GM Bauers PFS 6-08 The Segang Expedition (Inactive)

Game Master mbauers

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Liberty's Edge

F Human (Qadrian Keleshite) Sorcerer (Elemental: fire) 2 ~ AC 12 (t 12) (ff 10) | F+1, R+3, W+3 | CMD 12 | Init +4, Per +0 | HP 10/10

Sahba turns and winks at the Baron.

To the Count she says, "I am sure you will be recovered in no time at all."


Gamer Please read the announcements!

Sleeves of Many Garments are from Ultimate Equipment, sadly. However, you can make a DC 15 survival check to get a +2 to the fort saves. And anyone who gets higher than 15 can give the bonus to 1 other person for every one above 15 they roll. This doesn't stack with the hot weather outfit anyway. Barring that, Endure Elements is a level 1 Cleric, Druid, and Sorc/Wiz spell that is in the core rulebook. That makes you not have to roll any of these checks for 24 hours and a scroll of it only costs 25 gp, if anyone is interested in that.

Also, if you want to wink at the baron to "send a coded message" so to speak, you can roll a DC 15 bluff check to see if he picks up on it.

Liberty's Edge

Human Fighter/2 | Init +5 | Per +8| HP 12/22| AC 17, 14flat, 13touch | Fort +5 | Reflex +3 | Will +1 | BAB +2 | CMB +5 | CMD 18

Fort: 1d20 + 5 ⇒ (19) + 5 = 24
Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Fort: 1d20 + 5 ⇒ (4) + 5 = 9

Faellynn looks disaprovingly at the Count for a moment. Really!?! A Spider?!? What a pansy.

Liberty's Edge

F Human (Qadrian Keleshite) Sorcerer (Elemental: fire) 2 ~ AC 12 (t 12) (ff 10) | F+1, R+3, W+3 | CMD 12 | Init +4, Per +0 | HP 10/10

Bluff: 1d20 + 8 ⇒ (18) + 8 = 26 (Coded msg to the Baron)

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Mesir Count, my friends and i are well experienced with injuries, poisons and diseases of all kinds. I can tell that this wound is non-fatal and that there will be no lasting ill-effect.

sleeves of awesomeness! i'm going to retcon buy some too - show off halflings need to always look the part!

Liberty's Edge

F Human (Qadrian Keleshite) Sorcerer (Elemental: fire) 2 ~ AC 12 (t 12) (ff 10) | F+1, R+3, W+3 | CMD 12 | Init +4, Per +0 | HP 10/10

Sahba steps on Wilm's foot. Meaningfully.


Gamer Please read the announcements!

GM stuff:

Count SM, distracted: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25

The count, trained in delicate political matters, picks up a slight exchange between Sahba and the Baron, but doesn't catch her implication.

He turns to Wilm and says Of course there will be no lasting effect! Sahba's knowledge of herbal remedies may have just saved me the usage of my foot. Many thanks.

He takes Sahba's hand in both of his and shakes it profusely, while the baron chuckles to himself and exits the tent.

Good job on that, guys! So today is the first day of actually hunting on the expedition. There are special rules for it, so you just have to let me know if you want to participate. You certainly don't have to. Baron Bomande will remain with the porters and mahout, only wishing to hunt the tiger that wronged him. Matsanda, funding this expedition, doesn't want to leave empty handed. So...

Shortly before departing from camp, Count Matsanda approaches all of you, spring in his step and apparently feeling much better.

I’d really like to impress the old man today, but you see, I’m not much of a hunter, he admits. In fact, I’ve never really been hunting before! Is there any help or advice you can give me?

Here are your options:

Help the Count by giving him advice--Knowledge (nature) or Survival

Help the Count by accompanying him and rushing into the brush to flush some game into his path--Intimidate

Help the Count by hunting something on your own and using bluff to pass it off as the count's kill

Forget helping the count and go off hunting on your own

Stay in camp

Something else that you can come up with

Note--whatever action you take during this hunting time, it occurs during the first heat check. So those that failed the first fort save: Erevan, Febida, Raman--you will be fatigued for whatever check you make, unless you heal all of the following nonlethal damage before you roll:

Erevan nonlethal: 2d4 ⇒ (3, 2) = 5
Febida nonlethal: 2d4 ⇒ (2, 3) = 5
Raman nonlethal: 2d4 ⇒ (3, 3) = 6

Liberty's Edge

F Human (Qadrian Keleshite) Sorcerer (Elemental: fire) 2 ~ AC 12 (t 12) (ff 10) | F+1, R+3, W+3 | CMD 12 | Init +4, Per +0 | HP 10/10

Knowing it will be hotter than the desert and more humid than an oasis fountain, Sahba reckons it is best if she sits in the shade and rests.

(She's easily talked in to joining the party on a hunt, should they decide to, but in the absence of that, she'll stay in camp and converse with the Baron about the tiger.)

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan jumps at the opportunity to participate on the hunt.

He tries to give the count some advise on how to hunt, but it always involves displays of bravado or elaborate swordplay. However, the half-elf does also participate in trying to flush game toward the hunters, which he seems to do fairly well.

survival: 1d20 + 2 ⇒ (6) + 2 = 8
intimidate: 1d20 + 5 ⇒ (14) + 5 = 19

First, are we able to do only one thing to help the count, or can we participate in two? It made sense to me that I could both give advise on the way and also try to flush out game, so I rolled both, but if that doesn't work, that's fine. Second, I would like to use a charge of my wand of CLW after suffering the non-lethal damage from the heat. I can't use it, but would just need someone to activate it for me, if someone could volunteer. :)

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Liberty's Edge

Human Fighter/2 | Init +5 | Per +8| HP 12/22| AC 17, 14flat, 13touch | Fort +5 | Reflex +3 | Will +1 | BAB +2 | CMB +5 | CMD 18

Faellynn listens to Erevan's advice regarding the hunt and bursts into laughter. "You'll be made a fool if you heed such advice, Count," she says bluntly then proceeds to describe the proper techniques to stalk prey.

Survival: 1d20 + 6 ⇒ (19) + 6 = 25

"...and that is how it is done."

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan looks at Faellyn with derision.

"Certainly not all are capable of performing such techniques. That much is clear. But rest assured, with the correct training, they work. Laugh all you want, but the swordplay of the Aldori is unparalleled."

He continues his efforts to flush game out to the others.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm will hang about in the morning, not really able to help with the hunting, not willing to grant the count false glory. He spends his time trying to get to know the rest of the retinue, listening out for rumours and generally trying to connect.

diplomacy, general good will: 1d20 + 6 ⇒ (5) + 6 = 11
diplomacy, gather information: 1d20 + 6 ⇒ (10) + 6 = 16
great! wilm is a bringer of peace and goodwill!

gm:
Wilm is sovereign court, he'll look for servants to sign up as confidantes to the court. Although there haven't been any named presumably there's loads around...


Gamer Please read the announcements!

Happy 4th of July to all Americans! I know this is a busy weekend for everyone, so no pressure to post today, but I will be moving forward tomorrow afternoon whether everyone has posted their intent or not for the hunt, FYI.


Gamer Please read the announcements!

Sahba, Wilm, and Raman (just proxying to advance story) remain with the baron, porters, and mahout, while the others go off hunting...

Wilm:
Man, I wish I knew that last game! I recruited Thanzeril as a servant of the ambassador. We could've done that together. Doh! As for your question--there are 10 porters that count as servants to noblemen. You could try any of them. Note that if you recruit one without anyone else (other than SC members) nearby you get a second box to check, fyi. If you want to do that specifically, now or some other time when you can get one alone, just make a roll DC 16 Diplomacy within a spoiler and we'll use that. Cool? As for your roll, that can help you from the earlier spoilers. The porters tell you that the Urupangi lowlands are known as the "Monkey Swamp" because the monkeys have special powers.

Sahba:

Sahba eventually finds the baron cleaning his firearm in his tent. He looks up when you approach: So, do you think my pampered 'son' can catch anything bigger than a slug? He is out of his element, but too proud to admit it.

When Sahba asks about the tiger, Baron Rudyahm’s face grows stern as he recalls bygone events.
There were four of us on that trip, plus a half dozen porters or so. It was our seventh day in the bush. We’d had a bad day hunting on the trail, so we split off to the west to follow a little stream deeper into the jungle. The tiger came for us that night, despite our campfires. He must have been young to be so bold. I never saw most of the carnage. All I could hear were screams, gunshots, and men begging for help in the darkness.

With the gun smoke and the darkness, I could barely see the end of my musket. Something took a right nasty bite out of my leg, but I wheeled and unloaded my gun in its direction. I must have only clipped it, yet that was enough to startle the beast. The only glimpse I caught was its striped haunch and tail bleeding as it ran off into the darkness. I managed to limp my way out of the jungle on my one good leg, and that was the end of it. Ah, but we’re going to catch that stripey bastard this time, eh? We’ll give him what for this time around.

Erevan and Faellyn:

Erevan, I believe you're only allowed to choose one, so I'll take the Intimidate (as it's your higher bonus).

Erevan starts to demonstrate his swordplay for the baron, who looks at him dubiously, but remains politely quiet. Faellyn saves his diplomatic dilemma You'll be made a fool if you heed such advice, Count, she says bluntly then proceeds to describe the proper techniques to stalk prey.

Certainly not all are capable of performing such techniques. That much is clear. But rest assured, with the correct training, they work. Laugh all you want, but the swordplay of the Aldori is unparalleled.

With that, the swordsman stalks off to loudly drive some prey towards the count and Faellyn. Meanwhile, Faellyn's patience and advice pay off, as do Erevan's bravado.

A magnificent sloth bear charges right towards Count Matsanda's gunsight. He takes aim and fires a clean shot, felling the beast without damaging the pelt. He beams with pride and thanks Faellyn and Erevan excitedly, asking for help in bringing the kill back to camp.

Baron Bomande approaches as the three successful hunters return to camp, carrying with them an enormous sloth bear (maybe they provide wagons or sleds or something? Or maybe some of the porters accompany you during the hunt?)

Which one of you bagged the bear? The huntress or the swordsman? Wait... he steps forward, examining the kill. That's a musket wound, well-placed. Well done, Matsanda,

The baron nods approvingly and fetches the porters to prepare the hide/pelt.

At this point, you can do any RP you wish. Let me know if you want to heal any of your nonlethal damage from the heat stroke, or just heal it from resting. You heal one nonlethal every hour of rest, so if you have 8 or less nonlethal damage when you go to sleep (assuming no encounters), you'll be good the next day


Gamer Please read the announcements!

After the hunt, the heat starts to get to some of the party again.

Heat Stroke damage Raman: 2d4 ⇒ (2, 1) = 3
Total is 9, but presumably you rest during the hunt and heal a few of those, let's say 4. So 5 nonlethal

Heat Stroke damage round 2 Erevan: 2d4 ⇒ (1, 2) = 3
Total 3 nonlethal now

Heat Stroke damage Sahba: 2d4 ⇒ (2, 3) = 5

Heat Stroke damage Sahba: 2d4 ⇒ (3, 2) = 5
10 nonlethal, minus 4 for staying back and resting = 6 nonlethal

Heat Stroke damage Faellyn: 2d4 ⇒ (3, 2) = 5

Heat Stroke damage Faellyn: 2d4 ⇒ (2, 4) = 6
11 nonlethal to Faellyn

So that is the total nonlethal heat damage after the hot part of the day. I'll wait for your reactions/ RP before we move on

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm enjoys his morning hanging out at camp and chatting with various folks - he likes the way his stories get bigger wows than from the adventuring types. He does go out to meet the returning hunters.

Wow, that's 5 times the size of me, good catch! I had a dwarf friend who used these new blackpowder weapons, not the same as a dashing charge of lancers for sure, but impressive none the less!

dm:
i hadn't really taken on the whole faction thing, so i was grand lodge in the last game, though i think sovereign court suit wilm's personality better - and i think the faction rewards are better too! OK, so here goes for the secretive porter conversion roll. assuming that there's plenty enough folk around to do this in secret (getting the secret box too.)
dip dc 16: 1d20 + 9 ⇒ (20) + 9 = 29 using adaptable luck, shucks coulda saved it...
So, friend, it's good to hear all about you and your life. I wonder, would you be willing to aid me, and my friends, we simply want to know a bit more about what happens in your life, who comes to visit, anything they say. Of course there will be no danger to you, and if you hear anything interesting you will be rewarded. More importantly than that, you will be part of something bigger, something glorious...

Liberty's Edge

Human Fighter/2 | Init +5 | Per +8| HP 12/22| AC 17, 14flat, 13touch | Fort +5 | Reflex +3 | Will +1 | BAB +2 | CMB +5 | CMD 18

Faelynn faints from heat exhaustion. After she regains consciousness some time later, she points to her bag and asks Raman to use her Wand.

WandCLW: 1d8 + 1 ⇒ (1) + 1 = 2
WandCLW: 1d8 + 1 ⇒ (8) + 1 = 9

"Thank you, I feel so much better. Can't believe I left my waterskin in camp."

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

Oof. That was a seriously fun (and tiring) 4th of July weekend. Now, back to the boards.

Raman—apparently unused to the heat—lays low during the hunting hours of the day. She practices her archery. She tries to stay near shade. She spends a bit of time just listening to the caravan and jungle. But mostly she sweats the day out.

Using a few charges from the ole Wand of CLW to remain full on HP’s.
Wand of CLW, x1 charges: 1d8 + 1 ⇒ (8) + 1 = 9

The one other thing she is intentional about doing while the camp is quietly watching for the returning hunting party is seek out an appropriately sympathetic follower of the Baron … looking, as always to, to spread the message of the Sovereign Court.

Trying to make good use of some down time to further the Sovereign Court (and get a Journal Card credit).

The Goal:
Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.

Diplomacy, DC 16: 1d20 + 8 ⇒ (17) + 8 = 25

Liberty's Edge

F Human (Qadrian Keleshite) Sorcerer (Elemental: fire) 2 ~ AC 12 (t 12) (ff 10) | F+1, R+3, W+3 | CMD 12 | Init +4, Per +0 | HP 10/10

Sahba is laid low during midday, and rests. (0 temp hp) Oh, this climate.

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan, after his long day of hunting in the heat, bathes and then prepares for well-deserved rest.

I'll just sleep off the 3 hp non-lethal.


Gamer Please read the announcements!

Wilm:
That'll do--you have recruited a porter to aide the Sovereign Court. Consider both boxes checked!

Raman:
That'll do--you have recruited a porter to aide the Sovereign Court. That will count for recruiting a servant, as well as doing so without any non-SC people noticing. Consider both boxes checked!

Count Matsanda beams at Wilm's praise, but not so much as at the baron's grudging acceptance.

The porters prepare some food for dinner (rations, as no one caught anything else significant) and the night passes about as well as can be hoped when you're camping out in the jungle.

The next day Count Matsanda wants to try his hand unassisted at hunting.

The heat is not so bad as it was yesterday only 2 DC 15 Fort saves today, and only the first occurs during hunting .

Today you can stay in camp (again, the baron remains). You can just use survival skill to catch smaller game for food for yourself or others if you'd like, or you can go off to try to hunt bigger game like the count is doing. If you hunt big game, just make a single attack roll and I'll let you know the result. Either way, please make 2 fort saves.

Survival DC 15:
The heat will continue to lessen a bit

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan again does not pass up the opportunity to hunt and make a name for himself. Though he starts off strong, the heat of the day does get to him after a while.

fort save: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 during hunting
fort save: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

survival: 1d20 + 2 ⇒ (10) + 2 = 12
attack roll: 1d20 + 7 ⇒ (8) + 7 = 15

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

Excellent!

The following day, Raman heads out with the hunting party. She mostly observes, but she does spend some amount of time with Count Matsanda.

Fort, during hunt: 1d20 + 5 ⇒ (15) + 5 = 20
Fort: 1d20 + 5 ⇒ (1) + 5 = 6

Big Game Hunt, attack roll: 1d20 + 3 ⇒ (1) + 3 = 4

Sheesh.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm's more keen to join the hunt in the second day using Max to try to chase down something big... However he just seems to get sun burn, run around aimlessly and stir up the wild life.

fort: 1d20 + 5 ⇒ (5) + 5 = 10
fort: 1d20 + 5 ⇒ (2) + 5 = 7
attack roll: 1d20 + 7 ⇒ (1) + 7 = 8
max aid?: 1d20 + 2 ⇒ (16) + 2 = 18

groan...


Gamer Please read the announcements!

I'll give Faellyn and Sahba until late tonight to respond, then I'll roll forward.

Liberty's Edge

F Human (Qadrian Keleshite) Sorcerer (Elemental: fire) 2 ~ AC 12 (t 12) (ff 10) | F+1, R+3, W+3 | CMD 12 | Init +4, Per +0 | HP 10/10

Fort #1: 1d20 + 0 ⇒ (20) + 0 = 20
Fort#1: 1d20 + 0 ⇒ (13) + 0 = 13

It is hot enough out that Sahba isn't sure she'll make it through the day. She had a bad experience with the heat the previous day, almost going unconscious and delirious from heat stroke, so decides discretion is the best course. She stays in camp, and seeks stories of past explorations from the Baron.


Gamer Please read the announcements!

If you remain in camp you get an additional +2 to the save, so Sahba is fine.

Faellyn stays behind, on guard for any jungle predators.

F1: 1d20 + 7 ⇒ (5) + 7 = 12
F2: 1d20 + 7 ⇒ (17) + 7 = 24

GM stuff:

Nonlethal for Faellyn, minus 8 for resting: 2d4 - 8 ⇒ (2, 4) - 8 = -2
Nonlethal for Raman, minus 4 for resting: 2d4 - 4 ⇒ (3, 4) - 4 = 3
Nonlethal for Erevan, minus 4 for resting: 2d4 - 4 ⇒ (3, 4) - 4 = 3
Nonlethal for Wilm: 2d4 ⇒ (4, 1) = 5
Nonlethal for Wilm, minus 4 for resting: 2d4 - 4 ⇒ (3, 2) - 4 = 1
Erevan hunt: 1d8 ⇒ 3
Raman hunt: 1d8 ⇒ 8
Wilm hunt: 1d8 ⇒ 3
Matsanda hunt: 1d8 ⇒ 1
Matsanda attack: 1d20 + 6 ⇒ (18) + 6 = 24

Sahba remains and the baron, quite taken with her company, tells her in great detail about his last exploits in the jungle, though focusing more on the role of his companions than on his botched tiger hunt.

Matsanda returns from the hunt, again triumphant with a magnificent shot. This time his prey was a golden jackal. He shows it to Faellyn first, declaring I couldn't have done it without your advice. Look!

Raman finds a rhinoceros, but the beast senses her and charges, forcing her to retreat to safety and back to camp empty-handed.

Wilm and Max travel through a small swamp within the jungle, unwittingly stirring up a crocodile in the water. They, too, have to flee and the creature, defending its territory, follows the pair onto dry land. Erevan witnesses the whole thing and leaps into action, driving his sword into the creature's brain and killing it before it can harm Wilm or his pet.

After the hunt but before nightfall there is some downtime with a bit of cooler weather, which I'm accounting for in the heat damage. So, before dark these are nonlethal damage totals: Faellyn and Sahba none, Wilm 6, Raman 3, Erevan 3. With a full night's sleep/rest, all of those will be healed. If you'd use a wand charge before rest, just let me know and we can use it. But I think with this you could easily avoid it by just having Wilm not take one of the watches and sleep the whole time. Raman and Erevan could take the late watch (if needed) and then you'd be good. Let me know if you see it differently or if you want to do anything else.


Gamer Please read the announcements!

Feel free to discuss and RP any of those events, but as we all decided to keep a healthy pace for this game, I'm going to put up the next event, which occurs the following morning.

On the morning of the hunt’s third day, the smell of wood smoke fills the camp as porters busy themselves tending various cooking fires. Outside the camp, the jungle is alive with the sounds of monkeys, birds, and chirping insects. If the PCs bagged any game on the previous day, the porters offer to skin, butcher, and cook any of the animals for the PCs to eat[ooc]Crocodile, anyone?). Otherwise, the count provides sufficient provisions to feed the party.

The smell of food soon attracts the attention of a band of macaques that gather at the edge of the camp. These macaques are not hostile at the moment, and they merely cause trouble by overturning containers,
stealing trinkets, and raiding unguarded food supplies.

The porters act reverentially toward the monkeys and offer them prayers along with bits of food and water.

Baron Rudyahm, however, is incensed. Get rid of these damnable creatures at once! Any means necessary! he shouts, stamping off to his tent in search of his musket.

What do you do?

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

I'm happy having Raman sleep it off.

Raman is suitably impressed at everyone's thrilling exploits, but when she herself is asked the dusky-skinned woman blushes with a wry smile. "I am just happy not to be a pile of crushed bones." She shakes her head, "The animals in this place ... "

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

Raman watches the display, then the retreating Baron. Then she makes her way to the porters, waiting for a break in their prayers.

"What are these creatures? Why do you pray to them?"

If a roll of some kind is necessary...
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12


Gamer Please read the announcements!

The porters are so excited to be giving presents to, and praising, the monkeys that they don't answer your questions.

However, Wilm already learned this and had plenty of downtime to fill you in earlier. The porters told him the Urupangi lowlands are known as the "Monkey Swamp" because the monkeys have special powers.

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan spent the previous evening recounting to anyone who would listen his exploits with the crocodile. Enough of the party saw his efforts to appreciate his bravery, though after enough time his bragging becomes tiresome.

After resting for the night, however, even the half-elf swordsman appears ready for new adventures, and simply asks that enough of the crocodile skin for a pair of boots be saved for him.

Once the macaques begin to harass the camp, Erevan looks for a way to drive off the creatures without upsetting the porters.

What might encourage them to be elsewhere?

survival: 1d20 + 2 ⇒ (14) + 2 = 16


Gamer Please read the announcements!

Erevan notes that the monkeys seem to like it when the porters give them food and water...

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan approaches the porters.

"Though it is clear you esteem these creatures, they cannot be this close to the camp, harassing and taking what they find of interest. Let us place some food and water further away so that they do not distress the Baron further," he states.

If the porters agree, Erevan places some food and water further away from the camp.

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

Raman stuffs some of the caravan's food into her pocket, slings a full bucket of water over her shoulder, then follows the elf.

When they are out of earshot of the porters or the Baron, she looks back into camp. "Our Baron is a prickly one, no?"


Gamer Please read the announcements!

I need a handle animal, wild empathy, or just straight charisma check (from one person, so I'd see who has the best bonus) to get the monkeys to react to you. You get one roll and the others can assist, and you get a +2 because you're using food.

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

Hope you don't mind, Erevan, but Raman has the higher bonus, so I'll roll the primary. You assist (if you're okay with it).

Charisma: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Yes, I was avoiding rolling for that very purpose! By all means!

"Ooo ooo, Aaa aaa!"

Erevan does a very accurate monkey impression to draw them to the food.

handle animal assist: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm is appreciative of Erevans' save happily swapping stories of adventures and excitement. At some point he tires a little of the bravado, but only because he can't keep up!

After his exhausting day he happily skips a watch and sleeps it off.

Hey the monkeys! These guys were telling me about them, let's definitely not kill them. Baron, there's no glory in such killing. Look they're being led away already...

Wilm joins in the monkey-shuffle.

cha assist: 1d20 + 2 ⇒ (10) + 2 = 12
handle animal assist: 1d20 + 8 ⇒ (4) + 8 = 12
not sure whether i can use h animal once raman used plain cha so rolling both. IN either case Wilm is a helpful lil'fella and adds +4 to the total. ps despite rubbish roll on this occassion wilm is good at h animals if we need to have a primary roller in future encounters


Gamer Please read the announcements!

Erevan and Raman peacefully chase off the monkeys as Baron Bomande returns with his rifle raised and his face flushed.

He casts his eyes down and lowers his weapon, seemingly ashamed of his behavior.

Thank you, I...the sounds of those creatures they...brought me back to a bad place. Thank you for resolving that peacefully.

Later on, the Baron requests Sahba to ride up in the howdah if she would like. The driver, Matsanda, and the baron are the only other riders up there.

The porters travel on foot behind the elephant. You all are traveling a bit further on the main trail today, so I just need to know who is up in front with the elephant, who is back towards the group with the porters, and if Sahba wants to ride up in the howdah. I also need one fort save for today, if you please.

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan is not content to travel anywhere but where the action is, and stays close to the elephant.

fort save: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Liberty's Edge

F Human (Qadrian Keleshite) Sorcerer (Elemental: fire) 2 ~ AC 12 (t 12) (ff 10) | F+1, R+3, W+3 | CMD 12 | Init +4, Per +0 | HP 10/10

Sahba thanks the Baron for his offer. As they travel, she inquires about the Baron's plans for the tiger hunt, and, if the Count does not join them, remind the Baron of the Count's successes this adventure. "We were all inexperienced once," she says wryly. (Remember, Sahba is a mere 16 years herself.)

Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23

Fort: 1d20 + 0 ⇒ (18) + 0 = 18

The heat today is a bit more bearable. Sahba enjoys the heat—it reminds her of her childhood in Qadira—but this jungle has taken some getting used to.

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Wilm too sticks with the elephant, gamboodling along on Max's back. Enjoying the view.

fort: 1d20 + 5 ⇒ (5) + 5 = 10 I get a bonus for riding max too, was it 2 or 5?

Wilm is really not enjoying the heat though...


Gamer Please read the announcements!

If riding counts as not moving it'd be 4, Wilm. :-(

If Faellyn hasn't posted by the time Raman does, I'll bot her. At that point I'll either roll randomly for her placement, or you can decide if she's with the elephant or porters.

The heat starts to wear down some of the travelers again.

Nonlethal to Erevan: 2d4 ⇒ (3, 3) = 6

Nonlethal to Wilm: 2d4 ⇒ (1, 3) = 4

Erevan fatigued until you heal 6 nonlethal, Wilm fatigued until you heal 4 nonlethal

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

Raman spends the day back with the porters. She is her usual quiet, kind, focused self.

Fort: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16

And finally she seems to be acclimating to the heat. Or maybe the porters help her. Or maybe the gods finally smile on the poor Vudrani woman. Who knows, but it's a nice stroll for once.

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

I'll go ahead and mark a charge of clw off my wand if someone would be so kind as to heal me. I have a feeling the fatigue will catch up with us at an inopportune moment.

clw: 1d8 + 1 ⇒ (1) + 1 = 2

Erevan continues the long, hot slog with the hunting party, but his athletic frame seems taxed to the limit.

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

Raman would be happy to help you out with that.
There will even be a minimum of teasing. :)

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

XD Thx!

Grand Lodge

halfling cavalier 1 HP 11/11 AC 20/T14/FF17 F3 R3 W0 Init 3 Per 2/4 stealth 6 cmb +2 cmd 15

Phew, I'm feeling really tired, hey ramada can you heal me a bit? Wilm looks a bit sheepish and hands her a torn and scruffy scroll.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

thanks, I feel much brighter now.

Sovereign Court

HP 18/18 :: AC 18 :: Fort +7 Ref +6 Will +7 :: Perception +5 Initiative +3

Raman doesn't respond to Wilm. You get the feeling she legitimately doesn't know you're talking to her.

Was that an intentional misspelling of her name?

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