GM Lari's Dead Man's Debt (Core) (Inactive)

Game Master Dhenn

Quicksand

Aspis Camp
Dehu Inu


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Silver Crusade

Venture-Captain Benarry departs the Gloomspires as quickly as the winds will carry the Grinning Pixie. While you were investigating, she received a message from the Decemvirate, requesting that some of the agents aboard the lodge be sent to Nantambu.

Off the coast of the Mwangi Expanse, not far from Bloodcove, you rendezvous with a small Mwangi fishing vessel, which will smuggle you past the Aspis controlled port city, deeper into the Expanse.

Jaohd remains on the Pixie, and shortly after passing through Bloodcove, Jair and Ragnar depart, with a sealed envelope of orders. As the rest of you continue to head upriver, your captain announces that your destination is the Mwangi city of Nantambu, and that you will meet the rest of your team there.

Nantambu's a Large city with a base limit of 11,200 for purchases, so that should cover pretty much anything you might want. If it doesn't, somehow, you can be considered to have happened in Absalom prior to arriving.

I'll be recruiting on Flaxseed for the next day or so, with the intention to get rolling soon thereafter. If anyone needs more time to level, etc. before we start let me know and I'll hold off until we're all ready.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Dot.

Grand Lodge

Male Elf DEAD

Dotting for fun and profit :-)

Sovereign Court

LN Dwarf Monk 10 *Core*

Doubtful has a few choice comments when it becomes known they will be sneaking into town aboard a run-down local fishing vessel.

"Aspis bastards probably bribe them all to keep them informed anyway." He concludes.

Why dot when you can complain!

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Dotting while I read a book about Advanced Ley Line Theory and snack on rolls

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

.

Silver Crusade

Despite the sweltering heat of the midday sun, the marketplace outside Sharrowsmith’s Exports is bustling with customers. Merchants stand in the shade under colorful awnings behind enticing displays of all manner of goods, from fresh fruits to intricate works of art. In the center of the marketplace, two large, vaguely humanoid statues rise from a fountain. Water pours from their gaping mouths as they stare up at the sun. A dark-skinned woman with gold-colored eyes sits on a bench under the fountain surveying the scene. As she catches sight of the newest arrivals, she rises and strides toward the market’s entrance, the crowd parting to allow her past. She speaks in hushed tones.

“Greetings, Pathfinders,” she says. “I’ve been expecting you. For those of you whom I have not yet had the pleasure of meeting, I am Aya Allahe. There is much to discuss, but here is not the place. Follow me, please.” She leads you through the crowd to an immense stone building decorated with carvings of fierce apes, giants, and reptilian figures.

The heat inside the building is far less stifling than in the market outside. Allahe opens the door to a small, private meeting room. She presses a hidden switch on the wall, revealing a doorway into a well-appointed lounge.

“Welcome to the Nantambu Pathfinder Lodge,” she says, gesturing widely with her hands. In contrast to her animated gestures, the expression in her eyes is weary.

“As you have probably heard, the local venture-captain, Nieford Sharrowsmith, recently passed away on an expedition. His unexpected passing left behind many loose ends. I’ve done my best to help the Pathfinders with the day-to-day problems, but the current task is beyond my abilities to handle alone.

“Over the last few weeks, the local Ekujae elves have become... ” she pauses.

“Well, they have become rather violent toward anyone they believe to be connected to Nieford or the Pathfinders. They have ambushed or abducted several travelers who fit that description, but have not yet killed any of them. Instead, they return their victims, beaten and severely bruised, near well-traveled roads. As I have been the Pathfinders’ primary contact in the area lately, these victims have come to me and reported their experiences.

“Mostly they speak of being questioned and threatened. The Ekujae claim that Nieford Sharrowsmith owes them a service, and that if he himself will not settle the debt, then his friends or associates will. I have searched what records I have of Nieford’s, but so far all I have found is a single entry in one of his journals describing a path he once followed to the Ekujae, although there is no mention of any deal. Given his penchant for secrecy and relying upon his own memory, however, I have no doubt there is something he said to the elves to strike a bargain. That the suspicious Ekujae were willing to make a deal with him at all speaks to his strength of character. He was an honorable, trustworthy man and the Society is poorer for his passing.” Allahe pauses for a few moments, bowing her head in remembrance.

When she speaks again, her voice is clear and determined. She hands the PCs a detailed map drawn on a scrap of paper. “Nieford drew this map to help him find his way to an Ekujae village. I ask that you follow this map as best you can and make peaceful contact with the insular elves. If you are not confident of your ability to navigate the jungle, I
suggest you hire a guide. Once you arrive in the village, find out what it is that the Ekujae want, and if it is in your power to do so, fulfill Nieford’s bargain. While I doubt the Pathfinders could ever turn the Ekujae into full allies, they are dangerous foes.”
Allahe shakes her head,

“Let us learn from the Aspis Consortium’s mistakes and not antagonize them.”

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

After Allahe welcome them inside the secret part of the lodge, a mwangi man, with explorer's gear and red robes with golden stripes and dragon patterns enters in the room. Under one arm multiple books on historical subjects about the Mwangi Expanse.
His round beardless face is regal and his golden eyes proof of an ancient heritage.

Hello Pathfinders, I'm D'lack Firestar native of the region. Nice meeting you.

He listen to Allahe.

I'm not familiar to this area. But may be one of you is good in tracking ?

D'lack tries to remember something about the elf of the forest.

Know. History: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27 use secret of the sphynx

Silver Crusade

In addition to History, you can also roll Geography, Nature or Survival to see what you might know about the jungle, and Local to know more about modern Ekujae events. Diplomacy is also good, but will have to wait until you return to the marketplace.

While the elves are notoriously secretive about their history, D'Lack does know more than most.

Elves make up the largest non-human population within the Expanse and are themselves broken into many tribes. The most well known are the Ekujae tribes of the western Mwangi, the Kallijae of the northwestern jungles, and the Alijae of the northern jungles. Although it’s not clear why, every Ekujae on patrol carries a ceremonial club carved from yellowheart wood.

The Ekujae tribe is divided into several scattered, self-sufficient communities. In times of strife, these groups band together against major threats. The most recent time this occurred, the Ekujae worked together to battle Aspis Consortium slavers operating out of Nightfall Station to the west. Aspis activity has not stopped, however, and rumors of sightings of Aspis agents south of Nantambu persist.

The Ekujae see themselves as guardians of many ruins scattered throughout the jungle. They rarely explain why they guard them to outsiders. The few stories they have shared reveal that some of these places are connected to a “great darkness” that they were able to defeat but not destroy.

Sovereign Court

LN Dwarf Monk 10 *Core*

Aw, thought D'lack was going to be our local guide =)

Doubtful is melting...

... Or at least he's pretty sure he will be soon. His usual dour nature seems exasperated by the environs.

"Did you see the bugs here?" He says, morosely. "Tried punching one, but I think I just made it angry."

As if to emphasis the point, he swats futilely at something unseen on the back of his neck, and glares at the air around him.

"Probably the size of ponies once we hit the jungle proper." He mutters with a sigh.

Unsure how much jungle navigating skill is needed? I can hit a 16 by taking a 10 for such things. But that might not be enough.... dunno.

"And now we're hunting elves in it?" He mutters. "Temperamental flakes at the best of times."

"What'd the Aspis do to piss them off?" He asks morosely, sure they are in for a similar fate.

"Map probably leads off a cliff." He adds.

Do we even have any face skills? Jair was our best at that... =) Perhaps we'll just piss them off too =)

Knowledge (history): 1d20 + 4 ⇒ (16) + 4 = 20

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Beorin looks up at the mention of shadowsmith.
"Aye, the man died. This time I'm up and about to handle his previous agreements? It is true then the the Society is poorer for his loss but I do wish the man wasn't so secretive. It caused to no end of trouble for myself and a few others."

"Do you perhaps have any other advice for us?"
Knowledge (History) 1d20 + 4 ⇒ (10) + 4 = 14
Survival 1d20 + 4 ⇒ (9) + 4 = 13
I do have some ranks in diplomacy. Hasn't worked out for me so far.

Grand Lodge

Male Elf DEAD

Wyatt cogitates on what he knows about the area...

Knowledge(Geography): 1d20 + 7 ⇒ (10) + 7 = 17.
Knowledge(Nature): 1d20 + 8 ⇒ (19) + 8 = 27.
Survival: 1d20 + 5 ⇒ (11) + 5 = 16.
Knowledge(Local): 1d20 + 7 ⇒ (16) + 7 = 23.

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Knowledge (history): 1d20 + 8 ⇒ (1) + 8 = 9
Knowledge (geography): 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge (local): 1d20 + 8 ⇒ (5) + 8 = 13

Imrana smiles at the description of the party's destination.

"Oh! How wonderful! I have not explored this part of Garund before! The great Old Mage Jatembe wandered these jungles, and with luck, we may find things of power and magic he left behind."

Imrana ponders, periodically opening her mouth to ask a question, only to find Doubtful has asked it a moment before.

Sovereign Court

LN Dwarf Monk 10 *Core*

"All cursed and guarded by cannibal monkey demons." Doubtful adds gloomily to Imrana's obvious cheer, swatting again at unseen vermin.

Interesting factoid!
Cold-Weather Outfit ... Core
Hot Weather Outfit ... NOT Core

"How far we going?" He asks resignedly a bit later. "No point running out of food and starving to death before the quicksand or disease gets us."

How does one go about hiring a guide? And how much provisioning will we need to do?

where's the chronicle with vermin repellent on it? =)

Silver Crusade

To varying degrees, you are familiar with the dangers of the Mwangi jungle.

Jungles are hot and full of dense foliage that makes traversing them a time consuming prospect. They are also teeming with a variety of animal life, including biting insects.

The insects around Nantambu are carriers for a variety of tropical diseases. The most prolific carriers, mosquitos, tend to cluster around stagnant water and flooded areas. The thick layers of plant life on the ground make finding footing particularly difficult for horses and most other mounts accustomed to flatter terrain.

Many of the most dangerous jungle predators set up their lairs or ambushes near natural features such as quicksand to give them an advantage.

Gold and ancient treasures are not the only highly valued commodities in the Mwangi Expanse; various fruits and other plant products can fetch a high price in the markets of major cities.

To Doubtful's concerns about the Aspis, she responds:

"“The Aspis Consortium’s business practices rarely take respect for the prosperity of local people into account. When people protest violently, the Consortium is in the habit of taking captives and selling them into slavery. In response to the Consortium’s activities, the Ekujae elves razed a fortified Consortium outpost called Nightfall Station to the ground.”

To Beorin, she comments,

"After I learned he died, I had Nieford’s belongings taken away. He had a habit of writing bits of information on little pieces of paper and leaving them around his office, however, and I gathered those and whatever else that seemed potentially useful and put them in a chest. I’ve been working to sort them out, but haven’t gotten far. You are welcome to take a look."

It looks like it could take several hours to sort through all the papers.

Aya smiles at Imrana's comment about Jatembe.

"Indeed. Jatembe was responsible for the founding of the Magaambya, which is responsible for much of Nantambu's prosperity and safety today. On a related note, while the masters of the Magaambya tolerate the presence of Pathfinders in the city, they have not granted permission for a lodge here. Please do your best to keep this location secret."

With that, Aya escorts you back out into the marketplace. She begins to wander the stalls, greeting merchants with sincere enthusiasm, but remaining available in case you have further questions.

Whether deliberately or through the chaos of the crowd, you find yourselves split up as you search for a guide.

Doubtful does manage to find a stall selling vermin repellent. This local blend is unlike the more common varieties found in Absalom. Made from local herbs and animal fats, it lasts much longer, but does not provide much protection from larger varieties of vermin.

One 10 gp pot will last an individual creature through the rest of the scenario. I'll keep track of the benefit on my end, but it won't provide protection against anything that we'd need to roll initiative for.

Imrana and Wyatt meet a young man in the light, brightly colored clothing common here, who approaches you, calling out, "Welcome to Nantambu, erudite foreigners. It seems you're preparing for a sojourn into the wilderness. I would be delighted to offer my services. I am Kubalu, a native son of Nantambu. He says with a bow.

Doubtful and D'Lak approach a solidly built woman, about six and a half feet tall. Her dark skin has blue-black undertones, and she styles her long hair in an elaborate coif of tight curls that she keeps pinned close to her head. D'Lack recognizes her as Bekyar, a Mwangi group known for demon lord worship, though that is far from universal.

She raises an eyebrow as you approach, "Well...isn't this the odd couple! Word is you're looking for a guide. The name's Lisratak. Don't believe what they tell you. Not everything's trying to kill you out there." She grins. "Most things are, though."

Dunkel and Beorin come across a a Bonuwat man with ashen-brown skin, and he keeps his head meticulously shaved. He wears simple, loose clothing with many pockets, many of which contain decorative trinkets, rare plants, or other small but valuable items.

He looks you over slowly. "Let's get down to brass tacks. You're not from around here, I am. Tell me where you need to go and I'll get you there. How's that sound?"

All three guides charge 150 gp total for the journey. Apparently it's the union rate, but you can try to haggle down if you wish. Based on your map, it should take about five days to reach the border of Ekujae territory. Finding them once you get there may take longer.

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Beorin glances at Dunkel.
"I like this one. No give in him."

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

D'lack bought a pot to have a little protection against the bugs and other creatures annoying but not deadly in the jungle.

While meeting Lisratak he says. We are indeed looking for a guide ! I Thank you for stepping up. I am D'lack Firestar, historian and this is Doubtful, a friend of mine.
Do you know well the part of the forest where the Ekujae live ? If so we will seriously consider your application.
Unfortunately, we are a large group and we need the other validation to hire you. You will have news from us soon Lisratak.

Returning to his comrades and tries to convince them to hire Lisratak except if he thinks that the elve could be offended to have a native Bekyar on their soil.

Know. History: 1d20 + 9 ⇒ (9) + 9 = 18 to know about history between Bekyar and Ekujae

Sovereign Court

LN Dwarf Monk 10 *Core*

Doubtful nods sagely, at Lisratak's assessment of the situation, as it mirrors his own. Clearly a wise woman!

Luckily, he is not aware of the Bekyar's penchant for demon worshiping and slave trading.

He also buys a pot of the local vermin repellent...
Then, goes back and buys a second pot, sure one is not going to be enough!

Hm... could it be? Abdul's Discount Alchemy Shoppe?

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana will acquire some repellent as well

"Aha! You surprised me! I am pleased to meet someone with such a learned vocabulary. Before we hire you, we will need to inquire as to your qualifications.

Imrana finds a chair (or something that can appropriately approximate one) and sits down, her book open and her pen out. She crosses her legs and sits with her back straight.

"Now, why are you interested in this position?"

Silver Crusade

Indeed! Crazy Abdul's newest location. Some time I'll have to get you guys to end up at one of my Nagaji Paladin's eight Interplanar House of Waffles locations.

D'lack knows that the Ekujae are known to skirmish with the Bekyar when they infringe on Elven territory, but even the most aggressive demon worshippers have learned to steer clear. Even in more trying times, when Angazhani forces threaten much of the Expanse, they seem to show little interest in coordinating with Nantambu or other allied groups.

Lisratak comments, "I know the region well. The journey can be difficult for those not used to our climate. I can see to it that you are prepared.

Meanwhile, Kubalu begins eagerly spouting off his credentials.

"Very well. I am a student of the Maagambya, he says, gesturing to the tower that looms over the city's heart. "It really was the only option. Even if Nantambu was not my hometown, the chance to study Jatembe's own techniques can't be passed up. I couldn't bear to go to one of those lesser academies where they don't even teach about the symbiotic relationship of arcane magic and the magic of the druidic orders."

"But beyond my academic credentials, I have been leading expeditions into the jungles for two years now. It's a form of field research, you see? While the Maagambya's libraries are unrivaled, one cannot truly blend the power of the arcane and the natural without truly understanding both. I've been studying the flora, fauna, and hazards of the region quite extensively."

To be clear, you're all welcome to ask any of the three questions. This just seemed like the best way to do it organically.

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

"You seem like one who knows his way around here. I do need to consult my companions though. Tell me more about yourself adn if you know about the Ekujae."

Silver Crusade

I've been on caravans all across the expanse ever since I was a boy. Don't deal with the elves often, but it happens every now and then. They usually do business through intermediaries, half-elves. I don't know where the half-elves come from considering how little they deal with outsiders..."

Anyway, the route to their border I can handle easy. Shouldn't be too much trouble once we cross that line."

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana nods sagely and solemnly as Kubalu gives his qualifications, all while copying down the occasional note.

"You are quite impressive! I will recommend you to the rest of the group. I would also love to see the work you have uncovered about the relationship between nature and arcane magic as well. The Great Nex prefered to keep his studies focused intensely upon arcane magic, but he did possess a great respect for Old Mage Jatembe's work."

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

"Good to hear that. If you'd excuse us, we need to confer with the rest of our group." Beorin gives a short bow as he moves off to find the rest.

Sovereign Court

LN Dwarf Monk 10 *Core*

Once it comes to it: Doubtful has no particular preferences for any of the guides... he assumes they're all working for the Consortium and will lead them to their doom regardless.

Though he does appreciate the attitude of the Bekyar woman... =)

Anyone any good at negotiating the price? Talk them down to a number easily divisible by 6 =)

Silver Crusade

Any decision about a guide?

If somebody want to try to haggle down, I'll take a social check, Profession (Merchant), or anything you can convince me works. You can make one roll for each guide (plus assists).

So we can start this process, the travel is abstracted into a series of Fortitude saves. You'll get bonuses based on preparations made (which I'll account for).

Because these represent a number of factors, give me your save with no conditional modifiers, but mention modifiers you think might be helpful (Disease Resistance, Endurance feat, etc.).

Please roll three saves.

The Exchange

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

Dunkel shifts as the Bonuwat man exudes confidence, but fails to engage in the typical banter of merchants.

"Ah'lright, let's get down t' business then, lad. Now, when 't comes 't th' topic o' yer rate, ah'm sure ye'll take some o' ye compensation 'n th' form o' some diggin'. Maybe ye 'ave a farm on th' outskirts o' th' village tha' needs some tillin' Or maybe ye're a huntin' lad, and ye need a couple o' traps dug out? Whatever th' case, ye're in luck as this seasons discounts will wash out th' typical extra fees associated with diggin' n' th' heat!"

Dunkel really needs some ranks in Profession (merchant)...

Diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19

Fort Saves (for the journey):

Fort: 1d20 + 8 ⇒ (8) + 8 = 16
Fort: 1d20 + 8 ⇒ (2) + 8 = 10
Fort: 1d20 + 8 ⇒ (2) + 8 = 10

+2 to the above if it's a poison, spell or SLA.

EDIT: Rockin' those 2s.

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana is happy to follow the lead of the others, though she has a clear preference for the Magaambya scholar

Fortitude Saves:

Fortitude Save: 1d20 + 4 ⇒ (14) + 4 = 18
Fortitude Save: 1d20 + 4 ⇒ (20) + 4 = 24
Fortitude Save: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

Male Elf DEAD

Wyatt listens carefully to what everyone has to say about the various guides that are available for hire.

Wyatt would recommend steering clear of the Bekyar - the elves probably won't like her, *at all*.

My vote would be for the Bonuwat man - he seems to have the life experiences necessary to be a solid guide, is not pretentious, and admits to having actually dealt with the elves in the past - which suggests that he knows the way.

When the time comes to go, he makes sure he has enough water and provisions, a generous supply of the local insect repellent, and casts Endure Elements, to help with the heat and humidity (renewing it each day, as necessary).

Fort: 1d20 + 3 ⇒ (18) + 3 = 21.
Fort: 1d20 + 3 ⇒ (6) + 3 = 9.
Fort: 1d20 + 3 ⇒ (15) + 3 = 18.

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Having no other skills to help perhaps diplomacy to help haggle?
Aid Another Diplomacy 1d20 + 7 ⇒ (10) + 7 = 17
Or Guidance to aid in your checks?
As for travel. I have a wand of Endure elements I could use for everybody, hereby saving some spell slots.
Fort Saves 1 1d20 + 7 ⇒ (1) + 7 = 8
Fort Saves 2 1d20 + 7 ⇒ (8) + 7 = 15
Fort Saves 3 1d20 + 7 ⇒ (6) + 7 = 13

Grand Lodge

Male Elf DEAD

@Beorin: If it is 5 days there, and 5 days back, that is 10 per person, or 60 charges in total :-/ Consequently, I will still use one of my spell slots for Endure Elements each day (so that we only use 50 charges = one full wand), but I very much appreciate the offer!

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

D'lack will vouch for the Bekyar woman but as is not very strong willed he will accept anyone guide.

D'lack will uses his wand of endure element during their travel trough the jungle. He also proposed to share some of it with his comrades.

Fortitude save 1: 1d20 + 3 ⇒ (13) + 3 = 16
Fortitude save 2: 1d20 + 3 ⇒ (16) + 3 = 19
Fortitude save 3: 1d20 + 3 ⇒ (5) + 3 = 8

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Beorin will also purchase a pot of insect repellent.

Sovereign Court

LN Dwarf Monk 10 *Core*

Fortitude: 1d20 + 8 ⇒ (9) + 8 = 17
Fortitude: 1d20 + 8 ⇒ (8) + 8 = 16
Fortitude: 1d20 + 8 ⇒ (17) + 8 = 25

Doubtful is immune to disease, so just needs to avoid the heat!
He uses the insect repellent anyway =)

And some survival checks, for not getting lost and knowing when our 'guide' is leading us astray (or not knowing, depending on the rolls)
Survival: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Survival: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Survival: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Silver Crusade

The guides don't seem particularly responsive to Beorin's haggling. Ekujae territory is dangerous, after all. The 150 gp rate remains in effect.

Maybe introducing each of you to the guide I thought your characters would like best wasn't the best way to build consensus...It sounds like Mitarat (the Bonuwat trader), seems to have the most active support, so I'm going to assume you go for him.

The hot, humid jungle is full of streams, bogs, fallen trees, and thick underbrush. Numerous hills, valleys, and cliffs require the PCs to take a somewhat circuitous route. Like clockwork, heavy rains begin at 4 p.m. each day and last until the following morning.
The journal fragment that Allahe gave you is simple enough to follow, showing a general southeasterly route into the jungle around the major cliffs.

Watchful monkeys and birds keep a careful eye on anyone moving near them, and larger predators such as jaguars investigate your camps from a safe distance, although they never dare to attack a such large group.

Birds, monkeys, insects, and the even the occasional hunting cat produce a constant stream of calls, chirps, and roars around the clock, imposing a –2 penalty on Perception checks.

This is how each of you is faring when the first notable event happens

The Good
Doubtful and Imrana both weather the journey well, if not entirely comfortably. Doubtful finds plenty to complain about, but doesn't suffer nearly as much as some of

The OK
Wyatt begins to feel sick, but manages to fight it off. He suffers 1d2 ⇒ 1 Con Damage.

The Bad
Whether he missed a spot when applying repellent or drank some bad water, D'Lack is definitely ill. He currently has 1d4 ⇒ 1 Con damage, 1 Cha damage, and the fatigued condition. He is considered to made the first save against the disease.

The Ugly
Dunkel and Beorin are not so lucky. In addition to the flu-like symptoms D'Lack is experiencing, some of their lymph nodes begin to swell and become painful. Dunkel has 1d4 + 2 ⇒ (1) + 2 = 3 Con Damage and 2 Cha Damage. Beorin has 1d4 + 2 ⇒ (1) + 2 = 3 Con Damage and 2 Cha Damage. Both are fatigued.

Wow. Minimum rolls there. Lucky you.

GM Dice:
1d20 + 11 ⇒ (15) + 11 = 261d20 + 11 ⇒ (14) + 11 = 25

Beorin: 1d20 + 5 ⇒ (15) + 5 = 20
D'lack: 1d20 + 6 ⇒ (8) + 6 = 14
Doubtful: 1d20 + 12 ⇒ (11) + 12 = 23 Stonecutting
Dunkel: 1d20 + 9 ⇒ (8) + 9 = 17 Stonecutting
Imrana: 1d20 + 6 ⇒ (20) + 6 = 26 Acts in surprise round!
Wyatt: 1d20 + 13 ⇒ (8) + 13 = 21

As you near the border of Ekujae territory, Doubtful stops you all before approaching a particularly muddy patch of trail, recognizing it as quicksand.

Quicksand rules wrote:


Quicksand: Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that might trap careless characters. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don't have a chance to detect a hidden patch before blundering into it. A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him 1d2 × 5 feet into the quicksand.

Effects of Quicksand: Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills).

Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If both checks succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface.

The narrowest path across is ten feet wide. For reasons that may or may not become apparent, taking 10 is not an option here.

Map will be up soonish.

Sovereign Court

LN Dwarf Monk 10 *Core*

Mitarat is fine. =)

God, they really kill you in these scenarios on jungle/swamp travel.

Multiple days of liberal application of the home-grown insect repellent, constant rain and heat, and just a general paranoia about what is hiding behind every leaf and hill, has Doubtful a sticky mess.

Still, most of his issues seem cosmetic (and perhaps psychological) unlike some of the others.

"People actually want to live in this hell hole?" He complains. "Its giving the Gloomspires a run for its money."

The trip had been tedious and boring, so the discovery of the large patch of quicksand almost seems welcome.

He eyes the quicksand suspiciously, then remembering what they learned back in Nantambu, starts to eye the surrounding foliage with even more suspicion.

Perception: 1d20 + 12 ⇒ (13) + 12 = 25 (looking for something else hiding nearby)

"So what horrible creature is using this as its hunting ground?" He muses. "Tiger? Tigers! Maybe some sort of carnivorous tree?"

Is it possible to go around it?

Silver Crusade

Yeah, it's rough, but the CRB rules aren't great either. I think you'd need to give me somewhere between 120-720 fortitude saves (with varying DCs) depending on the details of the weather forecast, and at least 40 survival checks to navigate. A little bubonic plague is a small price to pay in comparison.

Mitarat chimes in, "I don't see anything lurking here. Tigers might stalk a real watering hole, but probably not this one. Leucrottas, possibly. Scream for help, get people rushing in and stuck. Next thing they know they're lunch. But the Tobongos only photosynthesize, don't worry.

Going around seems possible but would add significantly to the duration of the journey.

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Ouch, -3 to Con and Cha? that's going to hurt my channel into the realm of nothing. Oh Well. Bad rolls are just that. Bad......
How far across is the quicksand?

"What do the rest of you suggest?" Beorin asks as he looks around....
Perception 1d20 + 5 ⇒ (14) + 5 = 19
Survial 1d20 + 4 ⇒ (19) + 4 = 23

Silver Crusade

Only -2 Cha. Map is added above, with direction of travel. The map really isn't clear, but the consensus seems to be to treat the part that's river as quicksand.

Sovereign Court

LN Dwarf Monk 10 *Core*

Not seeing anything lurking, waiting to ambush them once they're vulnerable, but knowing its out there somewhere, Doubtful finally relents from eyeing the surrounding bushes.

He moves over to an area to the left of the narrow section, pulls out a rope, tosses one end to Dunkel, then suddenly leaps!

Avoiding the narrow section. If someone's going to set up a trap, that's the obvious spot, so will aim for a 15' wide section (where the arrow is on the map say)

Acrobatics to Jump: 1d20 + 15 ⇒ (10) + 15 = 25 (Always counts as having a running start)

One second standing, the next bounding 25' forward to the far side.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

D'lack even used to be in the jungle was not so good after several days of walking.

He was quite tired of walking through it and dreamed of feather bed and a night absent of mosquitos.

Seeing Doubtful jumping he says

I'm too tired to try to jump like him. And I'm sure once I will try to cross a giant mosquito will come to bite me, like all his little brothers before it !

Percpetion: 1d20 + 6 ⇒ (1) + 6 = 7

Sovereign Court

LN Dwarf Monk 10 *Core*

That's the spirit!

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Any place to anchor rope?

Grand Lodge

Male Elf DEAD

Impressed by Doubtful's dexterity, Wyatt tries to follow in his wake; but he is more cautious, and takes a running jump.

Acrobatics: 1d20 + 5 ⇒ (11) + 5 = 16.

EDIT: That clears 16 feet, which is just enough to make it across :-)

Landing safely on the other side, he then tosses one end of a length of rope across to the rest of the party, so that the less dexterous can pull themselves across.

Sovereign Court

LN Dwarf Monk 10 *Core*

Once across, Doubtful peers around suspiciously again, trying to spot something he missed from the other side.

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

He then makes sure his end of the rope is secure, and prepares to haul folks out should they get mired in the hazard as they try to cross.

Jump or swim! =)

The Exchange

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

Conditions: -3 Con, -2 Cha, Fatigue

Dunkel seems less than pleased and spends a good part of the journey wondering aloud if his diggin' insurance covers illness due to jungle travel.

Seeing Doubtful leap over with ease, Dunkel sighs and begins working his magic before following his kin across.

Wand charge for mage armor in case something attacks. Cast expeditious retreat for the bonus to Jump.

Jump (10ft, running DC10): 1d20 + 8 ⇒ (20) + 8 = 28

Sovereign Court

LN Dwarf Monk 10 *Core*

There's PED joke there somewhere...

The Exchange

PFS #76925-36 Male Dwarf Cleric 6 | HP: 57 /57| AC: 17/10/17|Init: +4| Perc: +8| Fort: +10 | Ref: +4| Will: +11| CMB: +6| CMD: 16| Warhammer: +7;1d8+3| Sling: +3;1d4+2 |Channel Energy 3d6 3/4
Skills:
Acrobatics: -3| Appraise:+0| Bluff:+1| Climb:-1| Diplo:+8| Heal:+7| Intimidate: +1| Kn.( Reli): +6| Kn (His & Nob):+5/4| Ling:+4| Sense Motive: +11| Stealth: -3| Survival: +4| Swim: -1|

Beorin looks at his fellow dwarves, sighs and steps away. He makes sure to loop the rope securely around himself.

Moments later Beorin comes barreling across!
Jump? 1d20 - 6 ⇒ (1) - 6 = -5
His jump was absolutely perfect! It was a beautiful swan dive that took him head first straight into the quicksand. With his legs sticking out, he then proceeds to do several routines using his legs and only his legs.

Scarab Sages

F HP: 37(48)/37(48) | AC: 16 T: 12(16 vs incorp.) FF: 14| CMB/CMD: 3/15 DF: 5/7
Spells Active:
See Invisibility, Mage Armor, False Life, Haste
F+4 R+4 W+4 (+2 vs death)| Init +4(always act in surprise rounds) Perc +8

Imrana pulls out her own mage armor wand, following Dunkel's lead.

"Ah yes! Protective spells are a good idea, Dunkel! I'll toss up an extra one as well."

Mage armor from wand and a prepared false life

False Life: 1d10 + 4 ⇒ (10) + 4 = 14

Imrana watches patiently as the others jump across one-by-one. She measures the distance mentally and shuffles about, adjusting the angle of her approach. When she's finally ready, she focuses her mind, drawing upon her divination powers to assist in directing herself.

She will use one diviner's fortune on herself as a standard action, then attempt to jump as her move action for that round.

Acrobatics (diviner's fortune): 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

She lands on the other side with a calm--if slightly surprised--grace.

"Amazing! Perhaps I should try this more often."

Sovereign Court

LN Dwarf Monk 10 *Core*

Doubtful watches Dunkel and Wyatt leap across as if waiting for something.

When Beorin lands head first in the muck, he seems vindicated, in some way, as he starts to haul on the rope, to pull the unfortunately dwarf's head right-up before he starts to drown. Then begins pulling him across, as Imrana demonstrates a far more graceful crossing.

I get this feeling, in absence of GM response, we might be jumping some sort of gun here =) Still... 4 of 5 so far... with only D'lack left to go, not bad!

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