GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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There is a Pharasma temple in the boneyard and a dwarven pantheon temple on the square of town


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"We may even find someone that can cure me." Justin says hopefully.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

It will not be free, but I am sure that the Pharasman priests will be able to help you.


HP: 9/9 AC:16:13:13 Saves:3:5:2
Aarakess Halcorn wrote:

Agreed, we can take the others to the temple and allow the clerics of Pharasma give them a proper burial. I have known most of the priests there for many years.

I believe it is Pharasma. If it is some other temple, please swap out the god. It is late and I cannot remember which temples are in town.

"I agree. All the dead here deserve a proper burial."


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan tries not to shudder at the notion of possession and ghost and hangs back as the others speak to the thing. I don't like this, sure, it appears to be a boy, but how do we know? The paladin doesn't seem bothered, at least, and we know he can sense evil... and it just seems to want to be buried.

Kilthan offers, "Perhaps they would cure Justin as a reward for bringing them the remains? I thought that caring for the dead was a big deal for Pharasmans..."

He drops his voice to a gruff whisper and says, "I'm not convinced by all this -- I hate to think we're being led into an error, and locking ourselves out, or worse, freeing something that was locked up... But, I'm out of my element here -- they taught me to deal with nasty things like wormface, there, not this kind of thing -- so I'll follow the group, especially the paladin and priestess."

He smirks slightly, "But, the expertise I do have lies on the more violent and sneakier side of things -- so if we do go, I say we take one or more of the lamps with us... and that we set the sarcophagus to one of the traps.. as Alustan said, there are others looking to loot this place for its wealth, and I'd rather not leave the way open for 'em... Especially if our new little dead friend opens the door before we get back."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

That is a good idea. But I think intentionally directing them to harm is rather evil. Let's take the green lantern and leave the sarcophagus pointing at the broken green alcove. That way they can search the water filled area looking for the green lamp.


So you scamper back down to the main level. Turn the sarcophagus to either green (Hole) or to Indigo (Trap)...you decide. Then take a lamp and head back to town.

The Pharasma priests will do a Remove Disease the following day for 165gp but with a Diplomacy DC 15 you can get them to 150gp.

What will you do otherwise once back in town?


HP: 9/9 AC:16:13:13 Saves:3:5:2

Ingrid will do the Diplomacy for the "Remove disease" service
1d20 + 10 ⇒ (8) + 10 = 18


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

We will report back to Allustan on our expedition so far. Also, we will try to sell as much of what we have recovered, but only a little at a time so as to not look like we have a huge horde. Also, we will spread around the sales if we can.

Loot:

This is what we have:

20gp - Shards of strange black glass - SELL
75-100gp - Elven crafted Armband - SELL
200gpx3 - Statuettes worth 200gp each - SELL
~250gp - wand of unseen servant - 16 charges - KEEP --> Aarakess has
~100gp - wand of shatter - 7 charges - KEEP --> Aarakess has
2500gp - goggles of minute seeing - KEEP --> Ingrid has
3 potions cure light wounds - KEEP - not sure who has these, I think one has been used
2200gp - ring feather falling - Kilthan has I think
1000gp(most likely) - pearl (magical and unidentified) - KEEP - Aarakess has
160gp - Red masterwork leather armor with older Pathfinder symbol - SELL
??gp - Silver ring with older pathfinder symbol - value unknown, maybe sell
160gp - red mw leather Pathfinder armor (Needs work) - SELL
2000gp - Short Sword+1 - Ingrid has
??gp - Gold Pathfinder Ring - SELL
38 gp
2 pp
55 sp
47gp
7sp
1pp
Rusty longsword (junk) -SELL
400gp - suit of masterwork banded mail - KEEP - Justin has
______________________
If we sell all of the above, we end up with:

10gp -->20gp - Shards of strange black glass - SELL
44gp --> 75-100gp - Elven crafted Armband - SELL
300gp--> 200gpx3 - Statuettes worth 200gp each - SELL
80gp -->160gp - Red masterwork leather armor with older Pathfinder symbol - SELL
??gp - Silver ring with older pathfinder symbol - value unknown, maybe sell
80gp--> 160gp - red mw leather Pathfinder armor (Needs work) - SELL
??gp - Gold Pathfinder Ring - SELL
38 gp
2 pp
55 sp
47gp
7sp
1pp
_____
Total is approximately --> 3pp, 599gp, 62sp + Gold Ring and Silver Ring if we want to sell these

Loot Distribution:
Aarakess - Wand of Shatter, Wand of Unseen Servant, unidentified pearl(which we all assume is a pearl of power once we get it identified)
Kilthan - Ring of Feather Falling
Ingrid - Goggles of Minute Seeing, Short Sword +1
Justin - Masterwork Banded Armor
Dryn - nothing
Rohara - nothing

Also, at present Aarakess, Ingrid and Kilthan have gotten the majority of the magic items value wise with Justin getting the masterwork armor and Rohara and Dryn getting nothing as of yet. This is assuming that Aarakess gets the pearl once we identify it.

If you have any comments, let me know.


The Gold Pathfinder ring is worth 200gp, the silver 75gp.

Allustan will purchase the strange black glass at full value (so 20gp vs 10gp)

Tidwoad the jeweler will pruchase the Elven armband at 37.5gp, but you could hold out for the right elven purchaser if you want to try to get the higher value.

Allustan identifies the pearl as a pearl of power (Level 1)

The longsword isn't worth anything as it is too rusted. (not sure if that was added into the mix)

So assuming the sword wasn't added in there, You would gain +10gp from the shards but lose 7.5 from the armband giving you a +2.5gp from the list

Selling the Pathfinder Rings would give you +100 for the gold and +37.5 for the silver, or you could try and track down the existing Pathfinders in town exploring and seeing if they are interested in them. Selling the rings directly to them could save them money if they would eventually purchase them from Tidwoad anyways (You could get more than 50% value up to maybe 75% with good negotiating)


Allustan also has an offer for you. There is an old abandoned mine office on the outskirts of town.

Abandoned Building

Allustan has bought the building and will give it to you, but it needs work.

If you check it out:

A modest dwelling squats upon the crown of a small hill. While the rough stone walls of the first floor look mostly intact, the second floor has completely collapsed. A half height wall rings the house, but it too is in a state of severe disrepair. Rubble and dense weeds choke the yard, and a twisted, dead tree stands in the south-west corner.

The Yard

The entire yard is considered difficult terrain, except for the small path leading up to the building. You think that clearing the yard would require 20 total hours of work to make the yard normal terrain.

Behind the building, a stone well rises up out of the weeds. Although the bucket is gone, the water is clean, if a bit brackish. In the back, the remains of a wooden outhouse lie in an unrecognizable heap.

The Building

Made of smooth stone blocks, this building stands in shambles. Thick vines creep up the side and most of the windows are broken. The front door hangs open, barely on its hinges under a sagging and partially collapsed porch.

Part of the front porch has collapsed but it still allows entry to the building. The two exterior doors are damaged but are still sound and easily repaired with an hour’s worth of work and a successful Craft (carpentry) skill check. The locks on the doors are rusted beyond repair and must be replaced.

The First Floor

Small mounds of debris litter the floor of the building’s interior. Loose stones, dead weeds, and grime cover virtually every surface. Paintings must have once adorned the place, as indicated by the particular stain patterns marring the walls. The only light comes from thin shafts sneaking in from outside, illuminating clouds of dust dancing through the stale air.

The first floor of the manor consists of five chambers.

Living Room

The largest chamber on the first floor is the living room, part of which has completely collapsed. A staircase, choked with debris, leads to the remains of the second floor.

Dining Room

Adjoining the living room is a sizable dining room. Any furniture that remains in the room is completely soiled and worthless.

Kitchen

The kitchen contains an actual fire pit, but the chimney is blocked and must be cleared before it can be used. A staircase leads down to a crude cellar.

Pantry

The pantry, attached to the kitchen, has a number of empty and broken shelves along with two empty barrels.

Library/Study

Directly to the right of the living room space is what was once an office. The bookshelves and desk have thoroughly rotted and what few tomes and mine maps remain are ruined and illegible.

Basement

The cellar is partially collapsed, but stable at the current time. Along one wall, a crumbling wine rack still stands, although others have already plundered it, leaving a pile of empty and broken bottles at its base.

The Second Story

The second floor of the manor is in complete ruins. Although there is no roof in its current state, the floor prevents most of the rainwater from leaking into the first floor.

Estimates to come


HP: 9/9 AC:16:13:13 Saves:3:5:2

I assume we took care of the boy's body and buried it at his family farm.

She'll share the study,
The Bigger of the Bed rooms will be for the ladies,
and the other the men can have.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Dibs on the basement! It'll only sometimes explode!


Costs and time to repair:

The Yard

20 Hours of work to clear to make yard normal terrain.

The outhouse can be rebuilt with no material cost. Its a DC 10 Craft (Carpentry) check and a 20gp value building.

The Building

The two exterior doors need an hour of work each to complete with a DC 15 Carpentry check.

Wooden Doors: 1½ in. thick; hardness 5; hp 15; Break DC 18.

Stone walls have these for stats:

Stone Walls: 1 ft. thick; hardness 8; hp 90; Break DC 35; Climb DC 20 (15 with vines).

Clearing the debris from around the building and the second floor requires a total of 40 hours of work. Most of this debris is still suitable for repairing the building and offsets much of the cost.

Repairing the outer structure of the building requires DC 15 Craft (stoneworking) skill checks until the value of the completed structure reaches 200 gp. This repairs all the walls on the first floor, including those in the living room and the porch.

The second floor requires much more work and is completed when the value of the structure reaches 500 gp. This construction requires only 1 gp of raw material for every 10 gp of construction completed if the present materials are used (as opposed to half the cost). The windows cannot be repaired and must be either boarded over or replaced.

Replacing a window costs 2 gp and 1 hour of work for each window.

The Interior

The interior can be cleared of debris with 20 hours of work.

The first floor can then be renovated with an additional 40 hours of work and 50gp in supplies (paint, replacement floor boards, and plaster).

Renovating the interior of the second floor requires successful DC 15 craft (carpentry) skill checks until the value of the construction reaches 200 gp. Since the damage here is so extreme, the PCs must pay half the construction value for raw materials. (See above to reduce this cost)

Stocking the manor with the appropriate furniture and necessary supplies requires 200 gp. This cost includes beds, chairs, rugs, tables, and kitchen supplies. This makes the place basically functional and comfortable enough for complete bed rest. Increasing this expenditure to 1,000 gp along with repairing the rest of the structure as noted earlier, gives the owners a +2 circumstance bonus on Diplomacy and Intimidate checks made inside against those impressed by wealth (typically the poor and merchant classes).

Easier to screen shot this than type

Labor Costs


The body has not been taken care of yet, the farm is like 10 minutes outside of town


HP: 9/9 AC:16:13:13 Saves:3:5:2

"Well it certainly is a fixer upper.
If we all pitch in on the funds to fix it,
it'll be done quickly."


You don't have to use this building either and can keep staying at the inn if preferred. You also can do some of the labor yourselves if you want to save money. With six of you, you could clear the yard and the debris in a day of work for instance. (Would only save 5sp, but you could still do it)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

As far as the cleaning and clearing goes, I could summon 3 unseen servants, 4 with the pearl, which would last 2 hours each. That would reduce the time by 8 hours/day. Essentially, we could have the yard and interior cleared in one day - 6 of us times 8 hours = 48hours + 8 hours(unseen servants) = 56 hours. I think that will get the yard, the first floor and the second floor cleared in just over one day. (Not sure from the description whether it is 40 hours for the interior total, or 20 for the first floor and 40 for the second floor.)

I think we can hire some laborers to start clearing the yard and building while we return to the dungeon. We should spend the night in the inn tonight and then head to the farm to bury the bones in the morning. Then we head back to the dungeon to see whether the ghost opened the door.

Knowledge(local-untrained): 1d20 + 4 ⇒ (6) + 4 = 10 --> Do I know any elves(other than my parents) or pathfinders in town?


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

If one day of my labour is worth less than 1 sp (6 of us working for 1 day saves 5...), I think I'll be more than happy to hire labourers.

However, free magic doing some of the unskilled work totally works for me.


HP: 9/9 AC:16:13:13 Saves:3:5:2

"Do you think we should get an architect to help with the repairs?"

she thinks for a moment.
"I think we should start with the yard, the outhouse and cleaning the inside of the building.
This way it'll be easier to fix the outside and inside of the building with a clean area to work and the outhouse is a very needed utility."


Sorry that was unclear, mainly from me trying to organize it. It would be 80 hours total. 20 hours to clean the yard of weeds and the like, 20 to clear the debris for the First Floor and 40 for the debris on second floor.

I'm trying to figure out the math in the screen shot for labor and how they go 87.5 gp of labor and how the labor would only take 21 days (realizing they can all work at the same time)

The outhouse, a 20gp value building the 6 carpenters at 1.2 gp/day with an architect would take almost 17 days. What am I missing?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Well, if it were my choice, I would hire six people to clean the yard and building. It should take them about two days. Then we can get an architect and some skilled professionals in here to shore up the building, get the walls fixed, and start repairing the second floor. We could even feel generous and pay the laborers a slight bonus, say 1 gp for the six of them for the day. That will also help our reputation in the community.

Oh, and Dryn, while I have no problem with you in the basement, I would prefer to not have to hire the same architect and laborers a second time. Why don't we have them build you a small building away from the main house so that when you blow things up, the damages is minimized.


HP: 9/9 AC:16:13:13 Saves:3:5:2

"I've heard that when wizards, alchemist, or others whom know they'll be experimenting with something really dangerous. They tend to build a very deep underground lab.
One of the reasons being that, if a major problem comes up it can be quickly sealed up or it's done to protect their research."


Ok, so I got you guys a little off track with the building thing.

You leave the Cairn and go back to town, negotiate a remove disease for 150gp the next day, see the building that you could own and use as a base if you desire.

So assuming you don't roll your sleeves up right away, the Land farm is only about 10 minutes outside of town and I assume you'll head there next.

Let's move the building stuff to discussion for now (which is my way of saying I should have started that there)

So agreed that you want to bury Alastor's body yet today?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Can't speak for everyone, but agreed for me. Let's put the kid to rest (and hopefully not haunting us).


HP: 9/9 AC:16:13:13 Saves:3:5:2

Let's put the child to rest and she'll keep to her word of singing a song as they bury the body.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

My vote is to bury the body in the morning before we leave for the Cairn so that anyone else has minimal time to get into the Cairn once Alastor releases the door. Also, since he has been in the dungeon for so long, I think that burying him in the morning sunlight would be nice.


OK so its either sell loot, get workmen hired, recoop and recover today, then tomorrow get Justin's cure then the Farm to bury, then the Cairn.

Or, Head to Farm today then Cairn, sell tomorrow and get labor set up and cure for Justin)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Lets cure Justin today, but otherwise definitely option A.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

The cleric gives the rites as were taught to her by her husband over Alastor (if no other does so).
"... May the gods guide this young soul along his journey into the afterlife, to the rest he deserves and the family he loves. Desna's blessings go with you Alastor."

After the ceremony the cleric asks if she can use some of the funds gained to acquire a crossbow and some bolts before continuing.


HP: 9/9 AC:16:13:13 Saves:3:5:2

there's a third option:
sell loot, get workmen hired, get Justin's cure,
recoop and recover for the night,
then the Farm to bury, then the Cairn


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Ingrid Anika Nina Jones wrote:

there's a third option:

sell loot, get workmen hired, get Justin's cure,
recoop and recover for the night,
then the Farm to bury, then the Cairn

That is exactly what I thought I had requested - if not, then this gets my vote.


No cure until tomorrow as the head priest does not have it ready for today.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Ok - then your first option is what I prefer - and I think that Ingrid is on the same agreement.


That will require a Fort Save from Justin for the over night rest DC 13

Knowledge (religion) or Knowledge (nature) DC 15:
Ghoul fever can be overcome on its own with treatment. If the patient doesn't get any worse for a couple days, the worst is over and they will recover.

DC 13 heal check gives a +4 to the next save, two saves in a row overcomes the disease. So if Justin makes his save over night, he would only need to make one more to overcome saving the 150gp cost of the spell.


OK, here is your day of selling. I updated the loot list on the campaign tab. Sold or claimed is in ooc blue. Otherwise it is still available or unclaimed. (Like the lanterns you are keeping and not selling but no one in particular is holding on to)

Loot Distribution:
Aarakess - Wand of Shatter, Wand of Unseen Servant, unidentified pearl(which we all assume is a pearl of power once we get it identified)
Kilthan - Ring of Feather Falling
Ingrid - Goggles of Minute Seeing, Short Sword +1
Justin - Masterwork Banded Armor
Dryn - nothing
Rohara - nothing

Selling
20gp -->20gp - Shards of strange black glass -
37.5gp --> 75-100gp - Elven crafted Armband -
300gp--> 200gpx3 - Statuettes worth 200gp each -
80gp -->160gp - Red masterwork leather armor with older Pathfinder symbol -
40gp--> 160gp - red mw leather Pathfinder armor (Needs work - only 1/4 value)

Coins
38 gp
2 pp
55 sp
47gp
7sp
1pp
_____
Total is approximately --> 3pp, 562gp, 67sp + Gold Ring and Silver Ring unsold 598.8 gp total
______
37.5gp -->75gp - Silver ring with older pathfinder symbol
100gp --> 200gp - Gold older Pathfinder Ring

Additional 137.5gp if sold to Tidwoad


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Knowledge(nature): 1d20 + 8 ⇒ (4) + 8 = 12

Knowledge(religion): 1d20 + 5 ⇒ (5) + 5 = 10

Nope, I don't know squat today.


HP: 9/9 AC:16:13:13 Saves:3:5:2

Know(Nat): 1d20 + 3 ⇒ (9) + 3 = 12

Know(Religion): 1d20 + 3 ⇒ (16) + 3 = 19

"If we're lucky Justin can beat his illness on his own."


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan taking 10 on Knowledge Nature would give him that information, and so he'd probably suggest that to the group -- between himself and Dryn, we can assuredly make him poultices that will help him get over it on his own.. Assuming Dryn makes her rolls to assist Kilthan, taking 10 gets us a 17 on the Heal check to tend the disease.

We can probably split the duties of long-term care, also, to double the overnight healing.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Dryn can take 10 as well for the assist, so that shouldn't be an issue. But that means waiting it out, or going in with him ill. Do we wish to wait?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"I will see if I can beat it." FOR1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
We can work on the house and see if I beat it by just being one tough palizard. I remember when paladins didn't get diseased. We can buy a lot of labor for 150gp!


HP: 9/9 AC:16:13:13 Saves:3:5:2

You'll need to wait for another level to get Divine health.


I've achieved my goal of getting Justin to miss his save on a fear affect and missing a disease save before 3rd.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

You should make up a little GM Achievements page.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

You forgot having to roll 18+ to stabilize too.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Do I know any elves or pathfinders in town who might be interested in the pathfinder stuff and the elf bracelets? I rolled a 10 on Knowledge(local-untrained) earlier.


There is a group of Pathfinders in town currently that are exploring the cairns outside of town, despite the common belief is that there isn't anything left to find. They are convinced there is something still left to be found.

The leader of the group of three is usually found at Larare's House, an upscale gambling den.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

All, I believe there are a group of Pathfinders who are in town. However, they are also searching the cairns and I would be hesitant to sell these items to them as they may well just decide to follow us and find where we acquired such unique, and old, pathfinder paraphernalia.

If we need the small amount of extra cash, we can sell these to them, but might be better off holding onto them until we are finished the cairn so that we do not have to chase them away from our discoveries.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Knowledge (religion} for Ghoul Fever 1d20 + 7 ⇒ (13) + 7 = 20

Rohara will help Aarakess with finding some pathfinders and elves of note for the items specific to them... Knowledge (local) 1d20 + 7 ⇒ (2) + 7 = 9 No help form me...))

She asks of the group, "Do we want to sell to the Pathfinders? They will be quite interested in where we came across these items. We are supposed to be keeping a low profile with where we are searching. I do not do well when stretching the truth on matters either."


There is a elven mine manager named Ellival Moonmeadow in town. He has the monopoly on silver mines. He also frequents Lazare's house in the evening.

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