GM Ladile's League of Kick-Ass Dudes: A Pathfinder Society Campaign (Inactive)

Game Master Lady Ladile

Current Scenario: #4-14 My Enemy's Enemy

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Dark Archive

M half-orc bloodrager (Steelblood rageshaper) 4 | HP: 39/39 | AC: 20 / T: 11 / FF: 19 | Fort: +8, Ref: +4, Will: +4 | CMB: +9, CMD: 19 | Init: +1, Perception: +6 | Bloodrage 13/13 | Conditions: None

Stepping off the vessel, Zavubak stretches his arms and fingers out wide, each of his knuckles cracking one at a time. "I'm not all sure I can treat poisoned animals and people very well." He leans over next to Lazarus, examining a man's broken ankle. "Mind the claws," he mumbles as he gets to work helping the doctor set the injury.

Dr Zav: 1d20 + 1 ⇒ (2) + 1 = 3

Unfortunately, he gets too annoyed by the process' delicate and slow-moving requirements, and starts bloodraging, his claw gouging the patient. "O..oops..."

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

Yorad peers over at the attempts to get the livestock healed up, but after seeing the half orc proceed to mangle one of the limbs, wisely decides to steer clear of helping.

Man's gotta know what he is good at!

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith enjoys the relative quiet (besides Denair's animal spotting and Frankie's many, many antics.)

She's glad to be off the ship, and gives Jamel Visser a nod. "Good to see you. Sad to hear about your animals. I'm not a good healer, unfortunately. I'm better at handling."

+0 to Heal from both of us. I'm not sure if this takes up one of the precious Heal attempts, so we'll abstain.


Season of Ghosts

Lazarus gets to work on the camp's injured and sickened, proving himself equal parts Dr. Quinn and Mule Whisperer as he sees to both man (and woman) and beast alike.

With the exception of Zav, everyone else seems content to stand back and out of the way, fearing that a lack of training might make things worse instead of better. It's an approach that perhaps Zav should have taken as well, for as he attempts to help Lazarus with a broken ankle he ends up slashing the man's other leg with a claw.

"EYOUCH! AHHHH!"

And then there's some additional screaming plus the bleeding to take care of.

"Uh...while I think your heart's in the right place, maybe you should just stand back and let your friend handle things," Jamel coughs.

After the passage of an hour, Lazarus has made fair progress on treating the poisoned Travelers and their pack animals and Jamel nods approvingly.

"Well now, things are looking better already thanks to your help! Still got several folks sick but I think enough of us are on the mend that we could go ahead and look to get started towards Uringen," he informs you. "Know you're in a pretty big hurry and all to get there, from what I was told. And it'll take us several days to reach the town, as I said."
______________

You've still got two Heal attempts left (DC 18) if you wish to keep working on getting the Travelers on their feet again or the Travelers can go ahead and get ready to depart now, whatever the group wants to do.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie only falls off the boat on the trip twice (that people realize) "Woah, that water is cold! You next Denny!"

------------

Once they arrive though Frankie looks a bit nervous. "Sick people? And animals? Those fey things did this?" He looks at Denair nervously and sad that her family would do such a thing. "Why can't your fey friends be nice like you?" He asks.

While Frankie isn't what anyone could ever consider a doctor, he does feel bad for everyone that doesn't feel good. While Laz does some real healing work, Frankie tries to lift their spirits with cocoa and smiles.

Aid Heal: 1d20 - 1 ⇒ (6) - 1 = 5
Diplomacy, sorry about that cocoa...: 1d20 + 12 ⇒ (8) + 12 = 20

Frankie eyes bug out as his offerings of cocoa seem to cause some digestive distress "Umm Laz? LAZ! This one just starting tossing his cookies! I don't know what happened!"

Whatever Laz decides is cool with me. I think he's the only Dr. of the bunch...

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Sorry for the delay, my earlier post went into the into oblivion.

Jan will help with the animals first, leaving the two-legged patients in the hands of Lazarus.

Handle Animal: 1d20 + 4 ⇒ (3) + 4 = 7

Jan will attempt to determine what is kind of poison is making everyone sick... is it natural?

Knowledge (Nature): 1d20 + 8 ⇒ (18) + 8 = 26

And finally the attempt at healing...

Heal#1: 1d20 + 6 ⇒ (6) + 6 = 12
Heal#2: 1d20 + 6 ⇒ (3) + 6 = 9

"Let's get the animals and people back on their feet, paws and hooves as quickly as possible."

Hey Laz... this might just be a coincidence... but what if it isn't? Do you think someone knows that we are coming and that we only have a limited amount of time to get there?"

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"I can at least help the healthy animals move around." She joins Jan for a bit.

Handle Animal: 1d20 + 6 ⇒ (5) + 6 = 11

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

"We get to play with the animals??? Wait up, animals LOVE me!" Frankie grabs Denny by the hand and races off from the puking man.

Handle Animal Untrained: 1d20 + 4 ⇒ (11) + 4 = 15 "Good donkey, catch me if you can! Muahahha!" He does his best to get the mule/donkey/horse (he doesn't know the difference) to chase him with a maple syrup covered carrot.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible
Guisseppe "Lil Frankie" Franko wrote:
Once they arrive though Frankie looks a bit nervous. "Sick people? And animals? Those fey things did this?" He looks at Denair nervously and sad that her family would do such a thing. "Why can't your fey friends be nice like you?" He asks.

"W-well, I..." Denair backs up a bit and tries not to show herself much. Frankie didn't mean to, but his words cut right into her. Why do they keep blaming her for other people's problems?

Guisseppe "Lil Frankie" Franko wrote:
"We get to play with the animals??? Wait up, animals LOVE me!" Frankie grabs Denny by the hand and races off from the puking man.

Soon, Frankie forgets and drags Denair off towards a... well, it's not important. Hopefully he retains his childlike glee throughout adult hood. Humans (or halflings, she's never certain) tend to lose their smile.

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

Yorad considers Jan's words carefully, before he slowly nods in agreement. "You could be onto something there." He strokes his chin thoughtfully, "If these fey," pointedly ignoring the slight to Denair, "are behind this then I expect more...direct ways to slow us down here."


Season of Ghosts

Now that Lazarus has had some success the rest of you begin pitching in as well, largely attempting to get the animals calmed and fed and ready to go. Jan and Meredith struggle a bit to get the mules harnessed up; they're stubborn and ornery beasts at the best of times and even more so with some of them suffering the lingering effects of poison.

Frankie first tries to help Lazarus, offering hot cocoa to the ill...but very quickly learns, much to his dismay, that anything milk-based is a disaster waiting to happen when given to patients suffering stomach and digestive distress. With a rather horrified and embarrassed apology he scuttles off to try and help with the animals instead. This has better results, as Frankie helps cajole the reticent and grumpy mules into place by offering syrupy carrots as a reward.

With the bulk of the animals in place Jan attempts to tend to some of the remaining Travelers that are ill, but has little success. While they'll be well enough to travel, they most certainly won't be able to be much help out on the road. But there is a silver lining, as Jan is able suss out that the poison the camp has been suffering from is giant wasp poison. Not magical, thank goodness, but the effects on fine motor functions can be quite severe.

Giant Wasp Poison - Save Fortitude DC 18; Frequency 1/round for 6 rounds; Cure 1 save. Effect: 1d2 Dex Damage.
______________

Another post to follow, please stand by~


Season of Ghosts

As the Travelers make their final preparations to depart, Jamel's demeanor seems to have improved a little bit. "Well, we're still not back to 100% but we're a heck of a lot better off now than we were before you folks got here," he muses, looking around the bustling camp. "Much obliged, much obliged."

"But we're not out of the woods just yet, if you'll forgive my choice of words. That grig, Mather Nithra, this is all his doing I'm certain of it," he continues, his expression growing serious. "And not that I was trying to eavesdrop but I overheard you wondering if all this extra trouble we've been having has something to do with you. It's possible, I suppose, but Nithra's been a blight on these lands for a long time."

Jamel pauses, studying each of you as though attempting to get your measure. "A couple of you seem like you might know your way around the woods. Maybe even know a thing or two about traps and snares. Once we get going, I'd like all of you to help me and my men keep a lookout for them."

"Now something you should know before we get going; the forest is a strange, tricky place. Maybe it's got something to do with the clocks in Uringen or maybe it's just fey influence, but the terrain shifts from time to time," Jamel explains. "So any traps that've been laid aren't going to be as easy to find as you'd think. We've got several days of travel ahead of us too, so this'll be a long-haul operation. Make your preparations, ask any questions you got, and then once you're ready we'll get going."
______________

Feel free to continue speaking with Jamel and making any other preparations you'd like; basic rations and such will be provided so don't worry about that. I'll also go ahead and note now that you will not be able to Take 10 to find traps once you get going :)

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus thanks Jan for discovering the type of poison afflicting the Embeth Travelers.

"It might be best if we deal with this poison before we set off, Jamel. It would take a little time, but I can treat more of your team. I have some antitoxin that will help, too. Perhaps my colleagues have some they could spare, as well." The samsaran encourages his companions to help as best they can.

Antitoxin, Heal DC18: 1d20 + 10 + 5 ⇒ (6) + 10 + 5 = 21

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie nods and donates his antitoxin to Lazarus to help people "You help those poor sick people that can't even drink cocoa, its terrible. I'll go scout upfront with the others!" This is gonna be so fun, like a big game of hide and seek but we're just seeking.. the fun part!

Frankie tags along with Jamel up at the front of the caravan, rattling off a non stop stream of questions as they go, but also doing his best to spot 'the hiders'. Sometimes he may even get a bit lucky and see some as he constantly tries to race a bit ahead of the others to see the 'hiders' first.A good chance to use his Trap Spotter ability.

Perception vs Trap, Trap finding: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34

"So what do you do Jamel? Do you have a wife like Jan does now? Do you like to go fishing? How about play cards or dice? I've got some if you want to play later! How about checkers? Ever play checkers? I love maple syrup, so do the horses! What about pancakes? My favorite are chocolate chip with extra syrup! Whip cream is good too. Oh hey what's that thing? Lemme go check it out!"

Trap Spotter:

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Trap Finding:

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Danger Sense:

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

Yorad also donates a vial of antitoxin to the cause, albeit somewhat reluctantly. Not as well trained in finding traps as Frankie is he decides to take rear guard here, knowing more about the fine art of ambushing!


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"See? The troublemaking fey has a name." Denair is quick to point out. "Not every fey is out for blood."

Perception: 1d20 + 14 ⇒ (8) + 14 = 22

Once they are on the road, Denair keeps to herself unless Frankie or the Boss ask for her. She's a bit tired of this fey hate. It's not like she accused every human or trying to chop her down.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith donates a vial of antitoxin to help heal the animals. She will buy another if it is available.

Meredith summons an Unseen Servant to aid the travel party with whatever menial tasks they need.

Now she can concentrate on the trail.
Survival: 1d20 + 7 ⇒ (19) + 7 = 26

It's good to be outside, again. City is too noisy, and it's the wrong kind of dirty. Denair must be having a blast out here.

Dark Archive

M half-orc bloodrager (Steelblood rageshaper) 4 | HP: 39/39 | AC: 20 / T: 11 / FF: 19 | Fort: +8, Ref: +4, Will: +4 | CMB: +9, CMD: 19 | Init: +1, Perception: +6 | Bloodrage 13/13 | Conditions: None

"Shifting terrain? Hmm," Zav narrows his eyes. "And wasp poison might mean, well, wasps. Right? I've got some preparations to make. Maybe we can restock on cocoa along the way too, it would be nice to sip on during our travels." He grins.

Zav wants to pick up an antitoxin, a vermin repellant and two alchemist's fire. Am I asking too much, GM?

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan considers the issue of 'changing landscapes' and decides that his own skills should prove useful- especially if he can get his hands on a map.

Having been impressed with Meredith's skills of woodcraft in the past... Jan makes the following suggestion to the group.

"How about this... Meredith and I stay out ahead of the rest of you and check for traps and stuff. It's not just that though. If we are encountering wild animals or even Fey, I think the two of us might have better odds of dealing with any trouble. So I was thinking...how about we say about a hundred paces or so ahead of the wagons?"

Jan will take an hour to pray and offer sacrifices to Gozreh and the other gods of nature and cast a spell (rite of bodily purity)- cost 100 gp.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

"I will cast message on five of us, so we can communicate quietly as we march," Lazarus says.

"Can anyone else assist young Francis detecting or disabling the fey traps Jamel warned us about?"

Before the party sets out, the wizard-priest will use his wand to cast mage armor on himself. (37 charges remaining)

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Francis? Who's Francis? He isn't talking about ME is he?

Frankie races to keep up with and sometimes even slightly ahead of Jan. "Hey wait for me, I'm the pro finder here!"


Season of Ghosts

Nah, you can go ahead and pick those up now if you want. I will note that VC Smine hinted that it might be to your benefit to wait until Uringen to purchase alchemical items but it's not a requirement by any means.

"Well, we've already spent a fair bit of time here in camp and I know you folks are in a hurry," Jamel remarks with a thoughtful frown. "But we've got a couple of wagons. Tell you what, why don't you ride in the wagons with the folks that're still feeling poorly and keep an eye on them? That should hopefully kill two birds with one stone."

And so with it decided for Lazarus to ride in the wagons and continue his ministrations to the sick, you all pack up and get ready to head out. A couple of you contribute some spare antitoxins that you have on hand to Lazarus for the treatment of the remaining Travelers, assuring that he'll have a much easier time of things. Jan spends some time praying to Gozreh and the other gods of the forest for good tidings and an increased resistance to poison and disease and Zav makes a couple of small purchases from the small trading post set up along the nearby docks.

You set out into the forest, a small caravan of wagons, pack mules, hunting dogs, and horses. Some of the Travelers ride along as escort while others, including yourselves, walk on foot. Meredith and Jan walk several paces ahead of the rest of the group, to better scout the road ahead for traps and other potential hazards, their communication aided by Lazarus' Message spell. Sunlight filters down through the forest canopy, leaving the flora and trail below dappled with a soft, pleasant light. Occasionally you hear the call of a bird or the chittering of a nearby squirrel as you travel, which generally bodes well - as Jan or Meredith or any of the Travelers can attest, a silent forest is a troubled one.

That said, as you travel you can't help but shake the feeling of being watched. "The fey...they have eyes everywhere in this forest," Jamel remarks at one point, sensing your discomfort. "Like I said before, some of them bear us ill will but others are just curious and don't mean any harm."

Kn. Nature (DC 25):

You’ve heard that these forests do contain some benevolent fey, who occasionally assist those who provide them offerings of bread, honey, milk, or alcoholic beverages.

You also begin to understand what Jamel was talking about when he mentioned the strange, shifting nature of the forest. More than once you're certain that you've passed the same landmark more than once and at one point the entire caravan is on the verge of heading down what turns out to be an old game trail instead of the proper roadway, a timely mistake avoided only by Meredith's sharp eyes...
______________

Another post to follow, please stand by~


Season of Ghosts

With Meredith and Jan helping to lead the way, along with a couple of the other Travelers, you make good time through the forest on your first day. It's clear that the Embeth Travelers are quite good at what they do, working together like a well-oiled machine as they keep watch on each other and on the road ahead. Especially Jamel, though he finds himself perhaps a bit more preoccupied than usual what with having to field Frankie's endless barrage of questions - which he does with a surprising amount of patience and good humor.

Frankie wrote:
"So what do you do Jamel? Do you have a wife like Jan does now? Do you like to go fishing? How about play cards or dice? I've got some if you want to play later! How about checkers? Ever play checkers? I love maple syrup, so do the horses! What about pancakes? My favorite are chocolate chip with extra syrup! Whip cream is good too. Oh hey what's that thing? Lemme go check it out!"

"What do I do? You're seeing it in action, young fellow," the woodsman chuckles softly as he walks, eyes continually scanning the road ahead. "My men and I escort travelers through the forest and do what we can to keep things safe here. That doesn't leave much time for kicking back and relaxing but when we do...yeah, I like to fish," he smiles. "Not that I'm that good at it, but it's a peaceful way to pass the time. And I've never been much for cards but I like to think I'm a fair hand at checkers; even got my own set like you do. We'll have us a game later tonight when we set camp, if you'd like."

When Frankie darts ahead to catch up with Meredith and Jan, Jamel can't help but laugh and shake his head. "That one's got spirit, eh? But I don't know that I've ever seen one so little on the road with a seasoned group like yourselves. What'd he do to get his baby bottom signed up with the Pathfinders?"

Meanwhile, Frankie skips up ahead, darting past Meredith and Jan. As he does, he spots some debris further up the road. It looks like some old, dead trees have collapsed across the path which by itself isn't anything terrible unusual to see in a forest. But when he looks harder, he notices that one of the partially-fallen logs that appears to be stable isn't. Frankie suddenly realizes that it's a log deadfall trap, very cleverly disguised to look natural.
______________

Please make a DC 20 Disable Device to attempt to disarm the trap~


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

K Nature: 1d20 + 6 ⇒ (1) + 6 = 7

Denair relaxes a bit as everyone either tends to the sick or helps look for trails. Maybe she should ask Meredith to send her home until this fey talk boils over.

That's what she would have done before meeting the Boss. Just hide in her Home until it blew over. She can't be a coward anymore. The Boss barely remembers herself, and she's out here. If she can do it, so can Denair.

So she lands near Frankie when he stops and points out a trap. "I can help, if you want." She grabs some tools from Meredith's belt.

If I can, Denair will try to Aid Another on Disable Device.
DD Aid: 1d20 + 10 ⇒ (1) + 10 = 11

Denair sighs in defeat and lets Frankie do his thing.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie gets down on all fours as he looks up into the pile of logs "Cool! Nice trick!" He tugs on Denny's leg as she gets a bit to close to the business end of the log trap "Woah careful Denny! Lemme help ya there!"

He carefully clears his throat then scurries under the logs for a tense minute, or a fun minute depending on if you're Frankie or not. "Woah its like a fort under here!"

Take 10 on sleight of hand to hide the use of his tools: 23, and I don't think you can take 10 on trap DD so I'll roll that one.

Disable Device, MW Tools: 1d20 + 15 ⇒ (2) + 15 = 17 Failed by less than 5 so I can try again.

Disable Device, MW Tools: 1d20 + 15 ⇒ (12) + 15 = 27

rounds spent, 2 checks: 4d4 ⇒ (3, 2, 1, 3) = 9

There is some rustling, some banging of wood and some snickering and finally Frankie pops his head out of the leaves and logs "That was fun, anyone else wanna play fort? Oh, you prolly want to move this out of the way for the wagons... ok." He climbs out dusting off his hands and getting back into his deep conversation with the other resident checker master.

"Oh, I don't have a set of checkers. I do have marbles though, and dice! Do you play those? We can play them all, I'm a master!"


Season of Ghosts

Jamel calls for a halt while Frankie and Denair work on the log trap, watching the pair rather anxiously as they work. He starts forward when Frankie's hand slips and the entire thing groans and shifts in protest but manages to stop himself.

"No...nothing for it but to stand back and let them work. Too many cooks'll spoil the soup in a case like this," he mutters.

Luckily Frankie's second attempt at disabling the trap and jamming it to ensure it can't be tripped works much better; several of the Travelers breath a sigh of relief when the little boy pops back out again, none the worse for the wear.

"Huh...now I'm starting to see why you folks brought him along," Jamel admits, looking rather impressed.

It takes some time for the Travelers to clear the logs off the road so that the wagons and other beasts of burden can safely pass but it's time that thankfully passes without incident. You continue to travel on until the late afternoon, wherein a suitable spot is found just off the road and camp is pitched for the night. The rest of the evening is spent (at least for some of you) with cocoa and checkers and the night passes quietly.

One day of travel down, several more to go...
______________

I'll give folks a chance to interject anything that they might wish regarding this first day and then I'll advance things forward~


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Yay! Good job, Frankie!" Denair cheers and claps her wooden hands together before lifting some of the logs out of the way.

Besides playing games with Frankie, Denair stays quiet next to the Boss. Eventually Meredith has to take a nap, but it's not for too long.

Denair returns a few hours later and watches the night creatures retreat from the sun and morning creatures greet the sunrise. They are really quiet.

Liberty's Edge

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Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Frankie, you alright?" Meredith swears she heard the logs start moving, but it's a false alarm. "Good job, kid. I'll help get rid of these logs..." It's tough work, but Denair's eager to help (and is much stronger.)

"Zav, how is life treating you?" Meredith sits down next to her half-orc friend. "I haven't seen you since those Aspis idiots attacked us. Frankie's hands were bloody that day, huh..." Meredith cuts herself off. "S-sorry, I was looking at my hands and- I want this kid to be helpful, but I don't want to lose his innocence. I don't know who his mom is, or what. But no one has written to us about it. Where is his damn mother?" Her hand shakes.

"I want him to grow up strong, confident. Like a big tree." She drinks more water. "Maybe the Pathfinder Society can help guide him. Maybe I can help him." Meredith sighs. "Sorry, I got off track."

Meredith and Denair elect to keep watch for most of the night. Eventually she needs to take a short nap. "Just a couple of hours." She wakes up, very calm and serene like she slept in for half a day.

She summons Denair, who thanks her before running off to check on animals or something. Not like they changed much from yesterday.

Liberty's Edge

2 people marked this as a favorite.
Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

As the group clears debris Frankie does his best to take on a serious, supervisor role, pointing and waving to direct traffic. "Yup, right over there's good!" He head nods over to a clearing off the path. "Wow, you guys are strong! Those logs look heavy!" He hollers after the adults as they drag things along.

-----The night time is the right time------

Frankie's Checkers Luck: 1d100 ⇒ 96 "I win another! Wow, you need more practice I think. Wanna play again after I get more cocoa? Want more? Oh I got more!" He pulls out a large bag of cocoa powder and waggles his eyebrows as he wanders over to the fire pit for some more boiling water. "I know its not as good with water, but milk is hard to come by out here I guess, lots of it back in Absalom. So much some people leave it on their steps for kids to take when they want it!" He dumps an absurdly large amount of the powder into his mug and barely enough water to make a sludge.

Eventually when no one else will play checkers, cards, or dice with him and all he hears is snoring, Frankie will drag his bedroll next to Meredith and cuddle up to fall asleep. What a great day! He thinks as his brain finally shuts down for the night.

Dark Archive

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M half-orc bloodrager (Steelblood rageshaper) 4 | HP: 39/39 | AC: 20 / T: 11 / FF: 19 | Fort: +8, Ref: +4, Will: +4 | CMB: +9, CMD: 19 | Init: +1, Perception: +6 | Bloodrage 13/13 | Conditions: None

"Hey," Zavubak places his hand on Meredith's shoulder. "The kid's seen more than he lets on, that much is obvious. Most his age would turn and run at the sight of my claws. At the blood and death. Not him."

The half-orc stands. "He's a good kid, and as long as he can't find his mother, the Society will help him find the right path to follow. Let the cocoa and checkers be his distraction from the reality of what he might see next, shall we?" He flashes Meredith a smile before he starts walking towards Frankie.

"Frankie! Care for a game of checkers?" He laughs. "And how about a little bit more of that delicious drink?"

Grand Lodge

1 person marked this as a favorite.
Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan reminds Frankie that he can easily get squished if he doesn't watch out.

"Don't get squished."

Jan busies himself with keeping a lookout. Bow is at the ready.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Guidance, Antitoxin, Heal DC18: 1d20 + 10 + 1 + 5 ⇒ (5) + 10 + 1 + 5 = 21
Lazarus makes his rounds, surveying his patients. What more can I do for them?

He spies Frankie bouncing around the camp and calls out to the young man. "Francis! I heard about your close call at the deadfall today. The Embeth Travelers are convinced this won't be the last trap we encounter. Please, be careful. And at least allow me to bestow Desna's guidance upon you before you take such a risk again."

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

Yorad adds in an unusually somber tone (for him anyway), "Yeah, gotta watch yer step out there Frankie. I been feelin' like every branch 'n bush be watchin' us there, lookin' ta slit our throats when our back is turned! So keep yer ears peeled too...these fey won't just rely on traps ta slow us down soon enough!" Clearly the strain of constantly watch for invisible fey sending a hail of arrows into the group has taken a toll on him.


Season of Ghosts

Behind the Scenes:

Frankie Perc. + TF: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34

Frankie Perc. + TF: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Jan Perc.: 1d20 + 9 ⇒ (3) + 9 = 12
Meredith Perc.: 1d20 ⇒ 17
Zav Perc.: 1d20 + 6 ⇒ (4) + 6 = 10
Lazarus Perc.: 1d20 + 7 ⇒ (9) + 7 = 16
Denair Perc.: 1d20 + 14 ⇒ (19) + 14 = 33
Yorad Perc.: 1d20 + 5 ⇒ (9) + 5 = 14

After an evening of catching up, cocoa, and checkers - Jamel is really bad at checkers but enjoys the game just the same - you rise the next morning, more or less refreshed and ready for another day's travel.

The next several days pass as a bit of a blur, largely composed of travel, trap-spotting, and chatter. No slouches themselves, the Travelers find several traps on their own as you progress and are able to disable and dismantle them without incident. By the third day Lazarus' ministrations have succeeded in ridding the last vestiges of poison from the previously-sickened Travelers and spirits are high.

Roughly mid-morning on the 4th day Frankie's keen eyes happen to spot a trap that the Travelers missed, cleverly hidden among some nearby bushes that line this section of the roadway. This one is clearly a poisoned dart trap, ready to trigger when someone hits a nigh-invisible tripwire that's been strung across the road. And then, in a case of someone clearly hedging their bets, Denair's keen eyes pinpoint a second dart trap just a little further up the road from the first.
______________

I'll need a DC 25 Disable Device for each of the two traps~


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"W-wait! There's another trap." Denair points. "Someone's being thorough. Humans usually double down on this stuff." She snorts, then runs up to the boss. "Do that thing where you make me better at fixing traps and stuff." Denair yips.

Meredith casts to grant her the power to disable devices easily.

I will give Denair the skilled evolution, giving her a +8 racial bonus to Disable Device. Also I'm casting Guidance.

"Thanks, Boss!" She grabs Meredith's toolbox and moves up to the trap. "Frankie, I can go first if you want. I don't want to see you getting hurt if I mess up."

If Denair Disables first:

DD Trap 1: 1d20 + 10 + 8 + 1 ⇒ (1) + 10 + 8 + 1 = 20 Jeez.
DD Trap 2: 1d20 + 10 + 8 + 1 ⇒ (8) + 10 + 8 + 1 = 27

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith approaches close enough to the duo work. And cast Guidance as needed.

"B-be careful, Frankie. If it looks too risky, let Denair go first."

Dark Archive

M half-orc bloodrager (Steelblood rageshaper) 4 | HP: 39/39 | AC: 20 / T: 11 / FF: 19 | Fort: +8, Ref: +4, Will: +4 | CMB: +9, CMD: 19 | Init: +1, Perception: +6 | Bloodrage 13/13 | Conditions: None

Zav stops ahead of the tripwire as the others spot the trap. He picks up a rock and begins sharpening his new cold iron double axe. "Wish I could help with those traps, but anyway, I'm sure Frankie's up to the task. Go on, kid."

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie frowns a bit as everyone seems overly concerned with his welfare "Me? That log fort? That's just fun. Haven't any of you built a log fort then had to crawl out when it fell down before?" He chuckles and waves off the attention, but he does smile as he does it.

He gives Yorad a weird look, feeling his neck nervously as the man talks about murderous creatures doing murderous things to him. "I'll... I'll keep my eyes open.. thanks." He quickly scurries off to the front again with Denny, soon spotting the series of trip wires. "Ooo more tricks n traps, yay!" His mind instantly distracted from the unpleasant thoughts Yorad brought up. He crosses his arms and frowns as Denair is already working on it though. Damn, too slow!

Normally Frankie would rush in but you beat me to the punch so feel free to go first. Frankie has gotta learn to share sometime right?

As Denny works on the first wire, Frankie scoots past and gets to work on the next "Oh you wanna race huh? Its ON!" He looks back with a devilish grin towards his fey friend as he starts working on his own wire with Lazarus's holy guidance.

Disable Device, DC25, guidance: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Rounds Spent Frankie: 2d4 ⇒ (2, 3) = 5
Rounds Spent Denair: 2d4 ⇒ (1, 2) = 3

Frankie works furiously, hoping to beat his friend at the game, alas Denny works quicker.. but sloppier and Frankie loses the race but wins the war. "I win! Sorta. You didn't do it right Denny!"


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Hold on. Hold on." Everything seems to make sense, thanks to Meredith's magic, but something just doesn't seem right. Denair wants to prove her worth.

But she's not focusing enough, and puts too much pressure on the tripwire.

It twangs.

Ugh, Fort Save?

Fort Save: 1d20 + 5 ⇒ (4) + 5 = 9 Nice.

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan asks with some concern in his voice, "Why don't we just bypass these traps? There is no real reason to risk life or limb if they can be avoided."

Survival: 1d20 + 10 ⇒ (16) + 10 = 26 - to go off trail and go around (finding a clear path).


Season of Ghosts

Preferring to risk her own safety rather than see Frankie or anyone else hurt Denair bravely steps forward to try and disarm the dart traps first, bolstered by her connection with Meredith. Unfortunately, her hand slips at just the wrong moment and...

*FFSHH!*

Dart Trap vs. Denair: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d4 ⇒ 3
Dex Damage: 1d2 ⇒ 2

...the trap is sprung and a dart buries itself in the eidolon's upper arm! She can immediately feel the poison beginning to work through her system, weakening her fine motor functions.

Denair, you're looking at a DC 18 Fort to cure the poison, otherwise take 1d2 Dex damage a round for the next 5 rounds.

On the bright side, Frankie has no trouble disarming and disabling the second trap. And the first trap is disarmed, sort of. It looks like it would have to be manually reset in order for it to become a hazard again.

"Ooh...will, uh...will she be okay?" Jamel asks of Denair, his expression worried. As if perhaps sensing Denair's own discomfort at the talk of hostile fey he'd been doing his best to give her space during the trip thus far.

To Jan's suggestion though, the leader of the Travelers gives a firm shake of his head. "Out of the question, I'm afraid. We try our best to guide folks through the forest but it isn't easy for us to make sure that every single traveler is covered. I can't in good conscience leave hazards along the way for others to stumble across."
______________

The Travelers insist on removing traps before progressing and would also insist on clearing any triggered log or pit traps (if that were to happen) as well.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Ow! Is Frankie okay?" Denair fishes the dart out of her wooden arm, but she can already feel it spreading through her system.

I failed the initial Fort Save.

Meredith was nearby, and hands Denair a vial of antitoxin. "Drink it, quick." Denair nods and drinks the bitter liquid. How many berries did they smash into this gunk, anyway?

Meredith will spend an antitoxin and cast Guidance as necessary.

Fort Save: 1d20 + 5 + 5 + 1 ⇒ (16) + 5 + 5 + 1 = 27
Fort Save: 1d20 + 5 + 5 + 1 ⇒ (19) + 5 + 5 + 1 = 30

Luckily for Denair, the poison isn't well adjusted for her biology and she shakes off further effects. "Frankie? Oh, okay. S-sorry. I just wanted to show everyone that fey can hurt, but fey can help, too."

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

UMD: 1d20 + 9 ⇒ (14) + 9 = 23
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Meredith heals the immediate wound with her wand. "You did good, Denair. Drink this." She hands the fey a second potion.

Lesser Restoration: 1d4 ⇒ 4

"See? Feeling better? We'd be in much more trouble if you didn't spot the other trap. I know what the people here are talking about, but don't let it get to you. We're just looking for answers. And sometimes we pick the wrong ones before we find the right ones." She pats Denair on the shoulder, who replies with a grateful hug.

"Er, you can let go now.."

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

By the time Frankie finishes winning, er disarming his trap, Denair has a Meredith and a crowd clustered around her "Are you ok Denny? Your arm looks all red and funny, did you get shot with that trap?" Frank looks a bit concerned, rubbing his own arm absently.

"You should be more careful I think maybe." He adds, patting her other arm and smiling. "I'll get the next one, you rest up. We've got lots of hide n seek to play later!" With a poke and a giggle he races over to check on her trap and make sure its thoroughly broken. I still totally won!

He looks over the remains of the mechanism and smiles, feeling bad for his friend, she must be sad and embarrassed. "Wow, your trip wire was way harder than mine! That was really brave to take the harder one." You can hear the wire *twang* a second time as Frankie whacks at it with a stick apparently.

Disable Trap: 1d20 + 15 ⇒ (3) + 15 = 18
Bluff, to fool: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34

"Really hard even!" As he keeps whacking at it.
Disable Trap: 1d20 + 15 ⇒ (13) + 15 = 28

"Ok, got it, lets go!" He yells back cheerfully.

Dark Archive

CG male samsaran cleric of Desna (ecclesitheurge)-3 / wizard (conjurer)-3 | HP 44/44 | AC 17 / 12T / 17FF | CMD 15 | Fort +7, Reflex +4, Will +11; +2 vs death/neg. energy/neg. levels; life bound | | Init +4 | Perception +7, low-light vision; Sense Motive +10 | Speed 40 ft. | Agile Feet 6/6 day | Channel Positive Energy d6, 2/3 day, DC11 | comprehend languages, deathwatch, stabilize 1/1 day | Acid Dart d6+1, 7/7 day | Acid Splash 3/3 day | Conditions: Mage Armor, Shield of Faith, Bless, Moment of Greatness

Lazarus leaves his patients, confident that he's done all he can, and rejoins his companions. "Thank you for your generosity, the task would have been much for difficult without the antitoxins."

"Though I've no skill disarming traps, I might be of some use attempting to spot them."
Perception: 1d20 + 7 ⇒ (20) + 7 = 27


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Oh, it's okay now." She smiles and hugs Frankie. "We worked together and we stopped the traps. I'm just happy no one else was hurt."

She giggles. "Since I didn't disarm the trap, it doesn't matter how quickly I did it. You won."

Dark Archive

M half-orc bloodrager (Steelblood rageshaper) 4 | HP: 39/39 | AC: 20 / T: 11 / FF: 19 | Fort: +8, Ref: +4, Will: +4 | CMB: +9, CMD: 19 | Init: +1, Perception: +6 | Bloodrage 13/13 | Conditions: None

"Oof," Zavubak cringes. "That sounded like it hurt, Denair. I was half tempted to just claw the thing apart, but I think that would have had the same effect, and I'd rather not be poisoned during our trip."

The Exchange

Resources:
Wand of CLW , 43 charges, alchemist’s fire, acid flask, tanglefoot bag, holy water and antitoxin
Active Conditions: none Male human (Taldan) rogue (unchained, knife master) 3 | HP 25/25 | AC 18 , T 14, FF 14 | F: +2, R: +6, W: 0 | CMD 19 | Perc. +5 | Init. +7

"Yer right Zav," Yorad notes with a grin, "I didn't study traps much but one of the first things they teach the trap setter is how to trigger it! Still," he frowns in thought, You could set it aflame...from a distance right?"

Grand Lodge

Ranger-3, Warpriest-3 of Gozreh HP 58, Init +4, Perception +10 (AC 22, touch 12, flat-footed 20) HP 50: Fort +9, Ref +6, Will +8 Languages Common, Draconic, Skald

Jan is obviously unhappy about the caravan leader's demand that he and his companions must risk life and limb - rather than using some common sense.

"You guys alright? Denair... are you OK? Nothing broken or worse? Good... be careful and only proceed as quickly as you can while being safe."


Season of Ghosts

Though Denair does suffer the initial effects of the poisoned dart Meredith is quick to react, helping to bolster her friend's resistances with magic and medicine. The initial burn of the poison quickly fades and Denair thankfully doesn't suffer any further ill effects. What damage was done is also swiftly mended thanks to Meredith's preparedness.

"She's alright then? Good; it's a nasty poison they like to put on those traps, it can put a grown man down for days - or worse," Jamel remarks. He then offers his hand to Denair, if she'll take it.

"That was good work. Those traps can be plenty tricky to disarm safely - even the youngster there had to take his time and he seems to have a knack for fiddling with 'em," Jamel says, completely sincere. "I'm glad you're not hurt."

Jamel then glances back over his shoulder at the other Travelers and then back to the group. "That's all of them for now, then? Okay, let's get moving again."
______________

The rest of the trip through the Embeth Forest is thankfully much less eventful after Denair's close call. While you still encounter plenty more traps on the remainder of the route they're all able to be safely disarmed and dismantled thanks to the combined efforts of the Travelers and yourselves.

You'd estimate that it's just a little past 6:00 pm on the day that the clocks are expected to align when your forest journey finally draws to a close. With your destination in sight, maybe half a mile away by the looks of it, Jamel suddenly comes to a stop. Raising his voice over the jingle of yokes and the rattle of wagon wheels, he booms out, "Halt!" Dismounting from his horse, he gestures down the road. "This is as far as we go. About half a mile down that road, you’ll be in Uringen. Desna smile upon you in that place."

"Oh! I almost forgot," Jamel quickly adds, reaching into his saddlebags and pulling out an oilskin folio. "Since you’ve been right useful this trip, I was hoping you could carry these reports to Mayors Mieren and Ogden, since you’ll be in town any way. I’ll put in a good word for you as well; maybe you’ll get something from them for it."

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