GM Burglar's 00-24: Decline of Glory (Inactive)

Game Master mechaedd

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Sovereign Court

HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

"Regional dialect? Where do you think we are, Southern Cheliax?" Hiram shakes his head, and heads off after Ander.

Dark Archive

Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

"I have not lived in Cheliax all of my life, but I'm pretty certain no one there talks like that. That is unless they have just had all their teeth knocked out."
Chelsea bluntly chimes in as she follows the pair.


Male Bear Burglar 1

The party makes their way towards the center of the "town," should one decide a place as small as this should be called one. It's about 500 paces to the front of the doorway, where are two men in thrown-together armour brandish a pitchfork in one hand and a torch in the other. They cross their pitchforks in front of the door once everyone approaches. "Hold it! We've been given orders to search and question anyone who might be a spy at the door."

From the direction you walked earlier, a familiar voice yells out as a head a peers out from a hidden opening in the doorway to the building you were talking earlier. Visible now is a middle-aged man, with wild, black-but-graying hair that shoots off in a number of directions. "They're alright, Jgerd! They beat up a bunch'a th' thugs on their way in! That's why they got their stuff!" Then no sooner is the door opened than it is closed and latched again.

"Well, I guess if Hawkeye Willis okayed you, you're alright by me. Go on in."

As you all enter, the two guards begin conversing again. "Aroden's undead wife, I didn't even see that damn emblem anywhere. How in the 9 hells does he ever notice these things...?"

This bar is quite plain, and you enter through the center double doors. There are a few men around, drinking. The staff, apart from the bartender and one of the servers, are entirely comprised of females.

Sovereign Court

HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

"Now this is my kind of place!" Hiram announces as they head inside. "Barmistress! I'd like a mug of ale and please point me toward Fritch. I understand he's the man to talk to about Becher's troubles and how we can help."


Male Bear Burglar 1

The scene is dreary at best, but such should be expected from a town-under-siege. A redheaded woman with several mugs tied to her belt stands from a table and approaches Hiram (because in a Paizo product, who else will talk to the PCs?) "Must be new in town, aint'chya, sugar?" She motions towards the huge casks along the east wall, with a hulking man whom watches over them (and the bar in general. "You rent a mug from Bloodknuckles or just pay to use your own and tap the barrel yourself." She motions her finger towards the northernmost table. "Mr. Fritch is at his usual table. Just stay in the bar and holler real nicely at one of us if you need somethin' more, ya' hear?"

At said table is a Chelaxian man drinking alone with an entourage of empty mugs than he has fingers (and he's not missing any of those.)

Silver Crusade

Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal smoothly walks over to Fritch. Hello, Mr. Fritch. I am sure you serve master Becher well. You don’t look like times are good here. Can you please tell us where to find him and help him? She lays a hand on his arm to comfort him.
    Diplomacy take 10: 10 + 10 = 20

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal studies the man, looking for any telltale signs of his background.
    Perception take 10: 10 + 8 = 18


    Male Bear Burglar 1

    Dalard looks up from his current drink and looks over Opal and spots her backpack. "Are... are you some kind of healer?!?" He yelps as he stands up. "If you are, we need you upstairs!"

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal is a little startled, but responds quickly. Yes, is there someone that needs help? Lead the way.


    Male Bear Burglar 1

    Dalard bursts through the rest of the party, making sure Opal is following.

    @Opal + those who follow:
    He leads her up the stairs into one of the the rooms, on which hangs a sign that reads "RESERVED." After reaching the door, he fumbles around his pockets for a key. "We're in a very complicated state right now and I can't just go around giving vital information away to everyone, so please, just trust me so I can trust you." He accentuates the end of his statement by looking at Opal eye-to-eye. After a moment of searching, he finds the key he's looking for in a pocket around his breast pocket, which resides next to a cracked eagle pendant that Opal barely spots. He bursts open the door, and inside is an old man with a leeching kit sitting before a bed with a man in similar garments to the guards outside. Once everyone who followed is inside, he closes and locks the door from the inside. "This man's name is Jessup Bose; Please help him. He'll be able to tell you more than I will about Becher."

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal will try to see what ails him. How do you feel?
    Heal: 1d20 + 6 ⇒ (20) + 6 = 26

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Chelsea quietly follows the procession upstairs and watches Opal at work.


    Male Bear Burglar 1

    "Like death warmed over. My bones ache, and I can't keep nothin' down..."

    Opal:
    You easily identify the wounds as ghoul bites and the man suffers from ghoul fever. If not treated properly, he won't live through the night. Not that the scenario really says what this means, though I rule it means he has 1 Con left and will die if there's no Remove Disease or some other ability.

    Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    GM:
    I assume there is no way that I can actually cure him then, as I am only level 2, and this town is small enough that there is no level 5 healer around. Correct me if I am wrong.

    Bring some tea to help him sleep. Opal does what she can to make him feel better.


    Male Bear Burglar 1

    Opal:
    Correct, but (I think) through use of Prestige (page 27 of the guide), you could circumvent the Population limit stuff. Note that it'd be hella expensive, but technically do-able. I'll look into it more in a bit, since there's season 4 scenarios that break the poison rules. But now that I'm reading on, just hold off a little on any PA-wasting. This is gonna get really weird.

    Dalard closes his eyes, getting the message. "Jessup, these folks are looking for Becher. Tell 'em what you know while I go get Becher's emergency supplies and some tea."

    Dalard goes to a corner of the room and opens a drawer and begins rummaging. Meanwhile, Jessup recalls you this tale;

    "Becher led us through the swamps down an old trail to what used to be the barrel-aging caves. Them caves where vinters would set the casks ta dry ‘em out an give ‘em good flavor. When we got there, the caves was all boarded up, so it took us a while ta get in. The place was flooded, barrels floating everywhere and it had a foul stink to it. We poked around a bit till Becher found the back office. Inside, there was this strongbox where he said the deed was. That’s when they came..." Jessup coughs up a little green-ish, unhuman juice from his lungs. "These things rose out of the muck and started attacking. Dead folk with sharpened fangs. We tried to fight ‘em but they was too strong. They tore Padrik’s arm right off and started eating it..." He coughs again, this time red. "We tried to get out the way we came in. I made it out, but some of the creatures started following us, escaping. They blocked the entrance, trapping Becher and Walmont inside and after that the entrance collapsed on them. One of the creatures that followed me tried to grab me and took a bite out of my leg, so I ran. I ran as fast as I could. I don’t know what happened after that..."

    Dalard interrupts the story by grabbing a hammer and smashing a lock on a rusty, old lock. "Sorry, It was locked. Keep going." Jessup shakes his head, wordlessly stating that it was the end of his tale. Dalard then stands up, handing Opal the box. "Didn't sound like much was inside; seems pretty light. Hopefully it can help." He walks to the door and opens it. "I'm gonna go get Jessup some tea..." He then leaves you with the local medic and Jessup.

    Inside the box:
    One flask, labeled "RemPal" and two, rolled up lengths of paper.

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram, who up to now, had stayed in the doorway, listens attentively.

    "So, Becher and Walmont are still trapped? Can you tell us how to get there from here?"

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal tries to determine what the potion, and what she assumes are scrolls, to be.
    Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24


    Male Bear Burglar 1

    Opal:
    The scrolls are two scrolls of Remove Disease, and the potion is Remove Paralysis.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    GM:
    In other words, if I can cast the scroll the old guy will be ok, right?
    Your comment earlier implied that you have not read this whole scenario yet. If you have not, I reccomend doing so.

    Opal will attempt to cast the spell from one of the scrolls on the old guy.
    1d20 + 2 ⇒ (16) + 2 = 18, success!


    Male Bear Burglar 1

    Opal:
    I've read the scenario. The problem is an amalgamation of the fact I'm always involved (read: running) a weekly local game (to which I don't know what I'm running until the day before), currently running a 7-11 online game, and that this is a 3.5 mod, so they tuck the "NPC does this" junk in the middle of blocks of text. Believe you me, I've pieced together a lot of motivations and story in this one, since it (like a LOT of earlier season scenarios) need it done.

    Edit: Hmm, I thought you had to emulate class levels to do scrolls. Oh well, nm. That roll removes the disease.

    Dark Archive

    AC20(23)/Touch12/Flatfoot16/CMD 18||HP 6/[21]| Fort:+5 ;Ref:+2 ;Wil+2|Percept +3/Sense Motive +3|Init +2 Male Chellish Human Fighter/4 [+6 w/Morning Star, Longsword or shield bash (+5 if Power attacking)]

    Meanwhile down in the tavern Luccinus slowly drinks from a rented mug.

    Anyone want to give me some more background on what is happening here? The rabble on the way in said that Becher failed to present the proper documents on time?


    Male Bear Burglar 1

    "Sugar, there's a lot of rumors goin' on round here." The redheaded woman speaks up, easily overtaking the near-silent bar from her seat. "Grald's men have been surroundin' us for a week an' we're runnin' out of food. Dalard's 'classified' anything 'bout Becher, so if you want anything that's not food, another mug, or a good time, you're gonna have to ask him yourself."

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander rents a mug and helps himself to one of the casks, taking small samples before finding one he likes. He goes and sits at the table next to Luccinus. He pipes up after the big fighter inquires about Becher. Anyone ever heard of a man that goes by the name Abta Nuatha? And this here ale is mighty fine brew.

    Dark Archive

    AC20(23)/Touch12/Flatfoot16/CMD 18||HP 6/[21]| Fort:+5 ;Ref:+2 ;Wil+2|Percept +3/Sense Motive +3|Init +2 Male Chellish Human Fighter/4 [+6 w/Morning Star, Longsword or shield bash (+5 if Power attacking)]

    Speaking of Brew and Brewing... that jogs a memory. Anyone here ever heard of a herb called Crones Tongue? Or know of someone who may have - local wise woman or such?


    Male Bear Burglar 1

    Gather Information rolls, gentlemen.

    "There's a lotta wise women around here, sug'. We girls 'round here tend to pick up on a lot of little things like that. Ask around and maybe entertain a lady for a night; see where you're at." She winks coming upon on the last comment.

    "Renting a room" runs at the price of trained labor, 3s/day (well, night in this case, usually.) One set of laundry, ale-cup-rental cost, and the room is included, assuming you're paying up front.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    There we go! I think you will be ok after all, friend. Dalard, when was this expedition you went on? And you have not seen Becher since? We may need to rescue him. Can you please describe the path you took?


    Male Bear Burglar 1

    Dalard replies with a yell as he clomps down the steps. "I was here when they left; Becher only took the three of 'em."

    Jessup responds weakly. "Just ask Dalard for an old map of how to get to the old 'wine caves.' Any of us from 'round here know which way to go, and I wouldn't say we're the brightest folk..." he says as he coughs up a little more blood.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    KN: Local: 1d20 + 4 ⇒ (11) + 4 = 15

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Sorry, I meant to be talking with Jessup, and he should be ok now, right?


    Male Bear Burglar 1

    He's still got all his ability damage, but he's not going to get worse.

    @Ander: I'll see if you got anything on that when I get home. At dinner now.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    When Dalard gets back...
    I was able to fix up your friend here. He's not going to die now. Nasty business ghoul fever. He needs rest and care for at least a week, but he will be ok in the end.

    Can you get me a map to this place where Becher went? I want to see if we can do anything for him or at leash put that deed in the right hands.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    "We are heading back out into that nasty weather aren't we?"
    Chelsea asks Opal from the corner, full well knowing the answer to her question.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Well, we are already wet. If Becher is still alive, I'm going to bet that he won't be come tomorrow.

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    "Yes, you are right. Let's get this done with fast. I would much rather be sitting next to a fire than be out in that mess."

    Dark Archive

    AC20(23)/Touch12/Flatfoot16/CMD 18||HP 6/[21]| Fort:+5 ;Ref:+2 ;Wil+2|Percept +3/Sense Motive +3|Init +2 Male Chellish Human Fighter/4 [+6 w/Morning Star, Longsword or shield bash (+5 if Power attacking)]

    Do I get a bonus from offering a sum of money or are these people already favourable - Chelsea, do you have any notable affliation to Cheliax or have identified yourself as part of the faction to me? I think my behaviour and Hellknight themed wayfinder would have spoken to mine

    Sense Motive 1d20 + 3 ⇒ (2) + 3 = 5

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Other than the few offhand comments about Cheliax, not really. She does not have any symbols displayed, but she does not particularly hide her affiliation either.


    Male Bear Burglar 1

    Luccinus:
    The head-of-staff here has already propositioned you to "spend the night," so that is an obvious enough show of character to know where her motivations may lie. Note that Gather Information is either Kn(L) or Diplomacy.

    Ander:
    Old Jeane (the oldest of the women here) says she "knew someone with a weird name like that years ago, back when the distillery made wine. Won't charge 'ya, since (she) can't tell 'ya more."

    Dark Archive

    AC20(23)/Touch12/Flatfoot16/CMD 18||HP 6/[21]| Fort:+5 ;Ref:+2 ;Wil+2|Percept +3/Sense Motive +3|Init +2 Male Chellish Human Fighter/4 [+6 w/Morning Star, Longsword or shield bash (+5 if Power attacking)]

    Makes it a bit of bugger to work together then :) I'll get into the faction mission... maybe you can try again if I fail or try with the healer

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Yeah I know... Sorry about that, haha. If it makes you feel any better I do have a plan though.

    Dark Archive

    AC20(23)/Touch12/Flatfoot16/CMD 18||HP 6/[21]| Fort:+5 ;Ref:+2 ;Wil+2|Percept +3/Sense Motive +3|Init +2 Male Chellish Human Fighter/4 [+6 w/Morning Star, Longsword or shield bash (+5 if Power attacking)]
    GM Burglar wrote:
    Gather Information is either Kn(L) or Diplomacy.

    the check was to gauge the mood of the locals and if he'd need to spend coin or if they are already favourable - given the roll, he has no idea I'd imagine

    Well, I'd be willing to give a gold coin against reliable information of the plant and its appearance

    1d20 + 5 ⇒ (18) + 5 = 23

    Hoping they are favourable...

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram gathers his things and loosens his whip's tie. "Alright, let's get the route down and get rescuin'. The sooner we save Becher and his mate, the better. Opal, did those potions or scrolls help any?"


    Male Bear Burglar 1

    @Luccius: A small crowd jumps at the oppotunity for a gold (in proportions with how unpopulated the town is.) They all try to give you the information all at once. Almost a quickly as you're barraged with information, however, the man who has been watching the casks speaks up. "Quiet! The man wanted info; not beggars." Bloodknuckles stands up, reaching a height of 6'2" and a mighty build that sets him apart from of his middling age. The crowd breaks for him as he move forward.

    He adjusts the small reading glasses he wears before speaking. "Keep yer coin for the inconvenience, he states looking around at the crowd. "It's a red-green plant, found on the way to the old wine-aging caves. It's real frilly and got little red beads on it. It's plentiful enough that even Jeane would be able to find it, but pretty useless if you're not making wine. Keep it wet if you want it fresh, though I recommend drying it out and baking it over chicken and an orange sauce. It's got a very sweet taste to it, blends really well."

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Yes, the scroll cured him. I will take the other two with us. They may very well prove handy incase something wishes to snack on us.

    Sovereign Court

    HP 73/73; Init +6, Perc +11; AC 30, T 18, FF 22, CMD 23; F+6, R+15, W+8,

    Hiram nods at Opal and opens the door for the others. "Shall we?"

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander grabs his mug and quickly gulps the rest of it's contents. Wait for me, I coming!

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    Chelsea follows the others and keeps pace with Ander. After stepping back outside into the elements she strikes up a conversation.
    "I appreciate you finding those documents for me back in Korvosa. I was wondering if you wouldn't mind doing me another small favor? There is rumored to be a plant around here called Crone's Tongue. I need to procure a small amount of it for someone, and I am afraid plants do not fall under my realm of study. Do you know anything about it, or could you point it out to me if you see any along the way?"

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    I heard Bloodknuckles describe it. I have some knowledge of flora and fauna. I will keep a sharp eye out for it. By the by, if you see an Osiriani man by the name of Abta Nuatha, let me know. Sound good?

    Dark Archive

    Primal Fire Sorceress 5 (HP 50/37) | AC 13 (16 MA) Touch 12 FF 11 | Saves F +5 R +4 W +5

    "Deal. I'll try not to torch any Osiriani we meet."


    Male Bear Burglar 1

    DMTIME:
    In order: 1d6 ⇒ 31d6 ⇒ 21d6 ⇒ 61d6 ⇒ 21d6 ⇒ 6
    The Decider: 1d5 ⇒ 5

    As per instructions, the party is directed out of town via a narrow footpath. It leads down a gentle but muddy escarpment, disappearing into thick tangles of shrubs and swamp-weed. At the base of the hill, the dirt path turns to soft sticky mud. It winds back through the shadowy mire. Nailed to a nearby tree hangs a moss-covered plank crudely cut into an arrow that points towards the mucky path.

    Beneath the moss, faded writing on the plank reads, "Barrel-Caves 2.5 miles." The marker is the first of several that point the way to the caves. The mire muck itself is 16 inches deep in most places (treat as shallow bog terrain, which is difficult terrain.)

    Opal:
    You feel a slight prick on your lower calf.

    Grand Lodge

    AC23/Touch16/Flat18/CMD23||HP40 [52]|Fort:+7;Ref:+7;Will:+7|Percept +15|Init +5 Elf Magus 8

    Ander keeps a sharp eye out for Crone's Tongue.

    Perception: 1d20 + 9 ⇒ (10) + 9 = 19
    KN:Nature: 1d20 + 4 ⇒ (3) + 4 = 7

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