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Kail'ar wrote:
Whatever you want in there is good, I just misread or misunderstood some of his history when I posted and am trying to cover my mistake. Sorry for the confusion. Guess my post-it notes on each PC need to get a lil' bigger! ;PThe big Jack looks at his 'soiled' companions and lets out a great belly laugh "HEEEAAAAWWWW-HAAA-haaaarrr! You two best be gittin' yer gear changed, We be leavin' fer da next camp up in a minute an' de boss will be REAL mad if'n ye aren't on the shuttle. Hee-Hawww!"
The larger of the Lumberjacks says "Heh, sure thing Hozs. I'ma headin' over dere right now, matter-o-fact..I'll be lettin' him know ye got a group with ya too."
Spoiler:
I heared he was layin' de pleasin' on one o' dem Dunlied dere in da woods an' gots hisself caught by de Bossman. Ha-Heee. Now de boss wants to be knowin' when de deer be gettin' defiled so as ta be avoidin' da wood! HA-haaaa heee! The large Jack looks back and shakes his head at the duo then turns back to Jaden "Good luck and remember dere be danger in dem wood". Jaden Thorm wrote:
Ah, the backstory is off a bit, sorry. Maybe Jaden works the slower milling seasons at the lumber camp to suppliment his income and help keep the Lumber Consortium off the miller's back. Season is just starting to pick up but the miller hasn't needed you yet so you were still pulling duty at the Lumber Camp until dear Vicki became ill. Does that work for you? A group of 6 burly lumberjacks come out of the bunkhouose, axes and saws hoisted upon their shoulders, and upon seeing the group, decide to saunter on over.
Effan Effluvium wrote:
No, you are gonna have to skirt the lake. Most of the wood beyond the logging operations is unexplored except for the occasional Woodsman or hunter plying their trade. EDIT- Thanks Keegan, good way to implement info.Keegan's Map
The next morning the group meets and heads to the Lumber camp shuttle, preparing to get moving. Any further shopping for rations or whatnot can be retconned to the previous night's shopping.
After loading up and getting ready to go the driver gives a flick of the reigns and a sharp "HIYA" and the horses take off like an arrow from a longbow. The slightly damp earth seems to be helping the horses instead of hindering them, and after several minutes of fast riding the party starts to relax, confident in the driver's ability to guide the horses and wagon down the straight path.
Spoiler:
Some of the local foresters have trained the Dunlied as mounts. After a little more than two hours the trail finally closes with the Wood and you can see the ugly scar of stumps and debris that is common in logging locales. Five sturdy looking log buildings stand in a large clearing along with numerous wide carts and sleds, A coating of sawdust lies over everything. The buildings look to be a bunkhouse, meal hall, office, barn and a smithy. Three sleds, loaded with darkwood logs, look prepared to make the reverse trip to the one you just made.
The Eldritch Mr. Shiny wrote:
Or you could toss the +2 into something else...hell, toss it into con for the extra HP and save, or push strength to a 14, makes your melee and ranged attacks even. Hozs Ferryman wrote:
Just take a craft or profession skill, looks like the skills are a bit addled for Pathfinder RPG until they decide to fix them. Also, I hate the way they did Combat Feats. I am sure it is gonna get changed but for now lets stick with regular 3.5 way of doing Combat Feats, except that Dodge is a flat +1 AC, no declaring who you are dodging. So the non-combat feats are good but the Combat feats revert to 3.5 style.OK? And yes this thread is more for strategizing, and long ooc discussions. Good way to iron out things like how to approach a certain encounters, or working out a nighttime routine for camping. Faldor O'Gistoresh wrote:
During your performance, you notice 2 men that seem to be looking at you discreetly and not in a menacing manner, while not showing much interest in your story. One of them you believe is a cartographer of some reknown that works with the Lumber Consortium.... Keegan and Raphael, you're up. Kail'ar wrote:
The only mules at the mill are the 2 needed to turn the giant millstone. With you being gone for over a week, the miller would be hard put to pay the lumber consortium's rent and taxes if the mill weren't running for that long. You could buy one at the shuttle station if you'd like but it wouldn't be able to keep up with the shuttle, so you would have to walk it to the Main Lumber Camp, which is an extended day's walk. Raph and Keegan-
Spoiler:
You recognize the one gnome in the group as the performer that works a local logger's bar called the Wing and Talon. Supposedly he is a decent storyteller. You also here tell he is friendly with a cobbler's assistant who is also of Gnomish decent. Why they are hanging out with one of the lumber camp guards, who's name escapes you, or that half-daft animal 'lover' who's dad run the ferry over Foam River is unknown. But you probably can hook up with them at the Wing and Talon. If for some reason you can't find them there you reason you could also wait by the road to the mining camp and catch them there, as that is the best way to travel in the direction indicated by Laurel. Jaden, Hozs, Effan, and Keegan- What are you doing tonight? If you want to buy supplies there is an outfitter, Hookbill Outfitters, that sits right next door to the Wing and Talon Bar. You can buy most adventuring gear and some weaponry/armor there if you need any. They may even have a few cure potions and such. And the owner, Hookbill Marley, is usually there late.
"Some take days, some weeks. Hard to tell exactly. I guess it depends on the strength of the person afflicted. Mary the cobbler's wife? That Mary? Hmm. I've know her in the past, she's tough as the leather her husband used to work. I'd venture she's got a couple weeks anyhow, dependin' on how long she been sick already. Those just hittin' adulthood usually last a while also. Like mos' diseases this one hits the too old and too young first and hardest." The Lumber Trail Road runs out of town to the north for 12-14 miles before hitting the main lumber camp. Then you would need to hit the woods. Probably another 20 or so miles through thick woods to get to the Oldest Tree, then 6-8 to the witch, followed by 7-9 miles to the dwarven ruins. So 48ish miles each way roughly.
Keegan Cawley wrote: DM and Raphael only:** spoiler omitted ** Raph and Keeg Spoiler:
What! I can't be tellin' what you are meaning there, Keegan. That Damnable accent of yours never sits right in my head.....good thing ye got a knack for mapmakin'. Make sure you git that ruin mapped good too. Might be making a good outpost for our lumberjacks.
. . You guys still here?! GIT!! Don't make me dock yer pay! It is getting into the late afternoon now, you would barely get out of town before darkness fell if you left now. If you head up to the Lumber Consortium's first camp north, then take to the woods heading slightly NW from the camp you should hit a branch of the River Foam that turns to a lake near the middle of Darkmoon Vale. Skirting the lake and then heading mostly W-SW you should hit, the Oldest Tree first if Effan's info is correct. Another six or so miles from that is the where the Witch's Hut is supposed to be located. Eight to nine miles beyond that, lying in the thin strip of land between the Darkmoon Vale and the Crags of Droskar's Crag (the big mountain) is where the Dwarven Ruins are supposed to lie. All in all, assuming no extraneous rests beyond the normal nightly ones, the trip should run 8-10 days round trip. Raphael d'Adarrin wrote: Raphael grins and stands up. Dusting himself off, he begins briskly (and unobtrusively) walking away from the shop towards the Darkmoon Lumber headquarters to the southwest. The Boss will want to know of this... Raphael and Keegan only. Spoiler:
You report your findings to 'Pay Day', who listens with mild interest to the report. "Hmmmm. Largest tree in the forest, eh? Seems like a good thing to be knowin'. Alright. Raph, yer job ain't done yet here. Find that group. You are gonna be joinin' up with 'em. I wanna know about the deep woods and all that nonsense, you know, write up anything interesting and bring it back to me. Oh, and take Mr. Cawley here too. Keegan can be mappin' the way and jotting down some details of the land in those areas. Folks ain't been that way for quite some time around here. Now move! You don't wanna be losing them. Effan Effluvium wrote: Spoiler for Fakey: ** spoiler omitted ** Laurel speaks up, "You are volunteering to go?! Great and not a moment too soon, folks are dieing every day! All we can hope for is to treat who we can to save the gravedigger some labor." "I remember there being a dwarven ruin of some sort to the north, near the mountains. That'd be your best bet for Ironblooms. I will mark a rough map with the approximate location of the ruins and also mark where Ulizmila's hut is located for the Rat's Tail root. The Tree I have no knowledge of...but every forest has an oldest tree..."SPOILER FOR EFFAN- Spoiler:
At the mention of 'oldest tree', Effan recalls a story he heard when he first came to town....a story told by an old elf who came into town from the wilds. The elf told of an enormous darkwood tree, standing proud in the forest. It's canopy full of buckler-sized leaves. The elf gave the location but you shrugged it off as drunken senile ramblings. You can probably mark the general location on the map if you wished to. Alright, we are gonna convert to Pathfinder RPG rules then. Anyone who doesn't want to can continue playing their PC per the regular rules (doesn't seem too different, mechanics-wise), but make sure you check out the Pathfinder RPG rules before making that decision. I still haven't read most of them myself so don't feel rushed to complete a conversion. Blackscour? It's a fungus that gets into water some times, if you drink it down you get sick. Then the Taint starts to growing in you, eatin' away at your belly and chest. The body near turns itself insideout trying to hack out the stuff, but all that does is cut up your guts real bad like.
More then 30 in town here have Blackscour Taint, though many more are thinking they got it. Just in the last day or so I lost a few..... Nothing I did could help... This may be the only hope for those afflicted with the rot. I...I can't seem to cure it.....
Raphael only-
Spoiler:
Your boss, 'Boss Pay Day' Teedum, has sent you to listen at Laurel's shop to see what is going on with this illness. The human wants you to try to gather some info on the disease to find out if letting it run it's course will effect business much or if the Consortium needs to start culling the sick from the general population and place them in an out-of-the-way location to die without getting others infected. This has led you to a side alley next to Laurel's shop, hidden beneath an open window for the last hour and a half, getting very little actual info on the disease, as Laurel hasn't wanted to upset her patients. After gathering info, you are expected to report back as soon as possible.
You can hear the entire conversation that occurs within the Shop between the PCs and Laurel. Jaden Thorm wrote: She seems to be getting a deep cough that brings up alot of phlemmy and does not seem to be getting better. Seems like she probably has...Oh, Hozs. Good to see you again....Oh gods, not your father too. Please tell me he hasn't gotten the Blackscour Taint also. Seems like all I do these last few days is try to alleviate the symptoms of Blackscour slightly before the victims die. The time seems to pass more quickly as you focus on the fox's antics in response to the Bard's music and soon enough you find yourselves positioned next to the doorway (which could use a fresh coat of paint) awaiting entry.
The line moves slowly, but steadily toward the doorway of the shop, people are entering in small groups of four to six at a time. Each group takes several minutes inside before exiting, usually with some cloth wrapped bundle in thier arms, and going their separate ways.
Kail'ar wrote:
I can go with the changes BUT! If the PC turns evil and decides to start trying to kill party members that PC will become an NPC and the party will need to probably put him/her down. Basically I am fine with shades of grey, but I treat Evil the same whether it is from the party's perspective or the game world's perspective......evil is gonna lose. The righteous will be summoned forth to slay the evil ones. PC starts offing random townsfolk, he can expect to be caught, tried and executed.But a PC being an a$$hole or self-centered is cool. I just think evil isn't some guy being an a$$. It's some guy planning to poison a town water supply to teach them a lesson for exiling him. Effan Effluvium wrote:
Both are helpful in different ways. One way will give you better local knowledge which will help in town and with a couple wilderness checks, while Geography will help a little in town and be more useful in the wilderness. "Hollow's last hope is a wilderness and dungeon adventure for four 1st level characters." is what the first line of the adventure description says. I ain't gonna spoil it anymore than that.Get Yer Arse over ta da Game Thread! ;P Effan Effluvium wrote:
Muawwwaaa-haaa-haaaa She will live or die by your actions!!;P Evil Genius wrote:
Don't forget to add that one dose of sleep poison to your sheet also. I figure that you could at least have taken some precautions and whatnot while distilling/mixing it that would allow some bonuses and blah, blah, blah.... I felt generous.;) Yeah, you guys probably do know each other also...your intros will follow soon. The Game thread is up!!
Creeping ivy and full, aromatic window boxes grace this rugged-looking two-story shop which bears a fading sign. Roots and Remedies. This must be the place. Looking under the sign, a line of approximately two dozen somber-faced townfolk---some with pale, wheezing children in tow, others seeming on the verge of tears---forms from the open front door. A hand pulls away a cloth from one woman’s mouth and the bright red of blood can be seen mixed in with the thick phlem on the cloth before she covers it up. Hozs and Jaden, Effan and Faldor, what do you do next.
Hozs and Jaden, desperate for a cure for poor Vicki, head over to Laurel the Herbalist’s shop. Surely she can help clear up this cough before its too late. Effan enlisted the aid of his friend Faldor and headed to the Shrine of Imodea, searching for a means to help alleviate the hacking, blood-speckled cough of Mary, the cobbler‘s wife. After speaking with Lady Cirthana at the shrine, the two of you are directed to seek aid from Laurel the Herbalist at her shop ‘Roots and Remedies’. I am gonna assume that Hozs and Jaden are on friendly terms. Hozs has always had a good relationship with the Miller, his daughter(who finds his child-like looks and quiet manner to be refreshing), and with Jaden, who finds the druid to be quite knowledgable in the local flora and fauna. Hozs is also on good terms with Laurel, the local Herbalist, and frequently brings her herbs and roots from the environs that surround the town, usually by her request unless he stumbles across something rare.
The tiny village of Falcon’s Hollow is a small hamlet surround by wild frontier. The village sits quietly in the shadow Droskar’s Crag, and the people there are as hard -edged as that mountain. Tough of body and mind. They toil endlessly to eek out an existence in the face of constant adversity from the wilds and from within town itself. A few seasonal festivals and a rare merchant caravan arriving are the only breaks in their daily grind.
Now the harsh and hacking cough of disease is spreading through the town, echoing in the streets. The plague is nigh in Falcon’s Hollow and the town’s leaders can’t be bothered to stop it.
Jaden Thorm wrote: well i changed my wooden sheild for a large darkwood, so it made me a little lighter and adds to def by one and it being larger then the small wooden, i can bash if i need now. I am so glad that me likeing to blab made a little inpack. Cool. BTW, I added something to your background- You live with the miller, Denick Miller, by name and his daughter Vickellia. Vicki has recently come down with a hacking phlemmy cough that resists all efforts to be treated.
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