Vaylen Trade Guild - Couriers with a Difference

Game Master Wolfwaker

No job too difficult, no fee too large - motto of the Vaylen Trade Guild affixed to the door of the wagon... mildly singed.
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HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Shorga, I was contracted to a priest from before I was born. He said the stars showed my potential. I promised not to leave till I was 25 and finished. I made it! I thought I was going to go mad sometimes!"

He laughs in response to Shorga's joke
"Ha! guess we're all journeymen now!"


Minor Crab-beast

The road continues to be steadily eaten up before you, and a decision needs be made soon as to whether the carriage will push on through the night or make camp.

You've put enough distance between you and Almas that there are not many other travelers on the road, and the ground around you is reasonably flat and with only sparse brush. A hundred yards or so to your West lies the river that you are following Northwards.

For clarity - you've got far enough to travel that you'll need to rest the horses at least once along the way. The time constraint takes this into consideration.


@Shorga
With a deadpan face: "Right, just as I thought. I'll keep calling you Shorga if you don't mind."
@Kiren
"Can you project the light so that I and the horses can see the road at least 60ft. ahead? If not then I'm afraid it's not a big help, as we'll need to slow down considerably not to run off the road or into something. I think I'd rather keep the horses fresh, while the road is quiet, so that they're prepared for potential trouble. We should keep an eye on an opportunity to buy a lantern."


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Hey! What if one of us walked ahead carrying the light? Maybe we could give it to Shorga?"


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"I'd like to try to push on and get some extra hours, but I think we'll need to slow down. If we are pushing on I think we need to use the carriage to sleep in shifts."


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

If the horses are not tired yet and the road is good and flat, seems like a good time to press on for at least part of the night. I can take Kalum's place as lookout (low light vision).

Light gives 20' of normal light and 20' of dim light. If I have it right, my light spell lasts for 30 minutes (10 minutes/level plus a bonus level from the Lightbringer ability) so Shorga can carry it and then I can recharge it.


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

"Hey, if we come to a village, we can send Shorga to knock on someone's door in the middle of the night asking for a lantern...hmmm, maybe not."


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

Shorga nods along with Kiren, "I had the shame thought Kalum, Ursha and I can walk ahead ash far ash your light carriesh, and if I had a light attached to my lancshe, then it should light up the shpacshe between ush." Shorga pulls out the three torches he carries in his pack, "I have theshe, doesh anyone have a better light shourcshe?" and hearing the idea to sleep in shifts, he pulls out a heavy winter blanket from his pack as well, tossing it into the back of the carriage. "Feel free to ushe that for shleeping or to make it more comfortable if you wish."


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

"I am not much use in low light conditions, I will take first sleeping shift." I say pulling out my own blanket and curling into a ball.


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Kiren is thinking about using those 3 torches to do a trick for Kalum.

Actually I don't know if I need a skill for that...I can juggle clubs in real life but haven't done it with torches.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

Shorga has no other source of light to trail behind him besides the torches. If Kiren uses them another light source would be nice.


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Just joking about the trick. I will ride up front and keep watch. Kalum can have a nap if he wants. I will cast light on Shorga's lance.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"I can make things glow too. Means you could have two lights."


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

Shorga has no sense of humor that he is aware of ;)

Shorga nods enthusiasticly, "Light shomething on the front of the carriage, and my lancshe will be light ash well. It sheems the besht sholutshion." He sniffs the open road, glad to be out of the dingy room he'd stayed at before finding this job. Things were very nice on the open road.


Minor Crab-beast

The ground before the conveyance is lit and travel continues into the wee hours of the night. You get an extra six hours of travel and feel confident that you've put yourself ahead of the curve for successful delivery of the package before you finally decide to rest the horses. Pulling off the road, you unhitch the draft horses and allow them to forage and rest until first light, when they are put back onto the carriage and your journey continues.

The ground remains flat and easy and the road is fair, with few ruts or path damage to be wary of. A good breeze promises to carry away much of the heat throughout the day as you continue on.

Can I get a Profession (Driver) check from Otis please?
The rest of you can assist on this through any application of skills that you think appropriate: such as Handle Animal to keep track of the horses condition, Diplomacy to gee up his spirits, Knowledge Geography to ensure you stay on track, etc.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

perception: 1d20 ⇒ 4; Handle Animal 1d20 + 8 ⇒ (15) + 8 = 23; Prof. Driver 1d20 + 4 ⇒ (10) + 4 = 14; Survival 1d20 + 1 ⇒ (2) + 1 = 3

Shorga tries to watch the road, check the carriage, keep the horses in good spirits, and watch for things of interest in their surroundings once they get going again the next morning.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

Diplomacy 1d20 + 6 ⇒ (2) + 6 = 8
Handle Animal 1d20 + 6 ⇒ (16) + 6 = 22
Perception 1d20 + 3 ⇒ (16) + 3 = 19

Knowing there is not much I can do for the horses from the back of the carriage, I continue to hum my tuneless tune and watch as the day goes on.

I prepare prestidigitation for my 0 level spell this morning.

I amuse myself by casting prestidigitation once every few hrs or so to change the color of peoples clothing or armor, clean the carriage, make it bright pink, give the horses stripes or spots, or cause mini fireworks displays inside the carriage and generally make a nuisance of myself.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Knowledge:Geography + compass 1d20 + 10 ⇒ (11) + 10 = 21

Despite his talk of getting some sleep, Kalum stays awake during the night to make sure the carriage stays on course.

Trying to keep the driver entertained, but not too distracted, he points out the constellations he recognises, telling stories he had heard about them, or how he learned of them.
Knowledge:Nature 1d20 + 4 ⇒ (19) + 4 = 23
Perform (untrained) 1d20 + 3 ⇒ (15) + 3 = 18


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Around midnight sunset+6 hours? Kalum asks to stop. He grabs a bedroll, parks himself on top of the carriage, and starts "meditating".

He only snores a little bit.

okay to change out spells?


Minor Crab-beast

Perfectly ok to change out spells - just waiting on Otis; drive check and you'll have something tangible to sink your teeth into :)


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Cheers - just want to switch dream feast for bless


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Any dreams from my Good Dreams trait?


Minor Crab-beast

As he slumbers Kiren imagines himself running through a cornfield, stalks high enough to crowd out his view of anything apart from the path ahead and the green stalks flashing past him. Beyond the field of view you hear the howl of wolves and worse and feel an urge to run as fast as you can... though the ground is rough and treacherous. Many times you almost trip, and the sounds draw closer and closer... before you wake in a cold sweat.

Otis still needs to give me a drive check when he next posts (mainly for purposes of tracking progress vs deadline), but moving on

Travel on your second day is steady but sure, the draft horses proving themselves a more than adequate selection of steed. They pick their way over the slowly worsening road methodically and the carriage is pulled behind. The carriage itself labours at it's work. The booth section creaks and groans with every shift of weight and you hear the occasional ominous crack... but she holds together well enough for most measures.

The open land gradually gives way to farmland, and you find yourself travelling in between fields of crops and wooden fences holding in livestock. The road worsens as well, deep wheel ruts forming on the ground where wagons have travelled with heavy loads. Then up ahead you spy a potential problem. The path appears to be blocked by a overturned cart that was loaded with what appear to be turnips. The path is bounded by a fenced field on one side, and a hillock on the other, so there is no easy way that you could pull off to pass them without backtracking a fair distance.

Perception DC 18:
You can see a few men standing around the overturned cart seemingly arguing with one another, but can't hear their conversation.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

While the carriage is getting ready Kalum grumbily calls out directions, then takes his "shift" and continues to sleep in the carriage.

Woken up by the worsening road he sticks his head out the carriage window to check their location and call out directions.

He then entertains himself by chanting prayers in strange, giggling, inhuman cadences and rhythms. Teeth grating and mind warping as the chants are they do seem to be somehow patching bits and pieces of the carriage.

Mending. Lots of mending. On the structure, the paint, the fabric, everything. Not likely to have a game effect, but might make the carriage look better.

Perception 1d20 + 5 ⇒ (4) + 5 = 9


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Man, I'm glad I don't have the Bad Dreams trait.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Anybody want to scout this out?


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum shrugs
"Sure. It's just some farmer's cart, right?"


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

Approaching the overturned cart Shorga looks around concernedly, at best a farmer is in need of help. At worst, Shorga tries not to think about the worst.

Answering Kalum, "It appearsh that way, but keep a sharp eye out all the shame."

Perception: 1d20 ⇒ 18

EDIT: Shorga points out that; he can see a few men standing around the overturned cart seemingly arguing with one another, but can't hear their conversation.
"Shee thoshe men? Perhapsh they need help? Regardlessh maybe they can asshisht in moving the cart?"


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"Hey Shorga, you've got military training, right? Done scouting and things before? Maybe you should be our leader when things like this happen, or we get ambushed, or you know." Kalum trails off.

Probably should have talked about this before now Kalum Kalum's inner voice remarks snarkily


Sorry about the delay.
My Profession(driver) skill modifier is:
2 + 3 class skill + 2 Wis +1 Trait +2 Getaway Artist +4 Skilled Driver = 14. Worn reins should give a penalty, but then Hard Drive reduces the DC by 2.

Profession(Driver): 1d20 + 14 ⇒ (10) + 14 = 24

Just in case
Handle Animal: 1d20 + 6 ⇒ (14) + 6 = 20

To the present time
Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Minor Crab-beast

Cheers Otis - for clarity, the Profession (Driver) check and the assists rolled earlier are for measuring your progress vs the time constraint you are under. They will sometimes have tangible and immediate effect, but for the most part are for my behind the screen reference.


Otis did his best to guide the carriage through the night without issues, but it took a toll on him when it came to sleeping. The next day he woke up uneasily, and was still groggy when they came up to the obstacle.
"Men? No, I don't see any men. Wait a second, I don't like the sound of it... Isn't it how brigands operate?"
Otis's face becomes pale as he slowly reaches for his crossbow.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

To Kalum, "I don't mind shpeaking to theshe men, shometimes my appearancshe and shpeaking odditiesh are off-putting, but I'll gladly try." Seeing Otis's justifiable concern, "Pleashe, wait back a bit and shtay alert, if thish is a trap of shome short, let ush be ready." He nods as Otis gets his crossbow handy. "Let'sh go for cautious, not menacshing shall we?"

Unless someone stops him...
Riding closer, but leaving about 40' of ground before the overturned cart, Shorga turns Ursa perpendicular to the path, ready to make a quick half-turn then speed back to the others if things went south. Raising his already-deep voice to carry, "Greetingsh fellowsh! I am Shorga. Sheemsh there'sh been a bit of a mishap, eh? Can we be of any asshistancshe?" He tries to be we aware of any non-verbal queues the men give off as to their sincerity and intentions.

Some Rolls:
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
Sense Motive (for time): 1d20 + 3 ⇒ (12) + 3 = 15


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

As Shorga rides off Kalum discretely loads his heavy crossbow inside the Carriage.


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Kiren steps down from the carriage and follows Shorga at a distance.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

lots of posts since I got on yesterday!

Having nothing better to do after my antics I doze in the back of the carriage until we slow down for the overturned cart, which brings me to wakefulness. I watch what is going on from the back of the carriage trying to keep hidden. Sometimes there is safety in no one knowing you are there...

Perception 1d20 + 3 ⇒ (3) + 3 = 6
Stealth 1d20 + 2 ⇒ (12) + 2 = 14


Minor Crab-beast

As Shorga comes closer he can pick out a few more details of the scene that were blocked at a distance. When the turnip cart overturned it seems to have fallen on a donkey that was coming the other direction with a small load of firewood. The donkey appears to be quite dead unfortunately.

The three figures that appear to be arguing, two humans standing on one side while a bedraggled half-orc opposes them. You easily ken some of the reason for the animated discussion... as it seems that the half-orc doesn't understand Taldan, while the humans don't understand Orcish. You catch snippets of the conversation as you draw near before they notice you. It seems that the cart had the misfortune to snap a wheel as the half-orc pulling the donkey was drawing past. The half-orc repeatedly states "Jy betaal vir donkie" Orcish (or at least Afrikaans) for 'You pay for donkey' while the men are remonstrating "Shut yer mouth ye dirty bastard"

At Shorga's introduction in Taldan they turn to face him, the men putting a hand to shade their eyes from the sun before replying "Greetings yerself... and yeah, can ye tell this bastard to back off?" When they finish their words the half-orc gives you a nod and entreats "Broer, kan jy met hulle praat vir my?" Brother, can you speak to them for me?

Diplomacy check not forgotten, but I'd like to play out a bit of the scene before giving the result.


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Kiren approaches and stands next to Shorga for support.

Actually I don't know if I understand Taldan. Is that a regional language I should know?

Trying to look impressive, pull back my cloak to reveal my vials and bottles.

Intimidate: 1d20 - 1 ⇒ (14) - 1 = 13


Minor Crab-beast

Taldan = Common, so yes, you know it.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

Ahh nuts, guess it's time to mediate. :) If you want any additional diplo checks let me know

Seeing the men seem to be in genuine distress and not a group of bandits (hopefully), he approaches closer, dismounting from Ursa with about five feet away. Nodding to the men with a half-raised hand to signal them to hold a moment, he addresses the half-orc, "Ek sal met hulle Broer. Wat is jou naam? Kan jy my vertel wat gebeur het?" I'll speak to them brother, what is your name? Can you tell me what happened here?

After he allows the half-orc time to respond he addresses the men, "I'm happy to help men, would you mind tell me what happened here?" Shorga eyes the over-turned cart, broken wheel, and dead donkey with interest, "Sheemsh an accshident of shome short."


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

I perk up with interest when Shorga dismounts and begins to talk, Ah, a new language! I whisper to myself and make my way out of the back of the carriage so that I can hear what is being said by all.


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

Kalum stays in the carriage with his crossbow.

"I think that next ditch may be almost as big as I am, anyway" he mutters under his breath


"Good for you!" Otis whispers, clutching the crossbow on the seat, trying to keep it unseen. "But they are still not fighting, could it be that they have some genuine trouble?"


HP 23/42 AC 21 ??T F +7 R +7 W +10 Per +9

"I guess Shorga will come tell us once he works it all out."


Minor Crab-beast

The half-orc nods and shifts stance slightly, nervous as he replies "Ek is Roker, hulle wa in duie gestort as ek verby en verbrysel my dier." gesturing at his freshly dead donkey.

I am Roker, their cart collapsed as I passed and crushed my beast.

The men look angrily at the half-orc as it speaks before accusing Shorga "What lies is the bastard telling ye? He spooked our horse and it took off, snapping the reins and sending our turnips out. Is he gonna pay fer that?"

You get a sense that the half-orc is likely the more trustworthy of the three. Using your Sense Motive from earlier


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

With some ire and a deepening of his voice, "Do not sheek to mishlead me, the evidencshe before my eyesh, and the truth in your wordsh ring hollow. Your cart'sh wheel broke ash you passhed the donkey. Ishn't that sho?"

Last Resort:

I don't the conversation has deteriorated to this point yet, but if at any point my diplo wasn't enough, I'll back it up with an intimidate. Again not trying to intimidate now, but putting it out there if it's needed. Intimidate: 1d20 + 8 ⇒ (10) + 8 = 18 I'll be unavailable for most of the day. Please move things along if needed/desired.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

Watching the mounting tempers with interest I begin to walk around the scene of the crime, examining things. Sniffing at turnips and the freshly dead donkey and ho and hum to myself as though I am learning very interesting things from it all, stroking my chin the entire time.

Bluff 1d20 + 7 ⇒ (15) + 7 = 22 To make the people on the road think I actually am learning things. From my antics.
Disable device 1d20 + 7 ⇒ (3) + 7 = 10 To see if the reigns were snapped or cut and to see if the wheel breaking was natural or rigged
Handle Animal 1d20 + 6 ⇒ (16) + 6 = 22 To see if the Donkey died instantly or suffered
Perception 1d20 + 3 ⇒ (18) + 3 = 21 To see if there is anything noticeable about the cart or people.
Sense Motive 1d20 + 3 ⇒ (9) + 3 = 12 To get a general feel of where this encounter is headed


Minor Crab-beast

The humans begin to puff up with indignation before being distracted by Icarus' curious sideshow. They expel the pent up agression within their lungs and query "Eh now, wotcha doin?" The half-orc also regards you quizzically.

Icarus is confident that the yokels are taken in by his officious and forthright investigation. It's difficult to say with respect to the wheel, but the road is rough enough to snap an axle if a ill-made cart was wrenched the wrong way. The cart is devoid of horse at present, so the animal has likely bolted some way up the road. The donkey's chest is crushed under a corner of the cart - so it likely died almost immediately.

And you sense that the yokels might response to a authoritive tone, and like petty bullies back down from conflict if pressed.


Male Human Factotum Lvl 4; Hp15/28, Perception4 Int2, Fort2 Ref5 Will4, AC16 T12 F13,

After administering my show I turn quickly toward the 3 humans and puff myself up a bit trying to look official. Disguise 1d20 + 7 ⇒ (14) + 7 = 21 Not putting anything on, just trying to hold myself and act in a why that they think of as authoritative.

"My name is Barnaby Pinkerton, worlds greatest PI, see? I can tell from the evidence here that your cart wheel broke when your wagon was wrenched the wrong way, see? I can also see that this donkey died instantly when the cart fell on him, see? Now unless you all wish to be hauled down to the local precinct and written up and fined for obstruction of justice I suggest we come to an agreement here so that things don't get uncomfortable for anyone, see?"

Bluff 1d20 + 7 ⇒ (11) + 7 = 18 To pad what I am saying about hulling people to the local authorities since I have no real pull around here.
Diplomacy 1d20 + 6 ⇒ (4) + 6 = 10 To make them more friendly

Then turning toward Shorga. "How now my associate, What is it that this fellow with the dead donkey is saying? He is speaking one of the few languages that I do not already know, see?"


Elf Alchemist 2 (HP 13 | AC 16 | T 13 | FF 13 | CMD 15 | F +3 | R +6 | W -1| Init +5 | Per +6 )

Kiren is going to play good cop.
"Look here, gentlemen, this seems to have just been an accident, am I right? Why don't we help everyone out so we can all be on our way. How about we help you fix your wheel and get your turnips picked up? You seem to be missing a horse. Shorga can go and track him down for you. In return, you gentlemen can chip in a few gold pieces to help replace this fellow's donkey. What do you say?"

Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16

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