Nevynxxx's PFS PbP

Game Master Nevynxxx

Pathfinder Society games as Play by Post on these here forums....


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Grand Lodge

current hp 3

Sense Motive 1d20 - 1 ⇒ (12) - 1 = 11

"You fear Crowe. That is wise. But now the holy man is dead, Crowe has no quarrel with you. Unless you want one."

Grand Lodge

Sense Motive: 1d20 ⇒ 10

“I suspect they were under some powerful charm or domination effect, they don’t appear to have much memory of it.”

Grand Lodge

Alahazra of Flame wrote:

As her senses return, Alahazra will do what she can to stabilise the guards.

(If she can take 10 she will get 15 on the heal checks). She will then peer over Alivar's shoulder to cast detect magic and examine the rod.

[dice=Spellcraft]1d20 + 4

"Is it magical Alahazra?" Alivar asks eagerly.

Liberty's Edge

Female Human Percept +4, Sense Motive +4, Init +4 AC 17, FF 14, T 13 \\ HP 10/11 \\ F 1 R 4(+2 v. traps) W 1

Sense Motive: 1d20 + 4 ⇒ (17) + 4 = 21

Crowe Stormheart wrote:


"You fear Crowe. That is wise. But now the holy man is dead, Crowe has no quarrel with you. Unless you want one."

"Easy, tiger. I'm pretty sure they don't want one."


Ana and Leryn hang back, keeping an eye on the townsfolk and watching for anyone behaving oddly.

Grand Lodge

Female Human Oracle 1

"It is.... or at least it was. The power has now been expended in mesmerising so many of the townsfolk," she explains.

Liberty's Edge

Female Human Percept +4, Sense Motive +4, Init +4 AC 17, FF 14, T 13 \\ HP 10/11 \\ F 1 R 4(+2 v. traps) W 1

"So we know it's worth and can answer Ulisha's question. The rod is worth nothing."

Zasha moves toward the guards and their attendant townsfolk.

"Do you remember anything? The Rasmiri charmed you."


"Does that free the townsfolk, then?"

Grand Lodge

current hp 3

"Townsfolk are never free. Only those that follow the storm are truly free."

Grand Lodge

Alivar rolls his eyes at Crowe's comment, then thinks about it, shrugs, and nods in agreement.

He then picks up the rod and begins searching through Folloch's vestments and gear for anything useful.

Grand Lodge

Female Human Oracle 1

Alahazra nods at Crowe's comment.
"Yes, that is why we are drawn together - you and I."

Grand Lodge

current hp 3

Crowe shuffles his feet uncomfortably.


The townsfolk look just as cinfused as the guards did.

One steps forward, possibly a bit more lucid than the rest.

"I guess we out to thank you. These last few weeks, have been a bit. Well, a bit odd. We've all been acting a bit strange. But it just felt so good, having that man to follow, that driving purpose."[b] He looks around at the others, as they nod in conformation.[b]"But we've neglected things that should have been done. We'll make sure you're well looked after if you want to stick around a bit?"

There's an obvious reluctance to the last bit, but he seems genuine.

One quest down, unless there is anything else you want to do?

Grand Lodge

Take the rod, loot the body and get some free drinks at the inn?

Liberty's Edge

Female Human Percept +4, Sense Motive +4, Init +4 AC 17, FF 14, T 13 \\ HP 10/11 \\ F 1 R 4(+2 v. traps) W 1

Good Plan.

"Well, now you can do what you think should be done. Your town will be back to normal quickly. How did the Razmiri manage to ensnare you all?"


"I can only guess it was that rod he's dropped. He came into town, asked very nicely if he could make a speech in the square, and, well, it gets fuzzy after that."


Ana asks one of the crowd near her - as opposed to shouting out to the apparent spokesman, "Where did he stay in town?"

Grand Lodge

current hp 3
Alivar Sard wrote:
Take the rod, loot the body and get some free drinks at the inn?

Crowe approves of this plan.


"This house, it well, it's the mayors house, but he moved right on in."


She nods briefly in understanding. "And who is the mayor?"


"Oh, ah, I am."

Im happy enough keeping role playing this out if you like, you have compleated the quest though. So once you are ready to move on, we need to pick the next quest...


No need. I'm not used to having such a clearly defined endpoint, I guess. She's not supposed to be so talkative, anyway.

"Ah. Welcome home."

Grand Lodge

current hp 3

"We have god rod. Crowe is ready to find next... thing."

Grand Lodge

current hp 3

Which is nearest? My immediate suggestion would be either the webs or the mausoleum.


Interesting question... I could probably work it out, but it doesn't actually matter!

Liberty's Edge

Female Human Percept +4, Sense Motive +4, Init +4 AC 17, FF 14, T 13 \\ HP 10/11 \\ F 1 R 4(+2 v. traps) W 1

Webs. Just so someone has a firm opinion.

Grand Lodge

Female Human Oracle 1

"We should stay here tonight so as to be sure none of these people are still suffering from Folloch's enchantments," Alahazra announces. "We should make the most of this opportunity for some comfort. I feel that our quest will take us to some uncomfortable places."

Grand Lodge

current hp 3

Crowe grunts his assent.

We seem to be leaning towards either webs or mausoleum. I suggest we flip a coin - or a d2. 1 = mausoleum, 2 = webs. 1d2 ⇒ 2 Looks like it's webs.

Liberty's Edge

Female Human Percept +4, Sense Motive +4, Init +4 AC 17, FF 14, T 13 \\ HP 10/11 \\ F 1 R 4(+2 v. traps) W 1

"A night in town is fine, but folk soon tire of guests. Let's leave at first light."

Webs it is.


Ana looks around the town, nodding her agreement. "If he has kept them from their work to listen to his prattle, we could quickly strain their resources. Better to move on."


You spend a quiet night in the inn, the food is better than you expected, and every now and then you are interrupted and thanked by one villager or another. In the morning, as you are about to leae, the mayor steps up and offers a large bag of coin.

"I wish to thank you on behalf of the town. It's a shame that man died instead of facing the punishment he deserved, but you did a good job in keeping him from escaping and performing the same act else where. Please, accept this as a token of our thanks."

The bag contains 300GP

Once the ceremony is done, you move off, and head deeper into the riverlands. A few days pass but eventually you end up in Daggermark. The excerpt from Ulisha's journal also contains a map, starting at the town, and you are ready now to follow it.

Assume you are fully rested, fully healed, and have spells prepared. You've had a very uneventful journey.

That the Riverfolk of Daggermark haven’t wiped themselves off the map with their wanton assassinations and poisonings is a fact that will never cease to amaze me. Still, where such dealings occur, coin is always involved, and one knowledgeable in the ways of commerce can always earn a good wage. Daggermark’s economy runs on poisoned blades, but those blades would be dry were in not for a constant influx of alchemical goods. Such goods wax and wane, though, and if one watches diligently, these market shifts can be predicted. The next ingredient the markets will want is an adhesive produced by spiders and left in their webs. Of course more potent chemicals would be found in the glands of the dreadful beasts, but I am a scholar, not some vagabond sellsword slaying vermin for ale money. I have mapped a route to a newer nest that should be sparsely defended. My buyer, one Johannes Vox (an Iobarian of curious temperament) has not been as forthright in our latest dealing as I’d like. Perhaps it is time I sold elsewhere.

Knowledge Local DC10:
Daggermark is one of the River Kingdoms. It is an exercise in anarchy, as anyone can hire assassins at affordable rates.

Knowledge Local DC15:
These hires come from an Assassins’ Guild, which has found a particularly deadly partner in a Poisoners’ Guild that also operates out of Daggermark.

Knowledge Local DC20:
Because anyone can hire an assassin, everyone in Daggermark tends to be overly polite. Most leaders don’t last very long, as anyone taking exception to their policies can hire deadly force rather easily.

Knowledge Local DC25:
You know enough about the day-to-day politics of Daggermark to receive a +2 circumstance bonus on checks to find another merchant.

Knowledge Nature DC11:
Giant spiders are known for their venom, which is known to weaken their prey.

Knowledge Nature DC16:
Spider webs contain a strong adhesive that is used as a stabilizer in volatile poisons. This adhesive is most valuable when it
is fresh; the silk glands of a freshly killed spider are the best source.

Knowledge Nature DC21:
You know exactly where the silk glands are located. This provides a +2 bonus on any check to harvest the glands


Ana stands back as the man presents the coin, looking distinctly uncomfortable, but saying nothing. She and Leryn scout as the party moves through the riverlands, as though she is more comfortable communing with the wilds than her teammates.

No Knowledge (local) training, so I can only try for the first one.

Knowledge (Local, untrained): 1d20 + 0 ⇒ (18) + 0 = 18

Knoweldge (Nature): 1d20 + 5 ⇒ (10) + 5 = 15

Oh, to swap those rolls!

When they discuss their path forward, she does offer a warning, "I don't know the specific spiders we seek, but giant spiders often have venom that they use to weaken their prey. Have we a defense against such?"

Grand Lodge

current hp 3

"Crowe is strong. Spiders cannot steal his strength."


She gives him a small smile. "Of course. You go first."

Grand Lodge

Alivar knows little of this area or of giant spiders, so he remains silent.


Anyone else having a stab at the knowledge checks?

Grand Lodge

current hp 3

Crowe doesn't know anything. He just thinks he does. A bit like my six-year-old.


Crowe Stormheart wrote:
Crowe doesn't know anything. He just thinks he does. A bit like my six-year-old.

That doesn't get any better.

The map you have leads you off into the woods. Eventually you get to a clearing where the webs appear newer and white, rather than the dingy gray of those seen earlier. These webs criss cross the canopy above, most strands meeting near the center to support a large globe of webbing the size of a large pumpkin.

Perception and Init checks please. Map to follow.

Grand Lodge

current hp 3

Perception 1d20 + 4 ⇒ (17) + 4 = 21
Initiative 1d20 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Initiative: 1d20 + 1 ⇒ (16) + 1 = 17


Map

Map has a key on the side, but basically stone difficult terrain. Threes are impassible and give cover. Grass is normal. The darker green grass is in a sort of pit, 15ft down.

Please place yourselves in the area Q26-X31 to start.


Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21

Ana and Leryn are cautiously leading the way (or attempting to, anyway).

Liberty's Edge

Female Human Percept +4, Sense Motive +4, Init +4 AC 17, FF 14, T 13 \\ HP 10/11 \\ F 1 R 4(+2 v. traps) W 1

Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative: 1d20 + 4 ⇒ (11) + 4 = 15

U29, please.

The knowledge checks are too rich for me.


GM:
1d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (12) + 4 = 16

Anna:
There are two giant spiders in the canopy, near the nest. D12 and H12

Don't forget to place yourselves along with the perception and Init checks.

Alivar Init: 1d20 + 1 ⇒ (3) + 1 = 4
Alivar Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Alivar Stealth: 1d20 ⇒ 19


I don't know where it went, but I thought I gave a location in the upper left of the range you offered. Leryn will be in Q26, Ana will be immediately to his right.

Raising a hand in warning, Ana says softly, "Spiders, big ones. Two." She points toward the nest.

Grand Lodge

current hp 3

T26, please.

Liberty's Edge

Female Human Percept +4, Sense Motive +4, Init +4 AC 17, FF 14, T 13 \\ HP 10/11 \\ F 1 R 4(+2 v. traps) W 1

Zasha squints in the direction Ana is pointing. " Big ones, huh? How many?"


"Two that I see. Might be more. They can hide well."

Looking at the webs appraisingly, she adds, "We need webbing, right? Not the spiders themselves?"


I seem to have missed some posts and rolled some dice I didn't need to.... Oh well. Crowe, you can look at Ana's spoiler too.

Char Init
Alivar 17 Surprised
Zasha 15 Surprised
Ana 5
Crowe 4

Grand Lodge

current hp 3

"Come here, spiders! Crowe would squash you!"

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