on his person. He is carrying two tatzlwyrm hides, two skulls, the teeth and claws in his backpack.

Alleran wears an armoured great coat which is part of his Andoran army uniform. Imagine a figure dressed as an American Revolutionary War soldier. He won't be trading it in for hide armour.

I placed one CLW into Hound's inventory as he expressed intent to take it. (Figured I could help since I am sitting here at work with nothing else to do). I also added in all of my gear into the spreadsheet for ease of viewing. Anyone else wants theirs done, let me know. Like I said, I sit here most nights with nothing to do.


The tatzlwyrm hides can count as Dragonhide for raw materials. 110gp in raw materials (55gp each).


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

If that's the case and nobody else takes it I guess I will wear it. I hate to seem like I'm taking all the good items though. I can give you ten arrows for now leaving me with a solid 24 regular arrows left. I will have to be conservative for now, but I can't imagine I will need that many before we get back to town.

Heal: 1d20 + 7 ⇒ (15) + 7 = 22

Now Alleran, what is your HP?


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

I will take you up on that offer Alleran. Didn't get a chance to get on my computer last night.


Male Human Sorcerer (Eldritch Scrapper)/1

I'm probably gonna take a Potion of CLW myself (seeing as Torag is clearly testing my durability here...) just in case.

Hold on to those teeth, claws and hides. I'm sure when we get back to town, I can find a forge and convert them into something more substantial.

Also, GM, did we find any arrows among the camp or bodies? Cause if so, I vote Zova take them to supplement her arsenal.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

I think that we should probably all heal up with a mixture of spells and potions. Again, my spells are less important so I think I could offer up my last spell to one of the melee people. Perhaps Hound could also contribute seeing as his spells are less reliable (20% failure chance) in combat, where he is probably better spending his time in melee rather than risking blowing a turn.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

I don't lose the spell at least, it's just I have a speech impediment. It does suck that I have a spell failure but it goes with the flavor of the character I'm playing. But I have no problem topping people off.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Thank you Hound :3


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Anytime

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

A few things,

No problem, Hound, I'll do that tonight.

I will adjust Alleran's ammo tonight as well.

There's a lot of out of game discussion in the game play thread; I am guilty of this as well. Conversely, when I mentioned that you can make a Heal check, that is for you to do in character as part of role playing.


The party can make it to the witch and than to the monastery in 1 day, but it will be dark when they get to the monastery.

In a open area you would normally be able to hustle to get there while it is still light out (they would be fatigued and take nonlethal damage), but woods with their paths are hard to move fast inside.

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5

Hound: updated your inventory

Zova: Sorry, I wasn't paying attention to my own inventory. I have a short bow and 60 arrows. I can carry the longbow if you need to get rid of the weight.


Ford:
I added 10 arrows to the loot that the party "found".


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

Thanks Alleran


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Alleran, if you want the normal longbow I would be glad to let you carry it. Better range, packs a better punch, there's really no reason not to use it... unless you have special connection to your own bow. As an inquisitor I am very pragmatic about switching gear when it suits me.

EDIT: And if you have arrows, I'll take mine back.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Hehe I took a look at the situation and as a player, I probably want to run the f**k away... but as a PC, I want to interact with the intriguing NPC.


Male Human Sorcerer (Eldritch Scrapper)/1

Ah, Zova ninja'd my post! That's cool. Just pretend I'm trying to assist in improving her attitude.

Yeah, in most cases, I would probably turn and run. (Typically, ANYTHING made from freakin' human teeth is a bad sign).

Actually, I'll give Hokina major props, this is an awesome twist. I ran through this module waaaaaaaaaay back when I first started Pathfinder (and had no clue what I was doing), so my memory is a bit fuzzy on it. But I definitely don't think this was in it. I love when GMs throw you a curveball like that. :)


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Disint... NOPE! Just... nope. We are ants. Its like Call of Cthulhu all over again...

Seriously good work GM. I haven't run or played this so I don't know what's new or not but... holy crap the atmosphere is amazing.


Male Human Sorcerer (Eldritch Scrapper)/1

Agreed. This is the second campaign I'm in that had tossed something totally level-inappropriate at us... and it's awesome for different reasons. This was a good way of putting us in perspective - Darkmoon Wood is not a friendly place, and has brought low greater heroes than us. We're in dangerous territory, as evidenced by us hearing about trolls, seeing a dragon, nearly falling to those lizard things, and now this winter witch from Irrisen. We're treading the surface of big dangers... and it's awesome!

I'm reminded of a joke I read once that went along the lines of "There's a lot going on in the game world. Not all of it will be at your level." This is a great example of that.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Aye. That saying reminds me of how I introduced an expy of Tempus Thales to my players as an antagonistic questgiver. I introduced this really powerful and awesome warrior who easily crished them in combat (He was an Antipaladin)... and then I had Tempus crush it within a round before their eyes.

Needless to say, they looked forward to the day when they could match his power.


Male Human Oracle 2 | HP: 12/17 | AC 16 / T 11 / FF 15 | Fort +2 Ref +1 Will +4 | Spells per Day 1st: 5/5 | Perception +6, Sense Motive +6 | Know (History, Planes) +6 | Diplomacy +7, Intimidate +7

I like the fear that an level-inappropriate creature can instil. It would be like walking out of your house in the morning and seeing godzilla on your door step. Awesome in one regard. Causing a change in pant in another.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Hm... I just had a character idea that probably won't come into action until MUCH later, but I'm putting it down here so I remember. :3 Fake a character alignment shift so that I could infiltrate the Lumber Consortium, gain the trust of the bosses, and bring it down from the inside out by gathering enough evidence of criminal activity that if I can't the town of Falcon's Hollow to arrest them, the Andoran government will have to get involved! :3

Of course, failing that, a small scale war can be staged on the leaders of such a criminal organization. I can just imagine it now :3 Kicking down the door the fantasy equivalent of a firefight.

Ah... wishful thinking here, don't mind me.

Liberty's Edge

Male Human Ranger (falconer, trapper) 2, Perception +6(+9 vs. traps), Survival +6(+7 to track), Geography +5
Zova Lex wrote:

Alleran, if you want the normal longbow I would be glad to let you carry it. Better range, packs a better punch, there's really no reason not to use it... unless you have special connection to your own bow. As an inquisitor I am very pragmatic about switching gear when it suits me.

EDIT: And if you have arrows, I'll take mine back.

Alleran's favored enemy is kobold. He carries a short bow because a longbow is impractical in a kobold snarl (warren). Small creatures tend not to dig out 6 foot tall tunnels.

Definitely take back your arrows.

EDIT: The Lumber Consortium survived the revolution not because they were able to fool anyone but because they are a necessary evil. The government and the people know all about the Consortium's ways. They just can't meet their economic needs without it. That's why they instituted new laws curtail the worst of the policies. Workers now get paid when they are injured or sick, etc. The Consortium bowed to that pressure in the face of prosecution and disbandment.


Wow. After all the bad perc rolls I keep doing for you all, you got a good one on finding that trap.

The consortium's barristers protect them and are happy to point out that the -malicious- prosecution of the Lumber Consortium could lead to them cutting the supply of Darkwood. As under law only the Lumber Consortium is allowed to supply Darkwood and many other hardwoods, that would be bad.
The Andoran People’s Council has tried to shut down, break up, or remove some of the consortium's power, but ever time the Lumber Consortium stopped delivery of wood. Andoran always blinks 1st.
The consortium is only allowed to sell the wood to Andoran, but the Eagle Knights have been unable to prove anything. Andoran would love to have a lag up on the consortium by having proof of them breaking contract.

Consortium treatment of workers is two sided. When working at night in the sawmill, the consortium only pays for the oil lamps to be at candlelight level of light. If you cut yourself, it is your fault and they won't pay for anything. I think I called out one person who had missing fingers in the camp. If they think you are to blame for the accident, they won't help you. Lumberjacks starve to death after getting hurt on the job.

On the other hand (no pun), if you are attacked by a monster of the woods or hurt by someone else's accident (not your fault) while working, they not only will pay your wages while you are healing. Many are transferred to working at the forges in Oregent for the time.
Lumberjacks get paid 2 sp a week, while Forge workers get 4 sp a week. Some workers try to anger the local wildlife to get transferred. A little over 10 lumberjacks get transferred to the forges like that each year. Little over 20 lumberjacks die from wildlife attacks. So not the safest way to get better pay.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Sounds like we need another regiment of Hellknights here... not that the Andoran fovernment would ever allow such a thing :3

Well I am going to just have to draw up a plan to get proof aren't I? I mean, I do have an obligation to make their lives better through change in laws, and ANYTHING would be better than simply allowing the Consortium to continue. And it's not like I could just publically execute Kreed like Hellknights within Chelish borders would probably do to him. Democracy and fair trials and all that jazz XD

Then again, if something does become particularly egregious, I'm pretty sure that the more neutral and chaotic members of this merry band wouldn't mind in helping dispose of him. It's like the Batman/Joker situation. At what point is it best for society to simply kill 'em? If you arrest him all he will do is be protected by the lawyers and go out and commit more crimes...

I'm probably thinking way too far ahead here. But isn't this a Neutral Evil town mainly due to the Consortium? It should be a long term goal to try and change this, no? We ARE the good guys (I think).

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