The Flaxseed Lodge Core Campaign (Inactive)

Game Master Mike Tuholski

Map 1 | Map 2 | Handouts

Campaign scenario outline


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Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Syrak nods.

Once off the ship Syrak will cast enlarge person on himself Assuming the cavern doesn't look too small.

Syrak glances around to see if anybody else wants to be embiggened.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Check the map to decide on size. Will update at school.

-Posted with Wayfinder

The Exchange

Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
Tracked resources:
Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

Pandoor declines the enlargement, as he already saw that it was quite ineffective on halflings.

"Please proceed, cousins, I'll follow you!"


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Cad docks the ship, "I'm in for fun and plunder, but if you cause tooo much trouble, we're out of here. Just sayin'."

Once ashore, it looks like there are two paths to take. To the north are some rough stairs down, and to the west is a simple hallway.

Perception DC 23:

1d20 ⇒ 19
There are some hushed voices from the west, but you cna't make out the words.

The Exchange

Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
Tracked resources:
Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

Perception: 1d20 + 10 ⇒ (16) + 10 = 26

Pandoor puts an index on his mouth and nods towards the others, showing the west with his hand.

"Voices over there, cousins!"

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Seeing the 5ft wide corridors Syrak decides to stay medium.

Grand Lodge

Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

"Indeed, I'm not swimming. Pull the ship up and keep it ready."

---

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Once docked, Falco covers himself with mage armor before climbing off the ship. When Pandoor points to the west, Falco nods in agreement and takes out his wand of enlarge person before following along.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The party makes their way to the west, though it's hard to sneak. The short tunnel soon gives way to a room.

Three sets of wooden stocks hang from the northern wall of this room, pitons chaining the devices to the rock. Light flickers into the room from the water out in the cavern’s main chamber to the west, and small holes in the ceiling act as skylights, ensuring that the room needs no torches to light it during the day. Several natural stone columns break up the center of the cavern, sending shafts of shadow across the dimly-lit chamber.

Inside you're met with a dilemma. The two pirates snarling are nothing new, but at the other end of the room is Alejia herself. She has the cyphermage, Gurukaza. He's bound and helpless. In her hand is a crossbow, but when she realizes that you heard them, she dropped it and drew her cutlass.

That cutlass is drawing a thin line of blood on the man's neck. "STOP RIGHT THERE! I don't know what you did to Mumbuckle, but if you want this man alive, you'll let me and my men out of here unharmed. If you make ONE move against me, I'll give him a smile from ear to ear if you get me. WHAT is it going to be Pathfinders? Which do you want more, me or your precious scholar?!"

Liberty's Edge

Active Buffs:
Undead: Darkvision; Bite/Claw (x2); +1 Nat AC
Pathfinder-in-Training HP: 43/49 | AC 29* | T 15 | FF 26* | Fort +7 | Ref +8 | Will +4 | CMD 19 | Initiative +5 | Perception +11 | Survival +9 | Kn.(Dun) +6; (Nat) +8; (Rel) +8 | Acro. +10 | Climb +8
Resources:
Spells: 2/2 | CLW: 40/50

As Pandoor warns of the men, Paeter readies the trident and shield in his hands. "This should be quick." he thinks aloud.

---

As Aleija confronts the group with the choice, Paeter looks to the woman. "On the threat of Zon Kuthon's eternal bliss, I will give you twelve seconds to flee and leave Gurukaza behind. Anything action besides fleeing will result in me mercilessly killing all of you." he loudly proclaims, flipping his trident around and slamming it down into the ground, securing each of the three points in the soft loam.

"Well? Get going. I'm already at two." he says with an annoyed tone.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Aleji doesn't flinch at Paeter's words. It appears she's sticking by her ultimatum, allow her to escape or the man dies.

Rolling initiative based on Paeter's threat. If someone else wants to parlay, go ahead, otherwise take your action.

Falco: 1d20 + 4 ⇒ (2) + 4 = 6 (always acts in surprise)
Pandoor: 1d20 + 4 ⇒ (2) + 4 = 6
Paeter: 1d20 + 4 ⇒ (15) + 4 = 19
Pirates: 1d20 + 6 ⇒ (16) + 6 = 22
Syrak: 1d20 + 4 ⇒ (10) + 4 = 14

Liberty's Edge

Active Buffs:
Undead: Darkvision; Bite/Claw (x2); +1 Nat AC
Pathfinder-in-Training HP: 43/49 | AC 29* | T 15 | FF 26* | Fort +7 | Ref +8 | Will +4 | CMD 19 | Initiative +5 | Perception +11 | Survival +9 | Kn.(Dun) +6; (Nat) +8; (Rel) +8 | Acro. +10 | Climb +8
Resources:
Spells: 2/2 | CLW: 40/50

I wasn't aware that parlay was an option as we were tasked with getting Gurukaza back in one piece and killing Aleija, so Paeter went in gung-ho!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Nothing wrong with gung-ho!

Alejia draws her blade across the scholar's throat! His blood pours down to quickly pool at his feet: DMG: 2d6 + 6 ⇒ (1, 3) + 6 = 10 Fort: 1d20 + 0 ⇒ (13) + 0 = 13. The pirate curses, knowing that it's going to be a brutal fight now.

The two pirates also know it, and with cutlasses out, they advance on the Pathfinders!

Red tries to chop down on Paeter's head: ATK: 1d20 + 6 ⇒ (13) + 6 = 19 for DMG: 1d6 + 3 + 2d6 ⇒ (1) + 3 + (4, 6) = 14

Black slashes at Pandoor: ATK: 1d20 + 6 ⇒ (19) + 6 = 25 THREAT Confirm: 1d20 + 6 ⇒ (16) + 6 = 22 for DMG: 2d6 + 6 + 2d6 ⇒ (2, 1) + 6 + (1, 4) = 14

Round 1:
Pirates: ARGH!
Paeter: Go
Syrak: Go
Falco: Go
Pandoor: Go

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

While probably too late for the scholar, Syrak wouldn't forgive himself if he didn't try.

Moving forward and using LoH on Gurukaza

LoH: 1d6 ⇒ 6

Grand Lodge

Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

Falco throws what looks like a red bead across the room, but it quickly grows into a giant ball of flame as it rolls beneath Alejia's feet.

flaming sphere

fire: 3d6 ⇒ (4, 4, 3) = 11
DC 17 Ref to negate.

Traveling tomorrow through Wednesday. Bot as needed, probably by starting a summon monster II or using his wand of enlarge person.

Liberty's Edge

Active Buffs:
Undead: Darkvision; Bite/Claw (x2); +1 Nat AC
Pathfinder-in-Training HP: 43/49 | AC 29* | T 15 | FF 26* | Fort +7 | Ref +8 | Will +4 | CMD 19 | Initiative +5 | Perception +11 | Survival +9 | Kn.(Dun) +6; (Nat) +8; (Rel) +8 | Acro. +10 | Climb +8
Resources:
Spells: 2/2 | CLW: 40/50

As the woman slashes the scholar's throat, Paeter rolls his eyes. "You are truly an idiot." he says with a sigh as he raises his shield to block the strike from her flunky.

"I have no idea how..." he starts as he stabs at the man attacking him.

Trident || TWF/FE: 1d20 + 8 - 2 + 2 ⇒ (11) + 8 - 2 + 2 = 19
Damage | FE: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

"You even made it this far without dying." he concludes as he tries to slam the pirate next to him in the chest with his spiked shield.

Shield || TWF/FE: 1d20 + 8 - 2 + 2 ⇒ (10) + 8 - 2 + 2 = 18
Damage | FE: 1d3 + 1 + 2 ⇒ (2) + 1 + 2 = 5

"I gave you twelve seconds to flee, after all." he adds. "Just like you asked."


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Paeter's assault nearly overwhelms the pirate near him, the the wounds don't fell the man.

Syrak tries, but the man's life has expired, and he can't bring him back.

Falco's spell catches the pirate off guard REF: 1d20 + 3 ⇒ (13) + 3 = 16, burning her legs in the flame!

Round 1:
Pirates: ARGH!
Paeter: ATK
Syrak: LoH
Falco: Flame on
Pandoor: Go

DM:

Alejia: 11
Black:
Red: 15

The Exchange

Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
Tracked resources:
Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

Well... Week-ends are tough for PBP ^^

"What is... OWW!" screams in pain the bard as he begins to tell a story to enhance his allies, stepping away from the threat.

Inspire Courage is up, folks! +1 hit/dmg, +1 moral bonus to saves vs charm and fear!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Yeah, weekends are hit or miss for me too. I think at this point until New Year's, they will be more miss than hit though.

Pandoor's inspiration bolsters the party as the pirates bring it on:

Alejia quickly casts a spell through her blade Concentration: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14, but loses the spell. She still swings the weapon at Syrak though: ATK: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 but still can't muster a solid attack.

The other pirates press their existing attacks:

Red swings at Paeter: ATK: 1d20 + 6 ⇒ (2) + 6 = 8 MISS

Black swings at Pandoor: ATK: 1d20 + 6 ⇒ (14) + 6 = 20 for DMG: 1d6 + 3 ⇒ (3) + 3 = 6

Round 2:
Pirates: ARGH!
Paeter: Go
Syrak: Go
Falco: Go
Pandoor: Go

DM:

Alejia: 11
Black:
Red: 15

Liberty's Edge

Active Buffs:
Undead: Darkvision; Bite/Claw (x2); +1 Nat AC
Pathfinder-in-Training HP: 43/49 | AC 29* | T 15 | FF 26* | Fort +7 | Ref +8 | Will +4 | CMD 19 | Initiative +5 | Perception +11 | Survival +9 | Kn.(Dun) +6; (Nat) +8; (Rel) +8 | Acro. +10 | Climb +8
Resources:
Spells: 2/2 | CLW: 40/50

Paeter sighs when Syrak informs the group of the scholar's passing. "Well, I guess that means we just need to bring your heads to the Society as payment." he says with a shrug as he shove the trident back towards the injured pirate's belly.

Trident @ Red | TWF/FE/IC: 1d20 + 8 + 2 - 2 + 1 ⇒ (17) + 8 + 2 - 2 + 1 = 26
Damage: 1d6 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11 If this kills the man, then Paeter will just use this as an attack and move up to Aleija next.

Shield @ Red | TWF/FE/IC: 1d20 + 8 + 2 - 2 + 1 ⇒ (7) + 8 + 2 - 2 + 1 = 16
Damage: 1d3 + 1 + 2 + 1 ⇒ (1) + 1 + 2 + 1 = 5


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The pirate's eyes grow wide at Paeter's promise, and a moment later the center tine on the trident drills right into it. The pirate drops to the ground dead. Paeter quickly advances on the leader.

Round 2:
Pirates: ARGH!
Paeter: Kill
Syrak: Go
Falco: Go
Pandoor: Go

DM:

Alejia: 11
Black:

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Syrak pops his claws and drops his glaive as he stares down the evil woman before ripping into her as he steps to the north.

Smite

InspiredPowerSmiteClaw: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d4 + 9 ⇒ (3) + 9 = 12

otherclaw: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d4 + 9 ⇒ (3) + 9 = 12

-2 hit/dmg if not evil.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Twice Syrak's claws tear into the woman. She stands her ground, but is clearly weak from the effort. She's evil. Also Falco is MIA for a bit, feel free to bot him as he left a "macro"

Round 2:
Pirates: ARGH!
Paeter: Kill
Syrak: Smite!
Falco: Go
Pandoor: Go

DM:

Alejia: 36
Black:

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Falco leaves the ball or fire under the woman and begins a summoning spell.

fire dmg reflex 17 negates: 3d6 ⇒ (3, 5, 2) = 10

Begin casting SM2, likely for a small earth elemental.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

REF: 1d20 + 3 ⇒ (1) + 3 = 4

After the savage attack by Syrak, the woman loses sight of the ball of fire and falls into it. When she lands she screams as the flames burn her to death!

With his leader down, and no way out, the last pirate decides to go down fighting, and grits his teeth before the storm to come.

In the next few moments the Pathfinders overwhelm him. Paeter makes good on the promise and gives the man a swift death. You gather the pirates' valuables and the scholar's body. Your captain, Cad, takes you back to Riddleport with a smile on his face.

With Alejia killed, the assault on the Order of Cyphers ceases. Business returns to normal rather quickly for Tammerhawk and his academic associates, and the political tensions wane. Word spreads quickly through Riddleport of your defeat of Alejia’s gang, and the Pathfinders develop a reputation as a formidable force within the town.

The Society is saddened by your inability to rescue Gurukaza, but the greater good is preserved, as no more scholars will die.

Well done Pathfinders!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

My apologies for a long string of me at the helm. It feel good to be back. Everything is reported and ready to go. I'll get chronicles out ASAP. Looks like I'm handing the conch shell to Pirate Rob at this point!


Q-14 | Iron Battle

Choo Choo!

Alright, next up is 3-23 Goblinblood Dead is a 1-5. A quick note on if you do/don't have pre-knowledge of the scenario would be appreciated.

After the previous mission in Riddleport the Pathfinders are recalled to the Grand Lodge for debriefing and R&R. Said relaxation is short lived as you are awoken in the middle of the night.

Venture-Captain Drandle Dreng’s appearance in the middle of the night is surprising only due to his unfamiliar accomplice, a burly mandressed in full Isgeri military trappings.

“Pardon the intrusion”

Drandle says as he juggles the numerous scrolls and writing materials precariously balanced in his arms,

“but I have a request that is of utmost importance to ask of all you. I’m afraid we have something of a situation on our hands. It is perhaps well known among the Pathfinder Society that trade is vital to our organization. Not for any monetary gain, of course, but because we rely heavily on overland caravan routes and trading lanes at sea to get important documents, treasures, and personnel from central Avistan to the Inner Sea. When such materials are of particular import, we have even been known to use more illicit modes of transportation, such as caravans operated by the Sczarni organized crime syndicate."

“It appears that a number of such Sczarni caravans, carrying important cargo for delivery to the Pathfinder Society, have recently begun to go missing along their more discreet trade routes from Cheliax to Druma, a little-known path that runs through the Chitterwood in Isger. Of course, the route along the Conerica River would be viable for more legitimate operations, but oftentimes we can’t afford to be forestalled with matters such as customs, tariffs, and inspectors, especially when such hindrances could also potentially result in the arrest of our business partners. Alas, I digress..."

“I have agreed to work with the local Sczarni leader, Guaril Karela, in order to reclaim the caravan route through Isger’s Chitterwood. That’s where you come in. I have made all the arrangements necessary to ship you to Isger in the morning, where you’ll meet the caravan you are tasked with escorting through the goblinoid-infested woods. In the meantime, I have summoned the honored Isgeri war hero Gaspar Desime to help answer any questions you might have about your upcoming visit to the Chitterwood. Guaril Karela is also available and can answer any questions you have about the caravan you’ll be guarding, though I believe he is currently stationed at his shop in the Docks district.”

Drenge then stares intently at nothing in particular as he waits for you to ask questions of Gaspar Desime. See handouts tab for picture.

I know it may take people a few days to get get characters in order but figured I'd start us out as quickly as I could.

Grand Lodge

Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • I have run this in standard, but I ran it when it first came out and haven't read it since.

    Dorvhan walks in smiling, "I just left spending time with me brudder, Brak. I heard you guys were back from Riddleport and that Syrak had some business to attend to. I thought I'd jump in with ya."

    After introductions and Dreng's rundown the dwarf scratches his beard.

    "Do we have any clues as to the culprit(s)? Bandits? Dragons? Dwarven women?"


    Q-14 | Iron Battle

    Gaspar thinks for a second before responding to Dorvhan's question with a history lesson.

    "Less than 2 decades ago, the savage Chitterwood goblinoids organized and attacked the nation from within, sparking the deadly Goblinblood Wars. So great was the threat to Isger and its neighbors that only an unlikely alliance between a regiment of Eagle Knights from Andoran, a small order of Hellknights from Cheliax, and a contingent of Druma’s Mercenary League could stem the goblinoid tide. We fought heroicly but in the end, much of the Chitterwood was put to the torch, forcing the surviving goblinoids to seek refuge deep among the caverns below.

    “If only that were the end of it though.
    the undead roam the lands to the north and south of my beloved homeland, while bandits prey on the weak throughout the countryside. What’s worse, the Chitterwood itself is still the home to the scattered remains of goblinoid armies, left over from the Goblinblood Wars. If only for your sake, I hope it’s merely bandits behind the caravan attacks.”

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "Looks like I got back just at the right time. I'm ready to go."

    -Posted with Wayfinder

    Liberty's Edge

    Active Buffs:
    Undead: Darkvision; Bite/Claw (x2); +1 Nat AC
    Pathfinder-in-Training HP: 43/49 | AC 29* | T 15 | FF 26* | Fort +7 | Ref +8 | Will +4 | CMD 19 | Initiative +5 | Perception +11 | Survival +9 | Kn.(Dun) +6; (Nat) +8; (Rel) +8 | Acro. +10 | Climb +8
    Resources:
    Spells: 2/2 | CLW: 40/50

    Paeter nods throughout the lecture. "Aye. We will handle any bandits that come our way, regardless of race." he says solemnly.

    "I am ready to depart as well."

    I have recently played through, but not GMed this scenario.

    The Exchange

    Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
    Tracked resources:
    Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

    All right! Thanks again for the scenario, DMS! And I see that Pirate Bob was right in the starting blocks ;)
    @Pirate GM: I haven't played that one yet.

    Pandoor smiles brightly at the midnight venture-captain.

    "I'm starting to think you're some sort of night spawn, venture captain! Joking of course! So goblinoids it is! And undeads! What a pleasant travel it'll be. I'm ready to go. Is there more to know about the region and its past history?" he asks to nobody in particular.


    Q-14 | Iron Battle

    Gaspar explains "Isger has a long history that we could spend many months if not years on. To make things incredibly short, you'll be arriving in late summer where the weather is at least most pleasant. I believe it is about time for you to go speak with Mr. Karela for details on the caravan."

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan looks over his shoulder, he was already on his way...

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Still on the road, back tomorrow. Played anad GM'd this one years ago, still have nightmares about the final fight being dragged out forever because no one could deal whth the BBEG's tactics (both times, first as player then as GM). Luckily Falco should be prepared without even metagaming because he already has a crucial scroll. Anyways:

    Falco frowns in the background and looks up from a scroll he had been studying. "Remind me again why we have dealings with the Szarni.... bah, never mind, it's either political or economic and neither excuse interests me much. Yes, yes, we'll be on our way immediately with a lookout for undead and thieves and goblins and who knows what else."

    I'll probably pick up a few more scrolls and prepare some different spells tomorrow after I get off the plame.


    Q-14 | Iron Battle

    Being the middle of the night, Karela’s curio store seems dark and cramped. Although, for anybody who's been here before, you seem to remember it always being that way.

    Rows upon rows of shelves filled with knickknacks, baubles, and trinkets—all of varying levels of quality and authenticity— run the length of the store, leaving little room for people to move about.

    From somewhere behind the shelves, Karela, acting as shopkeep, shouts "Come in, yes I assure you we're open. What can we do for you?"

    The Exchange

    Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
    Tracked resources:
    Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

    "Hi there, Karela! We're sent by Drandle Dreng and Gaspar Desim. We come to escort the caravans!" shouts heartily the halfling.


    Q-14 | Iron Battle

    Karela comes from behind some shelves and looks the party over before explaining a bit

    "I have sent instructions informing the caravan to meet you a few miles south of Logas. I shall have my associate Kazrin meet you in Logas and he should be able to direct you to the rendezvous point. From there, the caravan crew will lead you through the Chitterwood.”

    He then smiles as he asks "What other details can I help you with?"

    The Exchange

    Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
    Tracked resources:
    Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

    "Do you have any piece of advice or know something we should know about the Chitterwood? It's my first defending a caravan, I'm so excited!" says the halfling.

    Liberty's Edge

    Active Buffs:
    Undead: Darkvision; Bite/Claw (x2); +1 Nat AC
    Pathfinder-in-Training HP: 43/49 | AC 29* | T 15 | FF 26* | Fort +7 | Ref +8 | Will +4 | CMD 19 | Initiative +5 | Perception +11 | Survival +9 | Kn.(Dun) +6; (Nat) +8; (Rel) +8 | Acro. +10 | Climb +8
    Resources:
    Spells: 2/2 | CLW: 40/50

    Paeter hears the instructions and looks to head out the door, but the inquisitive Pandoor's questions cause him to close his eyes and slowly exhale as he stops himself from immediately leaving for Logas.

    Surely, it will only be that one question. he thinks to himself as he waits.


    Q-14 | Iron Battle

    Guaril stutters for a moment as he reponds "Well, didn't Gaspar tell you all about the Chitterwood? It's a bit out of my expertise. Caravans though, I know lots about them...

    He pauses for a bit as he rifles though a drawer and pulls out a set of bright Varisian scarfs. "Ahh yes take these and wear them, My informant in Logos knows to look for them and will help him make contact with you."

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    "Scarves? That's all you've got for us?" Falco looks around the shop and the junk it contains with disdain. "Fine, if there's nothing else I guess we'll be on our way then."


    Q-14 | Iron Battle

    Guaril Karela manages a smile despite Falco's insult but sends you on the way.

    The journey between Absalom and Isger takes several weeks, first by sea and then by land, until finally ending in front of the gates of the Isgeri city of Logas. The Goblinblood Wars may be over, but the goblinoid threat still lingers, as is made apparent by the rows of fresh goblinoid corpses that hang from pikes along the city’s walls. Every now and then, seemingly at random, a trebuchet from behind the city walls hurls a huge boulder into the forest.

    You have an opportunity to make any last minute purchases at Logas.

    Feel free to do any shopping you might like.

    Eventually a Sczarni associate recognizes your scarves and he introduces himself as "Kazrin" before leading you several miles south of town to meet the caravan.

    ---

    The caravan includes only one large, covered wagon, pulled by a single horse.

    Kazrin introduces you to the rest of the caravan crew:

    Varisian Driver - Jandri (f) - sullen middle-aged woman.
    Varisian Guard - Alik (f) - youngest of the crew.
    Halfling Passenger - Camon (m) - very skittish
    Horse - Anka

    Alik is enthusiastic to meet you, Camon seems wary at first but then excited to see so many halflings, and Jandri seems more interested in the horse then you guys.

    Liberty's Edge

    Active Buffs:
    Undead: Darkvision; Bite/Claw (x2); +1 Nat AC
    Pathfinder-in-Training HP: 43/49 | AC 29* | T 15 | FF 26* | Fort +7 | Ref +8 | Will +4 | CMD 19 | Initiative +5 | Perception +11 | Survival +9 | Kn.(Dun) +6; (Nat) +8; (Rel) +8 | Acro. +10 | Climb +8
    Resources:
    Spells: 2/2 | CLW: 40/50

    Paeter, uncharacteristically, drapes the colorful scarf around his neck. "Anything for a mission." he mutters, clearly uninterested in fashion.

    ---

    "Greetings, crew." he proclaims to the group. "I am Paeter of the illustrious Linseed family of Cassomir and these are my cousins from the Flaxseeds." he says gesturing at Falco and Pandoor.

    "The dwarf is Dorvhan." he adds as the burly man steps forward.

    "We are here to protect you as you travel."

    "When do we leave?" he asks, clearly impatient.


    Q-14 | Iron Battle

    Jandri respponds "Right now, assuming you're ready."

    With that the caravan packs up. In addition to sundries for the trip the wagon carries all sorts of goods, bolts of expensive cloth, a collection of antique longswords, a dozen bottles of ages brandy and numerous bags of spices.

    perception DC 20:
    There are almost some cleverly designed hiding spaces that likely contain contraband.

    The wagon also carries numerous insidious devices that can serve as defensive traps when the caravan stops to make camp.

    ---

    There is evidence of the war everywhere—discarded and rusted armor and weaponry, numerous displaced trebuchet-hurled boulders, and occasionally the remains of a hunter’s trap, only recently triggered by an unfortunate forest animal. Even in the light of day, the blackened trunks of the Chitterwood trees, still bearing the scars of the great fire that marked the end of the Goblinblood Wars, loom menacingly over the narrow forest path.

    Eventually, the thud and crash of boulders launched from Logas can no longer be heard. Even the sun struggles to penetrate through the canopy at times, leaving dark pools of shadow stretched across the path.

    Jandri and Alik say little throughout the day, only speaking when they need to issue an order.

    Kazrin more than makes up for his companions’ somberness, though, telling numerous jokes and the occasional Varisian legend as the caravan winds through the woods. Camon says little too, but is at least approachable, unlike Jandri.

    Sense Motive 15:
    Kazrin is actually quite nervous, having heard the various tales of the previous caravans disappearing

    Also Sense Motive 15:
    Camon, though also afraid, is unquestionably happy about his newfound freedom. You recognize the telltale signs of a recently escaped slave from Cheliax.

    Toward the end of the day, Kazrin announces that the caravan should reach the first planned campsite soon.

    Perception DC 20:
    The road here has recently been disturbed, and you get a bad feeling.

    The Exchange

    Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
    Tracked resources:
    Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

    Perception: 1d20 + 10 ⇒ (6) + 10 = 16

    Sense Motive: 1d20 + 14 ⇒ (3) + 14 = 17

    Also Sense Motive: 1d20 + 14 ⇒ (15) + 14 = 29

    Perception: 1d20 + 10 ⇒ (1) + 10 = 11

    "Greeeetings, friends! Oh I'm so glad we go on such a trip together! This is poetic and romantic and adventuric and and..."

    Pandoor, seeing the bored and somewhat threating glance of Peater, stops in the middle of his sentences. He punctuates it, saying:

    "Stories about this adventure will be told!"

    _______

    During the beginning of the travel, he'll ride at Kazrin's side and tell him:

    "Dear Kazrin, I feel the tensed atmosphere. But fear not! We are brave halflings and dwarf! We overcame many challenges in the past. Let me tell you the story when we were young of how we killed a minotaur in the middle of the forest..."

    And spends some time trying to show the prowess of the group.

    Diplo (improve attitude): 1d20 + 14 ⇒ (1) + 14 = 15

    Afterwards, he'll go at Camon's side and repeat the maneuver.

    Diplo (improve attitude): 1d20 + 14 ⇒ (17) + 14 = 31

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan wears the scarf comfortably, it doesn't draw anywhere near as much attention as a dwarf in Desnan livery.

    Perception: 1d20 + 11 ⇒ (15) + 11 = 26 Dorvhan eyes the "packing method", but doesn't speak up.

    Sense Motive: 1d20 + 9 ⇒ (13) + 9 = 22
    Sense Motive: 1d20 + 9 ⇒ (19) + 9 = 28

    He makes easy conversation with Kazrin. "Don't worry laddie. You've got an incredible team here. Rest easy, though stay alert. You'll be fine."

    Dorvhan will also spend some time talking to Camon, "Feel good doesn't it. The freedom? It's not just when you're awake either is it? When you sleep it's easier to feel the touch of Desna. It's a good feeling and all should have it."

    He knows he doesn't have Pandoor's way with words, so he lets the halfling buoy their spirits.

    Perception: 1d20 + 11 ⇒ (4) + 11 = 15

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Perception: 1d20 + 5 ⇒ (10) + 5 = 15

    Falco lets the others do the friend-making. Instead he sits astride his pony, which is real this time, something he acquired before leaving rather summoning up pony after pony for what might be a long excursion. Occasionally he reaches into his belt's scroll case or pouch to remove a scroll or one of his spellbooks to flip through when he gets bored.


    Q-14 | Iron Battle

    Paeter final perception: 1d20 + 10 ⇒ (11) + 10 = 21

    Paeter notices a slightly strange lump in the earth, one that looks recently dug but before he can warn anybody the lump exlodes in a shower of dirt revealing a pair of skeletal bugbears.

    Additionally there is more rustling from the woods to the north and south, although nobody else is visible yet.

    Initiative:
    Falco: 1d20 + 4 ⇒ (20) + 4 = 24 (always acts in surprise)
    Pandoor: 1d20 + 4 ⇒ (15) + 4 = 19
    Paeter: 1d20 + 4 ⇒ (6) + 4 = 10
    Dorvhan: 1d20 + 0 ⇒ (2) + 0 = 2
    J: 1d20 + 1 ⇒ (8) + 1 = 9
    K: 1d20 + 1 ⇒ (18) + 1 = 19
    C: 1d20 + 2 ⇒ (9) + 2 = 11
    A: 1d20 + 1 ⇒ (4) + 1 = 5
    buggy: 1d20 + 6 ⇒ (20) + 6 = 26
    Champ: 1d20 + 4 ⇒ (9) + 4 = 13

    NPC perceptions that I almost forgot:

    A: 1d20 + 4 ⇒ (13) + 4 = 17
    C: 1d20 + 5 ⇒ (11) + 5 = 16
    J: 1d20 + 7 ⇒ (20) + 7 = 27
    K: 1d20 + 4 ⇒ (17) + 4 = 21

    One of the bugbears steps up to attack Kazrin before he can respond.
    claw: 1d20 + 5 ⇒ (13) + 5 = 18
    damage: 1d4 + 3 ⇒ (4) + 3 = 7

    leaving a deep gash in the outgoing Varisian.

    The next one moves up to the horse.

    Kazrin, desperately wounded draws his sword to protect the wagon and keeps himself between the skeleon and Jandri.

    Jandri tries to get the horse to back away from the skeleton.
    handle animal: 1d20 + 6 ⇒ (12) + 6 = 18

    But is unable to push the animal to go the wrong way with the wagon still attached to it.

    Initiative - Surprise Round Friendly NPCs will go interspersed like PCs to keep things flowing smoothly.
    BuggyS
    Falco
    Kazrin
    Paeter
    Jandri

    Initiative - Normal Round
    BuggyS
    Falco
    Pandoor
    Kazrin 4/11
    ???
    Camon
    Paeter
    Jandri
    Alik
    Dorvhan

    Falco and Paeter are up! Surprise round action only

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Cleric initiative! Yay! (Though Dorvhan didn't show up in the normal round list.


    Q-14 | Iron Battle

    Fixed, thanks.

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