GM Jiggy's Impact at Woodhaven (Inactive)

Game Master Jiggy

When a meteor strike turns Woodhaven upside down and brings dark secrets to light, the PCs are called upon to restore the peace.


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Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

"I may want to buy it off of him. Do you know where we can contact him?"


The salesman smiles again.

"It's not really my place to be handing out people's personal information to the general public. On the other hand, I like the idea of helping customers get connected with one another. Speaking of which, do we have a deal on our hands here?"

You get the feeling that he'll give you more information after a completed sale.


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Hmm. 2000 gold pieces seems a bit steep considering we don't know what it does, and it's not as rare as I first thought. Perhaps... 1200 sounds more reasonable."

Diplomacy to haggle: 1d20 + 9 ⇒ (4) + 9 = 13


The halfling tries to suppress a chuckle.

Let's see if Cassidy does any better...


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


Cassidy makes Tolbert's same points a bit more smoothly, and after a moment of thinking, the salesman replies, "Well, I suppose you do have a point. What would you say to a price of 3d100 + 1200 ⇒ (20, 60, 71) + 1200 = 1351 gold pieces?"


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

"That's... bizzarely precise, but I think that will work."


GM stuff:

4d20 ⇒ (7, 15, 11, 12) = 45

The salesman claps his hands together and stands, smiling. "Splendid!" he says, "We have a deal!"

You exchange your cash for the box with the rock in it, and the halfling speaks again.

"Now if you'd like to try and meet up with the other buyer, let's see... He was tall, medium build, blonde hair... I think he was human, but there was something striking about him that made me think perhaps he has a more exotic ancestry? Anyway, I never actually got his name, but I made the sale two days ago at his room in the Craggy Mountain Inn. I'm sure the innkeeper there could tell you more. Good luck!"

Tolbert and Cassidy:

You both know that the Craggy Mountain is an inn on the poorer side of town. You're pretty sure you could find it easily.


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Is our bard sneaky enough to put a tail on the salesman when he leaves?

-Posted with Wayfinder


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

What's a tail? Is that a tracking spell of some sort?


You mean you want to follow the salesman? Why?


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult and Warren drink a few pints while Cassidy and Tolbert do their thing. Hope they don't need anyone bashed.


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Haven't you heard the advice, "Follow the money?"

-Posted with Wayfinder


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

After the sales person leaves, Cassidy will find Garnult and Warren.
"Well, we acquired the artifact fragment, but there appears to have been a third one that landed in Zunberg. The shop has already sold the third piece to a man who was formerly staying in Craggy Mountain Inn."


GM stuff:

4d20 ⇒ (16, 9, 6, 3) = 34
1d4 ⇒ 2

Finding the Craggy Mountain is easy enough. Arriving at about midday, you're able to ask about a recent tall, blonde, male, human-looking patron.

You learn that his name is Garreth, that he was traveling alone from the east somewhere, and that he checked out yesterday morning.

Canvassing some of the other patrons, you also find out that he wore armor, and that he had two necklaces - one visible, and the other under his armor - and he would frequently check on them as though making sure the right one was out and the right one was hidden. Finally, you're also told that he mentioned the town of Olgenheim, a little lakeside fishing village on the other side of the forest to the east.

It's now about mid-afternoon.


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Well, should we head east toward Olgenheim? Anything we need to buy before heading off?
Also, perhaps we should put our rock somewhere safe. I'm not sure I like they idea of traveling with it on our persons."


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Would a bank hold it in a lead lined box, like before? Garnult asks.


You could probably rent a safe-deposit box at a bank if you like. Given how the Pathfinder economy works, the cost of such a space is going to be negligible to you guys really soon, unless you want like super-duper magical security or insurance or something.


"That sounds like a good idea. Lets put in a bank safety deposit box."


You store the lead-boxed rock in a safety-deposit box, paying a nonspecifically trivial amount of gold to rent said space for a month.

Any preparations before journeying toward Olgenheim?


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

No. Unless you want us to account for food/camping rations.
All set and ready to go.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Ready to go

-Posted with Wayfinder


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Ready.

-Posted with Wayfinder


You set out on the road to the east, a day and a half behind the other buyer, Garreth. As the day winds to a close, you reach a sharp bend in the path, heading almost due north. Consulting a map you got for your trip, you see that the road takes a substantial detour to go around a thick forest before resuming its eastern course to Olgenheim. You estimate that, sticking to the road, you've got about three more days to Olgenheim. Alternatively, if you were able to navigate a shortcut through the forest, you could probably cut a day or two off your travel time, depending on how good your navigation is.

So as you camp for the night, you have a decision to make: road or forest?


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Road?

Is it likely that our traveler stuck to the road. I think we should follow whatever path he mostly took.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Road


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Tolbert glances down at his fine robes.

"I, uh, didn't exactly dress for the forest."

-Posted with Wayfinder


Cassidy Montblanc wrote:
Is it likely that our traveler stuck to the road.

It's the default assumption that most people would take the road. You currently have no information to suggest that Garreth was any sort of druid/ranger/nature-lover that might have done differently.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

"By taking the forest would could possibly catch him or even get ahead of him as he did have a big head start. I do whatever you decide but this does give us a chance and I'm at home in the woods."


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

"Well, If you think you can get us through without getting lost...I'm game."


So we've got the ranger offering to lead through the forest, and the wizard fretting about his dress. What's it to be, team?


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Lets do forest, maybe we will meet some elves and things will get really interesting.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Warren leads the group into the forest saying, "If you ruin your dress sue the guy we're catching up to."


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Tolbert grumbles under his breath as he hikes up his robes and trudges into the forest. "All those years of training, and I end up slogging through the woods like a petty hunter..."


GM stuff:

Cassidy: 1d20 + 7 ⇒ (9) + 7 = 16
Warren: 1d20 + 6 ⇒ (9) + 6 = 15

You start your second day of travel bright and early, and trek into the forest with Warren leading the way.

Survival: 1d20 + 7 ⇒ (10) + 7 = 17

You spend most of the morning making good headway; Warren doesn't find the woods particularly confusing or difficult, and he blazes a trail that's simple enough that walking is nothing worse than inconvenient.

As you enter an area of forest with slightly thinner trees, two big furry beasts bound into view, growling loudly!

Cassidy and Warren:

You both recognize these as dire wolves, larger and more dangerous versions of wolves. You also can tell that they don't look entirely healthy, and know that it's odd for them to be barreling loudly toward the group rather than stalking you quietly before suddenly ambushing you.

Initiatives!
Warren: 1d20 + 2 ⇒ (20) + 2 = 22
Tolbert: 1d20 + 1 ⇒ (18) + 1 = 19
Garnult: 1d20 + 0 ⇒ (13) + 0 = 13
Cassidy: 1d20 + 2 ⇒ (14) + 2 = 16
Beast1: 1d20 + 2 ⇒ (10) + 2 = 12
Beast2: 1d20 + 2 ⇒ (3) + 2 = 5

The wolves are about 15 feet ahead of the party. Rather than map out individual trees, we'll say that any target at least 10 feet from you has cover, at least 20 feet away is improved cover, and all movement is across difficult terrain.

The whole party goes first!


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult casts Bless, Everyone gets +1 to hit and vs fear and then he grabs his shield.


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

"Warren, if I get clawed, you are doing my laundry!"

Tolbert steps forward until he has a clear shot, and fires a color spray against the wolves. DC 14. I assume I can get both in the cone?


2d20 ⇒ (11, 6) = 17

Tolbert steps ahead of the front line and releases a blast of colors! The animals both pause, blinking and shaking their heads as though disoriented.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

"Don't get your panties all up in a wad, Tolbert. You'll be fine." Warren says as he advances on the wolves and power attacks.

+1 Two-Bladed Sword Attack 1: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16 Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Two-Bladed Sword Attack 2: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18 Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Cassidy walks up to the nearest wolf while pulling out her sword. And attacks. (fingers crossed)

attack: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d8 + 4 ⇒ (1) + 4 = 5
confirm: 1d20 + 6 ⇒ (15) + 6 = 21 damage: 1d8 + 4 ⇒ (6) + 4 = 10


The two swordsmen swordspeople put a flurry of wounds into one of the wolves, which wobbles and then slumps to the ground, unconscious.

The other bear-sized canine just sort of stands there and makes a low moaning sound as Tolbert's spell begins to wear off.

Party up!


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

"You're welcome, everybody."

Delay


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult decides to move up takes a double move to threaten ... darn you 20' movement he pulls his warhammer from his belt as he does.


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

Watching the first fall, Warren switches to the last wolf, power attacking again.

+1 Two-Bladed Sword Attack 1: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13 Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Two-Bladed Sword Attack 2: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11 Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11


Female Human Archaeologist 4 | Init +2 | HP 28/35 | AC 19, T 12, FF 17 | Fort +4, Ref +7, Will +4 | CMB +7, CMD 19 | Perc +8, SensMtv +5

Cassidy attacks the second wolf.

attack: 1d20 + 6 ⇒ (5) + 6 = 11 damage: 1d8 + 4 ⇒ (3) + 4 = 7


Another three-blade flurry, but only one connects as the wolf regains its senses!

Tolbert, still delaying or do you have an action before the wolf goes?


Male Human Wizard (Manipulator) 4 | Init +1 | HP 20/30 | AC 15, T 11, FF 14 | Fort +5, Ref +5, Will +6 | CMB +1, CMD 12 | Perc +0, SensMtv +7

Tolbert hustles behind the melee people.

"Come on! He was practically presented on a silver platter for you guys!"


The remaining wolf shakes its head one last time, then lunges at 1d3 ⇒ 3 Warren!

Chomp!: 1d20 + 7 ⇒ (3) + 7 = 10, Damage: 1d8 + 6 ⇒ (8) + 6 = 14

The wolf chomps down frighteningly hard, but luckily Warren ducks out of the way!

Party up!


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult says Gonna make socks outta you. and attacks with his warhammer 1d20 + 5 ⇒ (15) + 5 = 20 1d8 + 1 ⇒ (2) + 1 = 3


Male Fighter 4| AC 20 T 13 FF 17 | HP 53/53 | F +7 R +4 W +6; +1 v Fear| Init +3 | Perc +7

"Socks? Was thinking a stole for Cassidy"

+1 Two-Bladed Sword Attack 1: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Two-Bladed Sword Attack 2: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d8 + 3 ⇒ (7) + 3 = 10

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