Cup |
Cup grins. "I was in Belkzen once. It was bleak and dangerous and there were war drums rolling in the background at all times... It was GREAT! Besides, aren't we close in time to Floodgate, when all the orc tribes gather in truce for a bit before figuring out who they all want to invade next? I bet we can just join in with the celebration and then be on our way."
___
@D -- No irony at all. Andrew Hoskins wrote both adventures, and he loves Belkzen as a setting.
Sir D. Arthraven |
More in the sense of "ah, so now -i- have to go there as well."
Might have been interesting if my orc raised human ranger had to go there.
GM Red |
Urgir, capital of Belkzen, land of the orcs, is a dusty city composed of a discordant combination of crumbling dwarven architecture and rickety shelters. Medda has asked that everyone try and obtain tribal tokens, which allow safe passage through Belkzen and protection from the orc tribes. She has purchased as many tribal tokens as she can with gold but still needs more to have enough for her following warriors and the Pathfinders.
"These crude tokens are much more than just simple clay," Medda says, pulling out a sack with a few of them. "The tribes here will allow you safe travel through Belkzen if you manage to secure enough of them. Please, help them, impress them as much as you can!" She pleads. Anok floats out of Medda's head. "Hmm, I am not sure how much these tribes would take to ethereal beings, so I'll stay hidden."
___
Moving through the camps, you note that there are seven Orc ambassadors that you'd be able to influence. What do you guys think about doing these in order? Otherwise, I can write them all in at once.
Blenta - Storm-Screamers of Rull tribe
Colloquially known as The Beastmaster, Blenta was found in the beast pits and, as legend has it, was raised by a tribe of sentient boars. She's therefore taken on more of the appearance of a pig than an orc, her ears folded at the ends, and it's become a sore subject of ridicule for her in the past few years as the ears have continued to develop despite her head remaining the same size.
She wears a tattered leather vest with a screaming skull adorning the back. As you approach, she cracks her whip as she attempts to train a particularly independent gorthek. "Who are you people? Here to ride a gorthek? Don't look at her like that. She's not some carnival animal."
Key skills for Blenta: Handle Animal, Wild Empathy, CMB, Knowledge (nature), Ride
Mr. Peppers |
Knowledge: Nature: 1d20 + 9 ⇒ (1) + 9 = 10
Mr Peppers snaps his head back a bit as he stares at the large beast of burden, almost as if in a daze "Umm, my apologies. I've.. never seen a beast quite so... grand before. I bet Uesugi here could throw his hand in for a ride, he's quite the accomplished equestrian even if he wouldn't admit it." Mr Peppers stammers out, still trying to figure out what exactly he's still staring at.
I'm going to make the assumption this is a new day and change my spells and reset spells/ability uses. Mr Peppers also would have cast endure elements before getting here... he doesn't like to be cold! Or Hot...
Longjing |
"Rawwwwwwwwk! My Noble Steed can ride anything!" The mighty dragon lands on Uesugi's head, his tiny claws scabbling for purchase. "After being steed to a dragon, can encountering a Gorthek provide sufficient challenge?"
Uesugi Hideyoshi |
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Uesugi looks over the gorthek. "A worthy steed breed for battle you have done well by raising it. Let me see if your steed will acknowledge me worthy."
Ill use my CMB to determine my success
Uesugi approaches the gorthek from the front his demeanour showing no fear. Locking eyes with the gorthek he stares at it for a moment signaling to it that he will be respected by this mount as if he were the creature's master. With that he vaults upon it's back gripping the folds of skin.
CMB: 1d20 + 9 ⇒ (20) + 9 = 29
GM Red |
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When Mr. Peppers fails to understand the animal, Blenta cracks her whip at the ground next to him. "What do you actually know, elf? Another trick of yours, I suppose? I've seen your kind before. Robes, wands... Magic... Pitiful."
Then, Blenta gasps, dropping her whip as Uesugi handles the gorthek as if he had ridden it for years. "Human, you handle that animal like one of your own." She walks up to the gorthek, the animal now thoroughly timid with Uesugi's domineering grip, and kneels. "This is impressive. A creature like this ordinarily takes days to whip into shape, and this girl was downright feral." She extends her hand to shake Uesugi's. "Accept these tokens as my thanks. Oh, and if you do fight something like this during your travels through our lands, here are some techniques on fighting them."
After handing Uesugi a handful of tribal tokens, she points out the weak points on the gorthrek, including the soft spot under it's neck and a vital artery running through its flank.
___
Nice nat 20 there! You succeeded, and as an added benefit, for the rest of the adventure, you gain a +1 on attack and damage rolls against all animals and magical beasts.
Mr. Peppers |
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Mr Peppers bows graciously, knowing he's a guest here and not to stir up trouble. Orcs... all the same. All brawn and little brains.
GM Red |
Borbus - Cleft Head Tribe
You find Borbus, a burly, muscular orc seated on a stool next to a campfire. He sits with a rough-hewn stone and a dagger, sharpening it half-heartedly and looking horribly bored. Next to him are a dozen empty bottles, each labelled with the insignia of Belkzen Brewery. A pile of crude weapons lie strewn about his camp.
He looks up at you as you approach. "Milk-skinned travelers? Are you the entertainment crew, or what?"
Key skills for Borbus: Perform (any), Sleight of Hand Bluff, Escape Artist
Mr. Peppers |
Mr Peppers turns to Miss Cup with a straight face "I believe he's looking for a singer? This is right up your alley. Gnomes are very entertaining folk I must admit."
Cup |
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Cup blinks uncertainly at Pep's statement. "Was that.. a compliment, Pep?" Then she takes it in. "Pep likes my songs!"
♫ Hello, Borbus
May I say that cleft head is gorgeous?
You're an orc with style
I'm sure it makes all the girls go wild
You're fierce, you're green,
You understand this whole Belkzen fighting scene
I'm small, but also sorta green
You make raids;
I sing, I dance
Under different circumstances
I'd offer you tea
Now... please, get that blade
Away from me!
Hey, not so close to my spleen!♫
Cup cartwheels around the teasing orcs, some of which have been poking sharp pointy things in her direction. She decides to make the most of it, running back and forth on her small legs and comically doing back flips when mock-threatened.
♫ I'm Cup from the Red Arm
And you have a mighty fine axe
But this isn't polite so I'll just have to ask
No more slashes, no more cuts
Time to get outta that rut
Time for your token charm
And your token appreciation
Your applause, your ovations
Maybe time for some teeny tiny donations! ♫
She dances again, spinning on her emerald green boots, before passing around her hat for donations.
Perform: 1d20 + 17 ⇒ (14) + 17 = 31
Mr. Peppers |
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He nods solemnly "Your singing is very good, always has been." Its the voice itself that can be tiresome...
Sirettis |
Perform(Wind): 1d20 + 3 ⇒ (7) + 3 = 10
Sirettis can't help but pull out her flute and play along.
GM Red |
Borbus looks up from his weapon sharpening as Cup takes to the stage, watching her vault over piles of weapons while offering an inspiring, energetic performance. With Cup's voice carrying well throughout the camp, a small crowd forms to observe. When she's done, Borbus stands from his stool and applauds the performance, a grin on his face. "Now that's what I call quality entertainment! Never have I seen a gnome so animated in my life - not here, anyway." He pulls out a handful of tribal tokens and drops them in her hat. "How about an encore?" He jokes.
More tokens! And, the following benefit: Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, you can decide to roll twice and take the higher result. You can each use this benefit once before the end of the adventure.
GM Red |
Bukog - The Steel Eater Tribe
Bukog stands at a blacksmith oven, tempering a horsechopper on an anvil. He wears an apron and fur-lined vest made of steel and leather. "Blasted goblin weaponry, what garbage!" He looks frustrated, hammering away at the weapon only to have it crumble. "What a joke. And you call yourself a legendary metalsmith? I've seen better work from a halfling," one of his peers taunts, others laughing at Bukog. "SILENCE!" He shouts, hammering at the weapon furiously - to no avail.
Bukog's key skills: Appraise, Craft (any), Spellcraft, Use Magic Device
Sir D. Arthraven |
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Here goes nothing...
Appraise for adjustable details: 1d20 ⇒ 18
Aid other here please. :)
D. takes a more careful look at the blade.
"Orc, you want to make that small weapon more efficient, yes?
Looking at it now, adding a few more serrated parts would increase it's injury potential. Putting a little more hilt over the metal will decrease the chance of it breaking off when facing solid surfaces."
Sirettis |
I lack that skill, but I am smart.
Appraise (Aid): 1d20 + 5 ⇒ (2) + 5 = 7
"Ah...weapons...um...hmm." Sirettis has no real martial expertise and no real skill with weapons...
Uesugi Hideyoshi |
appraise aid: 1d20 ⇒ 16
"You are correct, D. But also the fire is not hot enough. It must be stoked even higher and then contained with good quality rocks to contain the heat. When the heat is contained then it will bleed into blade strengthening it tenfold."
Mr. Peppers |
Mr Peppers watches the smith deal with such crap "Ya, I've seen better metal in some tavern spoons, but the key here my friend is to augment the strength with MAGIC! Magic can turn the weakest of metals into materials that can rival adamantine! There must be a few mages amongst the orcish ranks here?" None that I couldn't best in a duel but 'something'.
Spellcraft: 1d20 + 16 ⇒ (12) + 16 = 28
GM Red |
"A human is going to tell me how to craft weapons? Our clan has a long history of forging superior weapons," Bukog mentions, dipping the weapon in water. "And rocks for smithing? Hmm..." He puts the weapon down, collecting a pile of wood and stone and dumping it into the fire, which flares brightly with hot white flames. "Let's see here..." Taking D's advice, he picks up a slab of steel scrap and begins reinforcing the blade with it. Mr. Peppers assists by finding a magically-enchanted scrap and offering it to Bukog, who is a little suspicious of it, but uses it anyway. Before long, the work is done, and Bukog hoists the newly reinforced weapon into the air. "Behold! Glory to the Steel Eaters, best metalsmiths in all of Belkzen!" He cuts down a straw practice dummy in one fell swoop.
"And for that, you have my thanks." He tosses D, Uesugi, and Mr. Peppers some more tribal tokens.
You might like this one: Each of you gains a +5 bonus on any Day Job checks performed at the end of this adventure. (I'll be sure to tally all of these bonuses at the top of the campaign, there's seven total and we'll definitely forget them)
Mr. Peppers |
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The tall, dark and wise Elf nods his head in appreciation of the tokens and recognition "We thank you Master Smith. We don't wish to cause trouble with your people, merely pass through your lands in peace." Lets hope we don't see much of his steel on this trip, or at least if we do it was crafted prior to our arrival...
GM Red |
Gekgaro - Broken Spine Clan
"Not even a damn tent without holes in it in this place," a leaner, yet well-built brown-skinned orc complains. Tattoos cover his face mostly in the shape of tribal markings and crude weaponry. He carries a bow on his back and as he paces about the camp, turning barrels upside down. "Our forces aren't going to live through the winter unless we can properly setup camp here. If it weren't for those damned Pathfinders pillaging and looting everything, maybe we'd actually have a chance," he says to one of his tribesmates.
Key skills: Knowledge (geography), Survival, Knowledge (history), Knowledge (nature)
Hide your wayfinders!
Mr. Peppers |
Orcs freezing and starving to death, if I wasn't such a nice guy I'd be pretty pleased...
"It looks like you need yourself a dedicated hunting party? Or maybe some extra coin to buy more supplies? Are there many orcish farms in these parts?"
Mr Peppers is happy to assist in any of the knowledge checks if we go that way, or 'Sugi hits up that Survival advice. Or we can let them starve and forgo the extra tokens :P
Cup |
Cup slips her jade green wayfinder deep into her jacket.
Knowledge Geography: 1d20 + 11 ⇒ (13) + 11 = 24
"Oh, we can't have your tribe starve! I passed by several excellent sites on the way here!" With prestidigitation, she moves dirt around to create a serviceable map of the flood plain. "Look! Do you know where Kala's Tears is? I was traveling through Belkzen on a... hrm... mercantile expedition... Did I mention that my family sells tea? Well I found a really great cave system over here. It even has some water. You just have to travel part way up the cliff to get there, but it's an easy climb."
Bluff (pretending Pathfinder Mission was Mercantile Mission): 1d20 + 17 ⇒ (14) + 17 = 31
Mr. Peppers |
"Miss Cup speaks the truth. Perhaps you merely need to move the camp into an area with better hunting and foraging opportunities? Would a paper map be of more help?" He pulls out his journal and flips to a fresh page, making a crude copy of the map Cup created, asking others if they have any more insights.
K:Geography Assist: 1d20 + 9 ⇒ (4) + 9 = 13
Sirettis |
Knowledge(History): 1d20 + 11 ⇒ (9) + 11 = 20
"The winter storms come in ebbs and flows. Twenty five years ago, a storm came from the Southeast, a rarity for this region. Many tribes were caught off guard and suffered terrible losses. I would suggest you reinforce against wind from the Southern and Southeastern sides this winter."
GM Red |
Gekgaro stops in place when the small gnome walks up to her. "Tea? That could be just the thing... A nice pot of hot tea... Hmm..." Putting his hand to his chin, he considers it.
Sense Motive, Ranger 4, roughly speaking: 1d20 + 5 ⇒ (4) + 5 = 9
"A mercantile expedition, you say? You'll have to tell me more about it. Perhaps after we try some of that tea of yours!" He nods as Sirettis brings up the storm. "I have heard of such a storm. We might be able to use some leather to make these tents stronger. With enough help, we might even have it ready for the cold. Even if we don't, the caves the gnome talked about should help. Thank you."
Success! Will let you know your benefits at the end.
Time's ticking a lot faster than I'd like it to. Three days for this part is not enough at all in PbP! I'm going to put two more reps in and you guys can roll for both.
Graffa - Burning Sun Tribe
A female orc dressed in a monk's robe vaults over a chair, lands on her belly and crawls under a fence of barbed wire. She hops to her feet and turns to you as you approach. "You there! You're obviously foreigners, care to challenge our tribe to something of an obstacle course?"
Key skills: Climb, Escape Artist, Swim, Acrobatics
________________________________
Kardook - Bloodied Gauntlet Tribe
You come across a sparing pen where an absolute bear of an orc holds another in a headlock. "Argh!" His opponent grunts and spits as he struggles to get out of the grapple, but Kardook throws him to the ground.
"Hah! What is that, three in a row?" He smiles, helping the other up. He cracks his knuckles and watches Sir D, Uesugi, and Gallix as they approach. "You three look like you know your way around a wrestling match. What do you say?"
Key skills: Intimidate, Profession (soldier), CMB, Knowledge (engineering)
Sir D. Arthraven |
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Graffa.
"Obstacle course huh. Heh, why not."
D. observes whatever is laid down before him and focuses his mind before participating.
Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23
Kardook.
D. throws the orc a stern glare.
"And you look like someone who knows when to back down."
Intimidate: 1d20 + 7 ⇒ (16) + 7 = 23
Mr. Peppers |
2 people marked this as a favorite. |
Graffa
Mr Peppers pauses as he walks past Graffa and hears her offer, without missing a beat he calmly replies "Not a chance from this Elf, but the others, like D there, will." He then finds the most comfortable looking seat that isn't taken, casts a quick spell to clean it, and takes a seat to watch.
Kardook
"They should all provide a worthy challenge." Wrestling... what a nasty game. Dirty sweaty orc hands all over you? Vuurrrp!
Cup |
1 person marked this as a favorite. |
Graffa
Cup assists D through the Obstacle Course. "You can do it! You can do it! Jump high! Now, hunch low! Now, do the funky chicken!"
Aid Another Acrobatics: 1d20 + 17 ⇒ (10) + 17 = 27
She auto-aids for +4 to D's roll, but it's fun to roll anyway.
Kardook
Knowledge Engineering+SS Skill: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
"Have you thought about building a better wrestling pit? One with all the interesting dangers and traps you can muster? If so... I can help you with that."
Cup then proceeds to build a model of a crazy wrestling pit with water, an optional shark tank, swinging baskets filled with knives, and improved seating for onlookers. "You could sell tickets for something like this!"
GM Red |
D slips through the obstacle course with both style and grace, and emerges well ahead of Graffa. "You'd better help me design my next one, being so skilled at crossing this one and all!"
Success and tokens gained
D then stares daggers at Kardook, who quickly backs down from his challenge. He leans over to watch Cup's makeshift clay wrestling pit in awe. "Now that's pretty cool. Count on a gnome to be inventive! That's much better than this filthy pit we're standing in!"
Success and more tokens gained!
There is only 1 left, and I should have him/her up shortly!
GM Red |
Mirtgog - Murdered Child Clan
Medda leads you to a particularly sneaky orc slinking around the Empty Hand tribe's camp and listening in on others' conversations. "Psst... You there... Know any illicit details on the Empty Hand? I'm looking to bring down Chief Grask Uldeth. Just for fun. Evil and all that. If you've got details, Mirtgog has coin."
Sleight of Hand, Disable Device, Stealth
Sir D. Arthraven |
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Are you daring me here?
D. turns away.
Go go gadget cloaking shield.
D. bends through his knees, disappearing behind the others, and activates his invisibility.
Take 10 for 31 on stealth.
Slowly moving around the orc, he relieves the orc of their money pouch, while that one is distracted by talking to the others.
He heads over to near a distracted orc that looks like the best pushover type, and carefully plants the pouch on him.
D. takes a few loose coins, and drops a few to make a faint trail to follow.
He drops invisibility behind his comrades, and slowly rises again, awaiting the orc's realization of his missing property.
If any of the others wonder what all the ensuing mayhem was about, they'd likely just have to look at D. to see a faint grin.
Gorgeous Gallix Granbonne |
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Dang! Totally missed out on all the excitement!
Gallix hangs back from the group and all the challenges from the various orc chieftains. The journey north had been rough on the brawler. He caught some sort of bug on the trip, and could hardly keep his stomach down, let alone handle the various obstacles and such the chieftains were presenting for the group to overcome. He was grateful for how capable his friends are, however.
GM Red |
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D lifts the money pouch and drops a few coins near an Empty Hand tribesorc. Mirtgog feels something tug at his side and reaches back to find his stash, only to realize it's gone. "Hey, what the? You there! You took my money!" Two other Murdered Children rush up near the "thief," their clubs in his face. The pouch clearly has the insignia of their tribe on it. "Filthy thief! Of course a search of the corrupt Empty Hand tribe couldn't possibly come up empty handed!" The two throw the poor orc down and take Mirtgog's coinage back, while Mirtgog notices Sir D's faint grin.
"Sly as a snake and quick as a fox... Excellent... This will go a long way." He sneaks Sir D a few more tribal tokens.
7 out of 7 chieftains have been impressed!
- PCs gain a +1 on attack and damage rolls against animals and magical beasts for the rest of the adventure.
- Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure
- Each PC gains a +5 bonus on any Day Job checks performed at the end of this adventure.
- Each PC gains the Nimble Moves feat until the end of the adventure.
- Each PC chooses either the Acrobatic or Athletic feat and gains it for the rest of the adventure. (Please choose this now)
- Each PC can use martial flexibility as a 1st-level brawler once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.
- At the start of an encounter, each PC can choose to gain the Precise Strike feat for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.
Mr. Peppers |
Mr Peppers watches the exchange of 'pleasantries' between D and the orcs Good thing he doesn't try that sneakery on me and my components..
Once they're complete and more tokens are added to the pile, He speaks up to Medda and the group "I hope this is enough to get us by, I don't like being an Elf hanging around with a bunch of orcs.. Its a bad look and could be bad for my health. We should head off sooner rather than later."
Acrobatic feat please!
Cup |
"Oh, Pep! This has been great! Just like a festival! Did you see D's nimble moves there?" She looks around. "Pity there's no one selling candied nuts..."
Acrobatic feat, please!
Gorgeous Gallix Granbonne |
*Sniff*
"Gread job you guys! Sorry I cuddnt be more helb! I thing I'b starding to feel bedder though."
*Sniff*
Athletic for me, I think!
Mr. Peppers |
*Sniff*
"Gread job you guys! Sorry I cuddnt be more helb! I thing I'b starding to feel bedder though."
*Sniff*
Athletic for me, I think!
"There is quite a bit of evidence that binge drinking lowers someone's immune system. And considering your low tolerance for poisons I would think this is something you should take into account in the future..."
And the jokes I can do about 'deez nuts' are endless...
Gorgeous Gallix Granbonne |
Gallix gives Peppers a rather sardonic glance and retorts as much as his current state will allow, "Yeah, well I can't helb it thad sub peoble dribe me ta drink."
*Sniff*
Cup |
Acrobatic feat, please!
Oops. May I do a take backsies here? I just realized that Acrobatic feat does Cup no good whatsoever. Please give me Athletic instead.
Sirettis |
Sirettis watches Gallix stumble slightly. His inebriation is obvious. With enough tokens as possible to find, she cannot help but feel happy.
And it seems like the wind agrees, as it helps bend her body to and fro. She can't help but feel a little more Acrobatic.
<Having fun with the Orcs? At least they don't lie.>
+2 to Fly? Also Acrobatics I guess but more importantly Fly? I'll take the Acrobatic Feat!
GM Granta |
★★★OVERSEER ANNOUNCEMENT★★★
Having traveled for more than a week through the harsh lands of Belkzen, the Twinhorn warriors grow excited as they come within a few days’ travel of their homeland.
As the sun dips behind the Smokespur mountains, the sound of drums start to echo off the rocky canyon walls, starting slowly at first, but quickly increasing in pace. Medda turns from her lead position in the caravan and shouts “Look out! Ambush!”
The drumming continues as a boulder hurtles from the mountain and lands on the lead wagon, sending splinters flying in all directions. Clouds of dust billow off the mountainside as dozens of orcs surge from the foothills and chant to the beat of the drums. Arrows and boulders begin to rain from the slopes.
Medda calls out, “Pathfinders, someone is willing to risk Uldeth’s ire by attacking us! I need some of you to meet their vanguard, others to guard the caravan, and a third group to take out their archers.”
@Table GMs: You have 11 days to run Up the Flood Road on page 22. Encounters D, E, F, and G are now accessible, but please stop before reaching Part 3.
Uesugi Hideyoshi |
Uesugi remains his stoic self with a vigilant keep on eye on the others as they languish in orc camp. They had done well to impress the ambassadors but they were still outsiders here and the sooner they left the more likely Mr. Peppers would leave with his ears intact. He had already seen a few of lower caste orcs pointing at the elf's ears and liking their teeth.
"Shall we be leaving soon? I would rather we not have to spill blood and incite a hundred orcs needlessly."
Athletics
Sir D. Arthraven |
Athletics please. I lack any bonus on str skills.
D. nods when accepting the tokens.
If GM doesn't mind, D. would take his 3 points of burn to activate overflow while on the move.
"I can deal with archers."
Since i'd be missing out on PBS, probably, overflow will compensate.
Gorgeous Gallix Granbonne |
After leaving the camp, Gallix sobers up and feels much more ready for action. Unfortunately, his readiness is soon greeted by the orc ambush. "Alright, Sugi! Front line, then? Let's go!"
Could Gallix go ahead and use his mutagen as the ambush is launched?
Mr. Peppers |
At the sound of alarm Mr Peppers reflexively reaches for his armoring wand and with a slight smile thinks Sounds like I may finally get to test out this fireball a time or two...
GM Red |
Gallix and D, the mutagen and overflow are both fine
Where did you want to go first? To the caravan, the front lines, or directly to the leader? (Looks like one vote for front line so far!)
Sirettis |
"I would prefer to protect the caravan directly before we approach the frontline."
We need to reapply Lucky Number, right?
Lucky Number: 1d20 ⇒ 14