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The pitch from Thaddeus' IED continues to smolder in the coal dust. Everyone must make a DC 8 Fortitude save or be sickened (-2 penalty on attacks, damage, saves, skill checks and ability checks).

Agathon misses the goblin facing him. Thaddeus' crossbow shot goes wide as well and he dunks his quarterstaff in some of the burning pitch as mentioned in the revised post e-mailed to me. Jacques strikes the goblin facing him with a stunning elbow shot in the side of the head and he drops, blood pouring out of his nose.

The hobgoblin and remaining goblin retreat into the darkness of the cave they came from, using a withdraw action so there are no attacks of opportunity. The goblin was coughing up a storm and the hobgoblin yelled some more panicked sounding instructions down the cave.

150xp each

Generally, I think you can edit your post for about 30-45 minutes after you post it, then it becomes permanent.


Agathon misses, but as his sword blade swings wide, Thaddeus' magic missile zaps by Agathon's head and slams into the hobgoblin, who looks badly wounded now.

Jacques misses his martial arts attack on the goblin he's facing.

The goblin facing Agathon drops his pike and pulls out a small sized morningstar. The hobgoblin, who closed to melee, steps back and yells something loud and urgent sounding into the cavern behind him.

The goblin facing Jacques slashes his pike in a very awkward move and then drops it. He steps back a few feet and pulls out his own morningstar, the pikes being unsuitable for close in melee work.


Agathon misses. Thaddeus makes a ranged touch attack against the hobgoblin with a burning piece of wine flask/pitch. It has no effect and misses, although it lands in a small pile of coal dust and seems to smoulder a bit. Jaques open hand attack misses.

Goblin pikeman attacks Agathon and his pike goes wide. The only other remaining goblin tries to impale Jaques on his pike and misses so badly that Jaques gets an attack of opportunity, which also goes awry.

The hobgoblin fires his remaining two bolts at Agathon. The bolts clatter harmlessly off the walls of the mine. He drops the crossbow and pulls out a wicked looking morningstar and closes to engage Agathon in melee.

Wow, everyone missed everything!


Agathon's bow shot strikes the hobgoblin and wounds him in the shoulder. He grunts but is still combat effective.

Thaddeus uses mage hand and makes a successful touch attack with his mage hand spell to drop some more burning pitch on to the goblin who was hit by the fire before but was still up. The pitch burns the goblin some more, but he's still alive.

Jacques misses with his flurry of blows attack. Dave, look at your character sheet, the flurry of blows is a full round action and is -1 on each die roll, making an open handed attack as a standard action is +1 on the die roll, please look at p.141 in the PH, table 8-2 so you can determine what your options are in each round

One goblin is dead, burnt up. One goblin is badly wounded and drops his pike and tower shield and withdraws from combat, disappearing into the darkness behind the hobgoblin. One goblin moves up and attacks Agathon with is pike, missing. The other goblin attacks Jacques, sticking him with his pike for 2 points of damage.

The hobgoblin takes aim at Thaddeus and pulls the trigger, loosing two of the four bolts loaded on his massive quadralest, missing him by inches.


No surprise round. They knew you were there, but since you had readied actions..you all go on the goblins initiative now. New map has been posted, but no grid system, yet...still working out the bugs.

Letting go of the pitch/oil wine jug is a free action, casting prestidigitation to start the fire is a standard action. Furious die rolling on my end here. The wine jug busts open, splattering 2 of the 4 goblins with oil. The oil lights nicely and one goblin drops to the ground screaming while the other tries valiantly to scrape the burning oil off his arms with the wooden end of his pike.

Agathon's crossbow shot (I used the roll for the sword attack above) glances off the goblin's tower shield.

Jacques steps up and makes an open handed attack, trying to kick the goblin's head peeking out over his tower shield, but he misses.

Now it's next round and everyone goes simultaneously. Updated map link click here


Click here for an updated map.

Four goblins carrying tower shields and pikes step into view, their pikes displayed prominently in front of them, their shields locked into place. Behind them, about 10 feet and at the edge of the light provided by your sunrod is a muscular 7' tall creature with blue tinged skin, tusks, sickly yellow eyes. Here's a picture . With a DC 11 Knowledge (Nature) roll you will know what this creature is. Of course, you guys will know once you see the link name, but I trust you not to use player knowledge

The big bad guy is carrying a quadralest, a quadruple heavy crossbow, and a morningstar. Underneath his feet is another goblin carrying extra bolts.

The quad of goblin pikemen are in the splash zone for the wine jug. Agathon can take his readied shot at whomever he wants. I'm going to let you guys repost to clarify what your actions will be.

Initiative order is Agathon-Thaddeus-Jacques-Bad Guys.


The breathing and walking sounds stop just out of sight at the other end of the tunnel. You hear the distinctive sound of a heavy crossbow being loaded (crank, crank, crank, squeak, squeak, squeak). You hear some excited goblin sounding giggles as well.

This does however provide you the opportunity to finish up the rope/wine jug over the beam trick and both Jacques and Agathon may call a "readied action" if they choose to do so.

Then give me initiative rolls, as the action is obviously about to commence. THe initiative rolls are for "after" any readied action you have taken that may be triggered. Thaddeus, I know your readied action already (the wine jug covered in pitch).


150 xp each

Please give me listen checks, everyone. If you beat a DC of 15, you will hear the following:

Spoiler:

The sound of heavy footsteps and a noise like someone dragging a heavy wooden object on stone floor can be heard from the passage beyond this chamber. Deep, heavy breathing accompanies the steps.

Also, you guys don't need to post in initiative order. You can just post what you want to do and I'll arrange the results in initiative order.


You don't have to reroll initiative every round, just every combat.


Agathon moves in behind the goblins and chops one of the bomb makers down with a massive blow from his sword. Goblin #2 spear thrusts at Agathon and misses and the wounded goblin (wounded from Jacques shuriken throw) throws a spear at Jacques, also misses. Jacques then drops the wounded goblin with another shuriken throw that catches the creature in the throat. Thaddeus closes in around the corner to get a shot with his crossbow and strikes, barely winging the goblin, now shrieking in terror.


Jacques moves silently into the room, shuriken at the ready. Between two equipment carts, he spots a trio of goblins with spears. Two of them are busy working on some sort of large wine jug. One of them is smearing it with what smells like pitch and the other one is busy trying to get a spark going with a tinderbox.

The third one spots Jacques, but Jacques gets a surprise action, since he moved in silently I've been making these rolls here at home based on your input, guys. Jacques yells out a quick alert to Thaddeus and Agathon and throws his shuriken, wounding the goblin who spotted him in the arm.

I've marked the goblin's location and everyone else's location on the map.


Taking up positions in the bowl, Thaddeus and Agathon watch Jacques disappear into the mine shaft.

Here's a map

The piles are coal, there's a torn up minecart track going deeper into the mine shafts. Old equipment and mine carts are scattered about.

Jacques appears not to cause any attention to himself, but he doesn't enter the room. He hears movement and scratching sounds from among the mine carts and equipment, but can't tell what is making the sound.


So did you guys decide on a plan of action? I saw some options discussed via e-mail. Did you pick one of those options?


Jacques realizes that the goblin is too far away for his shuriken, which has a 10' range increment and thus a maximum range of 50' for thrown weapons, so he doesn't throw. Jacques looks around and notices that the mannequin has a wire leading from it to the position where the real goblins were hiding.

Agathon's first shot nails the goblin as he is about to scramble into the old mineshaft. Pinned in the lower back, the goblin drops motionless in mid-scramble.

Thaddeus crossbow bolt shatters right next to the goblin's head, close but no hit.

No targets in sight. No noise or sound of alarm comes from the mine shaft.

100 xp each


The crossbow shot nicks the first goblinoid, who yelps in suprise but remains standing.

Agathon's first bow shot is a perfect chest shot, dropping the small humanoid with a satisfying meaty thud.

Goblins roll initiative and go first. Jacques, I used his 17 attack roll for initiative, since his initiative is +3 also. You couldnt' have attacked yet, Dave, since your character is on his butt and you had not yet rolled initiative. The only reason that Thaddeus and Agathon were able to attack before initiative rolls is because they took a "readied action."

The wounded goblin yelps in surprise and bolts for the mine entrance about 100 feet away. Due to rough terrain (scrambling over mine equipment and loose rocks) he doesn't quite make it there.

Agathon and Thaddeus--the goblinoid thing (you're pretty sure it's a goblin from the tales you've heard describing them) is now 250' away from your position.

Jacques goes before Agathon and Thaddeus goes. Jacques estimates he can catch the goblin since his route to the mine entrance is not quite so blocked by equipment and loose dirt, but then he'll be very close to the entrance of the mine....

Map of the Coal Mine Bowl Area


Dave, remember to put the die roll within the url syntax, at the bottom of the post window Paizo provides a "show" button with the label BBCodetags you can use to remind you how to embed urls into the posts

Jacques trips and falls backwards trying to move out of the bowl. He lands on his ass, making a huge dustup and noise. Two goblinoid looking small humanoids in leather armor and wielding spears pop up about 60 feet from him. One of them whips out an atlatl to sling a javelin at Jacques. Both Thaddeus and Agathon may fire their "readied action" bow shots at these newly emergent targets, if they wish.

After the shots you all need to roll initiative.


Total spot roll of 15 for Jacques Jacques notices the top of a spearhead sticking out between a crevasse and some abandoned mining carts Total Listen roll of 22 . He hears some suppressed rapid fire speech, like someone is arguing with someone else while trying not to be heard. You don't know what language is being spoken. The spearhead moved out of sight before the conversation is over.


Jacques creeps down into the bowl, apparently undetected. As he approaches the creature stealthily, he dislodges a rock, making a small noise. He freezes and notices no reaction from the creature, now only about 50' away. He looks around again DM made spot roll = 20 and notices the creature is a mannequin dressed up as a goblinoid type creature. Its head is moving around in a predictable pattern.

Neither Thaddeus nor Agathon notice this, as they are still at the top of the bowl. I used your prerolled attack rolls for your spot roll results


CY 577 9th day of Flocktime

The abandoned coal mine is on the map about 4 miles north of Knurl. You follow the Blemu Pass road north out of town. The stream of refugees has turned into a trickle. Most of the hillfolk have sought refuge in town or moved west into Nyrond. When you left Knurl there was quite a bit of river boat traffic as some folks seek refuge in the Adri Forest to the south.

After about 3 hours of easy travel, you stop for lunch and spot the overgrown path that leads off the Pass road to the abandoned coal mine. Moving cautiously with the tactical protocol you worked out last night over mutton stew, you move up into the rugged hills, making slow progress. You spot some small humanoid tracks but can't really make out what they belong to or where they lead, since none of you ever learned to track.

It's still early afternoon when you arrive at the edge of a bowl shaped depression with abandoned and rusting mine equipment in it. A mineshaft leads off into the hillside on the east side of the bowl.

Jacques spots a small humanoid creature, dressed in hide armor and armed with a morningstar and a light crossbow, sitting inside an old mine cart, looking around with bored disinterest. You spot no other guards at this time. The creature apparently has not spotted you. You are about 200' away and 80' above the creature, at the edge of the bowl shaped depression. There is a path that descends into the bowl, but you can probably slide down anywhere into the bowl without too much trouble.


Erin and Bramble also stand up and state that on behalf of "Gorgathor's Raiders" they will take the Count's deal.

Sir Gendar laughs "Gorgathor, eh?...well, it seems he's finally using the small muscle between his ears instead of Kord's brawn. What a way to try to get back into the town walls. What do you say, Sir Dunstan?"

Dunstan: "Gorgathor was banished from Knurl for his constant brawling and that unfortunate incident with Guard Captain Hamrick's niece, but it has been a couple of years now and if he is willing to help us fight the evil now before us, his banishment is lifted temporarily until he has accomplished enough to lift it permanently."

Sir Gendar acknowledges Thaddeus, Agathon and Jaques. "They are young, but we know young Thaddeus and in their youth might lie our hope. I welcome you all."

Gendar and Dunstan shake everyone's hands. There are a few other small troupes of mercenary types who fill out forms with the Count's clerks, as do all of you.

Gendar will provide maps of the hills and tell you that you can report to the castle quartermaster for provisions and supplies in the morning.

I'll post a link of the detailed map soon, but suffice it to say that you have a map of a trail leading to a an abandoned mine about 3 miles north of town that Gendar says is worth checking into. You all can take up to 100gp each character of normal provisions and equipment and we can 'fast forward' to the mine entrance, if you want so we can get this party started. Take 250 xp each for the role-playing and events since the barbarian encounter.


Sir Gendar and Count Dunstan walk into the hall, accompanied by six body guards. Their faces look grim and they look like they've been awake all night.

Count Dunstan wastes no time.

"Thank you for coming. We've called on independent mercenaries and adventurers to listen to an offer from me that I've dreaded making, but hard times are here for Knurl.

Our troops are all tied up keeping the enemy from laying siege to Knurl and cutting off our last supply routes of food from Nyrond. Unfortunately we're running out of gold because our gold and silver mines in the Blemu Hills can't consistently get their ore out to us.

The enemy or someone working with the enemy has put small raider teams of well-trained humanoids, undead and even some were rat bands into the hills to root out our mines and forts and systematically destroy them. I can't spare the troops to go after these threats, so I'm offering up the only thing I have left to get help. Land.

If you help us clear these hills so that our mines can go back into full production I shall award each of you land grants and titles in the Bone March once ultimate victory has been achieved. Anything of value you find among the humanoids is yours to keep, since I can't pay you in gold for at least a couple of years, it looks like. If you find any Bone March nobility heirlooms, I will pay you for those, however.

I'm asking a lot for very little initial return. That's why so few of you are here today. Your ultimate pay off depends on our ultimate victory, which is in doubt. I can supply normal equipment and non-magical supplies to include rations, rope, tack and saddle (but no horses). You can stay at the Castle barracks for free if that's an issue and you're able to comply with our behavior code.

If you stick with us till the end, you and your families can achieve what many find the ultimate goal--nobility status and land ownership. We'll use magical verification to ensure your claims of kills and deeds are accurate and the grants you receive will be commensurate with your accomplishments. If all you do is go out and kill a few orcs and zombies now and then, the least land grant you'll receive is a small farm and no title. If you consistently venture forth to slay our enemies and work diligently to clear mines, forts and chase down the humanoid bands, you'll receive a small land grant of at least 25 square miles and the baronet title. Once the Bone March is cleared, the lands will increase in value greatly and you should be able to sell the land for a good deal of cash if you choose to do so, but that won't happen for at least a few years even if our most optimistic projections come through.

If we get the mines opened up again, I can buy food for the people stuck in Knurl and hire some of the roving bands of now leaderless Aerdi mercenary troops to help recapture the Bone March once and for all.

Register with Gendar here as an individual or group if you choose to take part in my offer. Thank you."


You gather at the Count's castle in the morning, readying for Sir Gendar and Count Dunstan's arrival. The hall is nearly empty. Guards mention that the infamous Slasher orc tribe was spotted to the North by fleeing farmers yesterday. Refugees are streaming into town from Knurl's few outlying regions remaining.

The fat woman and the tattooed halfling are in the hall. They see Agathon, Jacques and Thaddeus and come over to introduce themselves. The woman's name is "Erin" and the halfling calls himself "Bramble Burlyfoot" which seems a ridiculous name for someone so muscled up, scarred and full of war paint looking tattoos. They mention that they saw you at the Gnoll's Head last night and comment on how few of the drunks from last night actually showed up this morning.

"Not much stock is being put into the Count's promise of land grants," Bramble mentions.

Anything you guys want to say or do before Sir Gendar arrives in a few minutes?

Thaddeus' Knowledge Local:
Knurl is a town within the Bone March, a former province of the former Great Kingdom that was overrun by humanoid bands in CY 563 (14 year ago). Spinecastle is the capital of the Bone March. Knurl has a population of about 13,500. The Bone March was largely independent from the Great Kingdom. The humanoids never would have succeeded in their invasion 14 years ago if there had not been some sort of internal betrayal. No proof has ever been found, but King Grennell of the North Kingdom (a portion of the Great Kingdom) is suspected, as he wanted to annex the Bone March for many years. Count Dunstan organized several counter attacks over the years to retake the rest of the Bone March, but they all failed. The humanoids have now carved up the Bone March into petty fiefdoms, largely based on their traditional raiding areas. The only thing that has kept them from overrunning Knurl is the Blemu Hills, a rugged landscape that channels invaders into canyons where they can be easily held pinned down by smaller forces, plus the fact that the northern barbarians are now raiding the coast of the Bone March again. The Bone March was once barbarian territory captured from them 500 years ago by the Aerdi (the human culture that founded the Great Kingdom 577 years ago).

Thaddeus suspects that Count Dunstan is going to request adventurer's help to clear out the Blemu Hills, for rumors of undead and arcane creatures in league with the humanoid chieftains infiltrating the hills to pin down the defenders have increased in recent months.


Jacques hears Gorgathor mention something to the halfling and the fat woman about Dunstan's "land grants could set you up and get ME back into that city" as he jerks his thumb back at the walls of Knurl. Jacques clearly hears "go to the meeting tomorrow."

With that the woman and halfling scurry off to two nearby tents, sitting outside lighting a pipe and pulling out a wineskin.

You three hear the gates about to close and head back inside Knurl.

If you want to stay outside the town, let me know, but I'm assuming you guys don't want to spend the night without a bed and outside, especially since you all don't know each other that well yet.


Sorry about the delay in my response guys, but my campaign notes folder got misplaced. I WILL FIND IT this weekend, otherwise I have to reprint some stuff. I will e-mail you when my post is back up


Based on Thaddeus' knowledge local
What kind of law and order is there in the shantytown? Is it patrolled at all by the town or are they on their own?
It is patrolled by a squad of guards several times a day.

Do the tower guards ever call patrols into the shantytown if they see something happening, or are they just there to keep problems from overflowing into the town?They call in guards to break up fights and apprehend criminals when necessary.

Does the large circular tent appear to be watched or guarded? Not by the town militia, but more by henchmen types who keep anyone from lingering too long? -- I made a spot check for you with a result of 7. It's possible that some of the folks milling about might be guards, but Thaddeus can't tell from where he's, which is about 130 feet away near the town gate.

Do the tower/gate guards typically make conversation with locals or are they tightly focused on their duties? Or does it just depend on who you get? Does Thaddeus happen to know anyone who is on duty? It seems to depend on who it is. Thaddeus knows one of the guards at the gate in passing. His name is Verlik, but other than knowing his name and having seen him in town a few times, Thaddeus doesn't know more than that. Thaddeus or anyone else can make a gather information roll to get more information on the shanty town residents from the guards if he spends a few minutes talking to the guards

Jaques rolled a total of 20 on his hide roll, but only a total of 6 on his listen roll Jaques moves into the shanty town with little attention being drawn to him. He can get close to the tent, but doesn't hear anything, although he seems to have found a good hiding spot in what appears to be a recently vacated camp site near the big tent.

Agathon can see Jacques from where he's at, which is just outside the shantytown, near a flat wagon where a vendor sells snacks and flagons of cheap beer.

Thaddeus can see Agathon (he's about 30 feet from Agathon) but can't see Jacques. Thaddeus is still near the guards by the gate, not close enough to make them ask him to move.

Pedestrian traffic in and out of the gate is slowing down now as the city gates are about to be closed for the night--in about 15 minutes or so.


Jacques loses sight of the beautiful archer pretty much right away, see previous post of mine. However, he is able to keep sight of the halfling and his companion as they head outside the town walls and move into a shanty town camp set up by refugees and mercenaries who either cannot or will not afford the gate tax (5 cp, paid weekly).

The shanty town camp is built no closer than 50 feet from the town walls. A squad of heavy crossbowmen in three watch towers keeps a close eye on the area from the town walls.

Jaques can see all this from just past the town gates. He observes the fat woman and halfling disappear into a large circular tent among a large group of smaller tents, lean-tos and hastily constructed shelters. The shanty town residents don't appear related or one group, but there are clusters of tents and shelters that might belong to one group of travelers/refugees or another.

Agathan and Thaddeus catch up with Jacques, who has been watching the shanty town from just past the city gates, inconspicously (he hopes).

Just one post per character, please. I appreciate your enthusiasm for color commentary, Cory, but I want to keep the one post per player between my posts rule firm. Thanks.


Thaddeus, give me a Knowledge (local) roll to see what you know about Gorgothor or any of the NPCs you are following, if anything. Everyone, give me skill check rolls for Move Silently and Hide to see how well you follow them.


Your hair color on the character sheet was only listed as a "b" so I took a guess and wrote blond. I stand corrected. Scott, try to remember to post as your character, not as generalripper.
The boy returns after a few seconds and says that Sir Gendar said to meet at the castle in the morning, an hour after sunrise. He announced that to all the stalwarts who remained behind, not just you. Several more people leave the bar, which is now largely empty compared to the throng that was there before. Kerrik, the elderly human bar owner who always wears a stained apron with a skeletal gnoll paw as a clasp, tells you that rooms in the inn are free for you tonight, since you prevented damage to his bar. He nods at Thaddeus, as he knows him, and tells Thaddeus that he'll give him a nice bottle of wine, since Thaddeus has no need to stay at the inn.

Agathon's listen and spot checks prior to the barbarian bar incident. Click on the spoiler button below, Cory. If you post that you wish to share this information, then Scott and Dave can click on the spoiler as well

Spoiler:

As the bar cleared out Agathon overheard a heavily tattoeed halfling mention something about "getting out of town and back to the listening post" to a fat woman in raggedy chainmail. Agathon also spotted a finely dressed attractive woman in silvery elven chainmail and a spectacular looking longbow trailing the halfling and fat woman. By the time the introductions were over, this incident occurred about 20 seconds ago.


Sorry for the bit of confusion. We're all learning still. Based on your posts, here is the resolution.
Agathon is about 20' from the barbarians. He spots an apparently unarmed man with blond hair and blue eyes, yet carrying adventuring gearwhom he'll later know as Jaques standing at the bar next to the barbarians and taking on a position of readiness against hostile action from the barbarians. Agathon picks up a chair, ready to use it to defend himself against these thugs when an obvious wizard of some Suel background apparently, for he has white skin and green eyes with black hair, gestures at the barbarians with his quarterstaff, making slow circular motions with his hands as if to invoke powerful magic. Thaddues tells the barbarians to SIT DOWN. They mumble something about "just tired of the slow service during the speeches" and reluctantly sit down, yet avoiding eye contact with Thaddeus. Thaddues, Agathon and Jaques all look at each other, since it was apparent that they were the only ones that would have taken direct action against the barbarians had it been necessary. Please give a brief introduction now for the other players

150 XP each


Agathon, Quintus and Jaques notice each other as they appear to be the only ones not moving away from the barbarians. Sir Gendar and his men sense a bar fight brewing and start heading for the door. It would be quite beneath Sir Gendar to get involved in a barroom brawl. Thaddeus--with your knowledge (local) you know this is not an act of cowardice, just normal behavior for nobles.. The bartender dives behind the counter as the three barbarians, men clad in studded leather armor and grimy furs, armed with battleaxes, clubs and shortbows (the battleaxes are leaning against the table they were sitting at, as are their bows) focus on Thaddeus, since he yelled out about them 'stealing their booze.'

"We're stealing nothing, cur!" one of them pronounces as the other ones eye the heavy liquor bottles in their hand.

Roll for initiative


Sir Gendar, Count Dunstan's captain of light infantry, strides into the "Gnoll's Head." His moustache is perfectly oiled and he picks at the massive callous in his sword hand. The crowd quiets down, the locals almost instantly. Whispers about Gendar being the "best swordsman in Knurl" bring an occasional snicker of disdain from warriors outside the area, but everyone looks at Gendar with anticipation.

"Knurl faces a dire situation. You all know it and the Count certainly knows it. With the Great Kingdom coming apart at the seams and civil war brewing, the humanoid tribes that overran the Bone March are emboldened to move south and seize territory in the confusion. Their first target will likely be Knurl, since Count Dunstan is the last legitimate noble of the Bone March remaining.

I'm not a man of words, so this will be short. Count Dunstan needs adventurers to help defend Knurl--not to man the parapets, but to strike the enemies of Knurl unexpected, behind their lines and with devastating precision.

This is not a secret. Some of you are spies for the evil to the North.

(This brings mutterings and suspicious glances from many in the crowd)

To you, Count Dunstan says--the Bone March does not belong to you and soon will belong to the righteous people of the North again. (Shouts of agreement from a few in the crowd).

(How much is the Count going to pay--someone shouts.) The Count will pay with equipment, healing and repairs. YOu will be given specific assignments based on our assessment of the war needs. You can keep whatever treasure you find (I sure hope so! someone yells) and if you stick it out with the Count to the glorious end, you will receive land grants in the newly restored Bone March based on your deeds. (Most of the crowd derisively laughs at this offer) If you decide to do this, stay here at the Inn and meet with me after this pronouncement."

The crowd begins to shout derisively. The confidence that the Count and Knurl will still exist a few months from now is low. It is clear most came here hoping to take the Count's last gold pieces and do as little as possible, then flee the area before it is overrun by orcs and hobgoblins. Only a few in the crowd seem to be genuinely interested, exchanging glances.

If you make the required spot or listen checks below, you can click on the spoiler tab to reveal information

DC 10 Spot Check

Spoiler:
You make eye contact with the others in the crowd who are not mocking the Count's announcement. One of them, a half elf archer of some sort, nods towards a large corner table.

DC 15 Spot Check

Spoiler:
You can click on the DC10 spoiler a well and you also notice a trio of burly barbarians vaulting the bar and helping themselves to bottles of liquor while the bartender is distracted.

DC 20 Listen

Spoiler:
You overhear a heavily tattooed halfling whisper to a fat human woman in raggedy chain mail about 'reporting back to Gorgathor' and see them slipping out the inn's door.


CY 577 7th day of Flocktime.

The Overking is gone. He has been gone for several months now. The joy of overthrowing his iron rule was shortlived. Nyrond and other Iron League nations invaded the Great Kingdom, seeking payback for all the depradations they faced for the many decades of rule by the House of Naelax.

Count Dunstan of Knurl faces a dangerous situation. Emboldened by the chaos in the south, the humanoid tribes of the Bone March boldly march into the Blemu Hills, seeking to sack the town. Desperate to save his hardy little hold, the Count opened the gates to adventurers, some unsavory, to help stave off the tide of certain doom.

You are all gathered in the "Gnoll's Head Inn" in Knurl, along with a crowd of many rough and tumble sell swords, cut purses and spell slingers, ready to hear the Count's announcement tonight. Ale flows freely and rumors of events to the south and the north are thrown about as haphazardly as the darts being played by the trio of drunken dwarves in the corner.

This is my first attempt at a PBP game. The players have all been recruited and I'm keeping it small and familiar to start. Thanks.

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