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

Kalum ducks down and starts cranking his crossbow madly
Reloading is a full round action


Minor Crab-beast

As Otis brings the frightened horses to heel and Kalum frantically works to reload, Icarus takes sight on the injured wolf - sending an accurate bowshot into it's flank and laying it low.

The wolves howl as they charge forwards, in formation keeping the larger wolf to the rear of the group. Shorga goads Ursa forward to deliver a thunderous blow and tear open it's forequarter. It staggers before dying in the dirt.

Two wolves attack the horses...
Attack on Thunder: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 for 1d6 + 3 ⇒ (2) + 3 = 5
Confirm: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 for 1d6 + 3 ⇒ (4) + 3 = 7
Attack on Boots: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 for 1d6 + 3 ⇒ (1) + 3 = 4
...Thunder suffering a wicked bite that opens it's chest and drives the horse to whinny in pain and rear up. Boots fares only a little better, gouged on a foreleg as he tries to defend.

The remaining lesser wolf and it's larger black furred kin attack Ursa...
Attack on Ursa: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 for 1d6 + 3 ⇒ (4) + 3 = 7
Attack on Ursa: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 for 1d6 + 5 ⇒ (2) + 5 = 7

Later combats will have initiative, but in this case we'll do block initiatives. Y'all are up, remember the horses aren't combat trained - so won't fight back without being pushed.

It's a map!


Since the horses don't threaten, are the wolves attacking them considered to be in melee?
Otis felt the blood pumping in his veins - he's been into fights before, but it wasn't the same as being attacked by a pack of wolves in the middle of nowhere. Who knows how many days will pass before a lone traveller discovers their mangled remains... He shook his head to chase the mind-numbing fear away and released a crossbow bolt into the wolf attacking Thunder from the carriage window.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 ⇒ 1


Minor Crab-beast

The horses still threaten - so the wolves are in melee - just that they won't attack back unless pushed. Instead they'll attempt to defend themselves or potentially run...
Don't forget your +1 for higher ground, as well as your bless.


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

Kiren grins at the explosion but the imminent danger to the horses focuses his mind. Seeing the larger wolf in the back, Kiren lets loose another bomb at him.

Bomb +1 BAB, +5 DEX, +1 Throw Anything (think I forgot that bonus last time). I get 10' radius plus one additional square, minus 4 squares.

To hit:1d20 + 7 ⇒ (16) + 7 = 23
Damage:1d6 + 4 ⇒ (4) + 4 = 8


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

Attacking one of the two remaining wolves attacking our defenseless horses.

1d20 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11 one +1 is for higher ground, other +1 is for being within 30 ft
Damage 1d8 + 1 ⇒ (8) + 1 = 9 +1 is for being within 30 ft

What a spectacular miss

being overly concerned about hitting the horses with my shot I miss the wolf I am aiming for entirely.


*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

His dismay at seeing Boots and Thunder attacked spurs a deep anger, and he charges the other wolves, trying to get at the biggest one. As one of the smaller wolves dies with a lance Shorga pushes down the feelings of regret for killing the animal, knowing it's about survival now. The large wolf tears into Ursa, and Shorga shouts in anger as his friends blood flies into the dry air. He leans foreward over the saddle near Ursa's ear and whispers, "Ursha, aanval.", and drops his lance to the dirt, urging Ursa back 5' with his knees so the large wolf is now over Ursa's right shoulder and there's a 5' gap between them and the smaller wolf. Even as they're backing up Shorga draws his Falchion with a metalic hiss and attacks the larger beast, "Flee wolf, elshe we shall defend and you shall all die." The claim is made simply, as if speaking to a child, but sincerely - the half-orcs distaste for killing showing through. Ursa does her best to bite the larger wolf as well.
Orcish: "Ursa, attack."

Ride: 1d20 + 8 ⇒ (9) + 8 = 17
Attack (Falchion): 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Possible AoO: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7

Ursa
Attack (bite): 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Possible AoO: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d4 + 3 ⇒ (1) + 3 = 4

AC: 18, HP: 20/20
Ursa AC: 15, HP: 18/25.

GM:
Question; does Ursa take up 4 square or 2? The PRD says 2, but there may be rules I'm not aware of. The map seems to have her taking up 4. Thanks!


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

I didn't see the map earlier. I'd like to ignore the lead wolf and target a square in between the other three wolves, if I can still change it.


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

Heavy Crossbow at easiest wolf to shoot (presumably the closest) -4 melee, +1 higher ground, +1 bless, 1d20 + 6 ⇒ (20) + 6 = 26
Check for critical!
1d20 + 6 ⇒ (8) + 6 = 14
1d8 ⇒ 7
critical 1d8 ⇒ 6

Screaming "Leave the horses alone, you vermin!" Kalum finally finishes loading his crossbow, sees his shot and takes it.

As soon as the bolt has left his crossbow he starts cranking his crossbow again.


Minor Crab-beast

Shorga - as far as I am aware, in PF all large creatures take up a 2x2 square. Can you point me to a spot in the PRD that says differently?

Kiren's bomb arcs o'ertop the horses and lands roughly where it was intended...
Reflex 1: 1d20 + 5 ⇒ (17) + 5 = 22
Reflex 2: 1d20 + 5 ⇒ (3) + 5 = 8
Reflex 3: 1d20 + 5 ⇒ (7) + 5 = 12
...the wolf attacking Thunder avoiding the worst of the blast, but the other two impacted by rocks thrown up.

Kalum manages a pinpoint strike through the chaos, and sends a quarrel into the throat of the wolf attacking Boots. Unfortunately Icarus and Otis are less successful.

Ursa does as bade and between the horse's teeth and Shorga's blade, the larger wolf is dealt a cruel blow... though it remains in the fight.

Will: 1d20 ⇒ 17
To your abject surprise, Thunder and Boots manage to swallow their fear and do not balk or kick on to run... though it is a near thing. They shie away from the sole remaining wolf.

The wolf still alive before the carriage lunges for Thunder again...
Wolf on Thunder: 1d20 + 3 ⇒ (18) + 3 = 21 for 1d6 + 3 ⇒ (4) + 3 = 7
...latching onto the horse's neck and doing enough damage that Thunder collapses in place.

The other two canine assailants maintain the assault on Shorga's steed...
Wolf on Ursa: 1d20 + 3 ⇒ (2) + 3 = 5
Big Wolf on Ursa: 1d20 + 5 ⇒ (15) + 5 = 20 for 1d6 + 5 ⇒ (4) + 5 = 9
Don't forget your Mounted Combat feat Shorga!

The resultant shock that goes through the carriage as Thunder collapses...
Carriage Fort Save: 1d20 ⇒ 19
...strains the harness and reins almost to breaking, but they hold firm. However the carriage itself does lurch drunkenly side to side, making your footing precarious....
DC 15 Acrobatics / Reflex check or you fall prone

Back to you guys, Thunder is unconscious - but stable. No real change to the map.


Minor Crab-beast

Was slightly unclear - but there are three wolves remaining. The two attacking Ursa / Shorga, and the one at D,8


*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

Feeling hit sword bite into the large wolfs flesh gives a bittersweet satisfaction, but hearing and then seeing the carriage's predicament Shorga feels an increased urgency to end this unfortunate conflict. "Aanval." the Cavalier murmurs once more to his hard working horse, Ursa standing strong against the hungry beasts at her hooves. He raises his falchion once more, adrenaline coursing through his body, making thing move as if in slow motion, and uses his knees to guide Ursa another few feet (5' step) away from the smaller wolf but remaining in striking distance of the large one. (I'm thinking either I5 or I4 if possible) "Keep at it friendsh, they musht fall shoon!" Shorga shouts to keep them all fighting strong.
Orcish: "Attack."

Ride (Mounted Combat/negate damage): 1d20 + 8 ⇒ (14) + 8 = 22 EDIT: Woot! I believe Ursa avoided damage again, correct?
Attack (Falchion): 1d20 + 4 + 1 + 1 ⇒ (8) + 4 + 1 + 1 = 14 Damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7 (Includes +1 bless and +1 higher ground)
Possible AoO: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23 Damage: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Ride (stay ahorse): 1d20 + 8 ⇒ (9) + 8 = 17

Ursa
Attack (bite): 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Possible AoO: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d4 + 3 ⇒ (3) + 3 = 6

DM:
Item 1: Well I definitely could be misunderstanding the wording, but the "(2 squares)" is what made me think it only occupied two total, at least in combat. But perhaps it means 2 squares across and 2 squares up and down to total 2x2? I'm not sure. This is from the mounted combat section of the Core Rulebook.

Mounted Combat

These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon.

Mounts in Combat:
...blahblahblah...

A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat.
.......blahblahblah...

Next item: I actually rolled the ride check last round to negate the damage and then forgot about it as I finished the post. So if I understand right, last round my ride check of 17 negated Ursa's damage by beating the wolf's 15 attack roll. Correct? So Ursa would be 25/25 for that round. This round requires another check. This does lead to me ask if you want me to roll the DC 5 to move my horse during combat and keep my hands free? I can't get lower than a 9 unless you allow critical fumbles/falls for a natural 1. What are your thoughts for the 'stay ahorse' check of DC 5?

AC: 18, HP: 20/20
Ursa AC: 15, HP: 25/25??? (ruling pending)


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

Acrobatics 1d20 + 2 ⇒ (6) + 2 = 8

Falling to my back as the carriage lurches, I stand back up and fire my bow again at the wolf that is attacking the our horses.

1d20 + 3 + 1 + 1 ⇒ (14) + 3 + 1 + 1 = 19
1d8 + 1 ⇒ (3) + 1 = 4


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

Kalum screams "Aim for their eyes! It's a weak point!"

Reflex/Acrobatics 1d20 + 3 ⇒ (13) + 3 = 16

As the carriage lurches Kalum's feet stick to the ground as if glued there.

"No!" he cries, seeing Thunder fall "The poor horsey!"

Great. cut in his sarcastic inner voice 'Horsey?' yeah, they'll forget that in a hurry. Horsey boy.

Struggling to ignore the snarky comments of his inner dialogue, Kalum calls upon The Gate and the Key. Feeling doors shift somewhere, he suddenly feels empowered with light.

Burn feather fall for Cure Light Wounds

He runs off the carriage, falls to Thunder and fills him with the healing touch of Yog-Sothoth.

Move action to run to thunder and heal 1d8 + 2 ⇒ (2) + 2 = 4


Ref save: 1d20 + 6 ⇒ (2) + 6 = 8
Lacking the halfling's sure feet, Otis ends up on the floor, only narrowly keeping the crossbow from accidentally discharging into Kalum.
He gets up with a grunt to see that one of the wolves has been dispatched. He aims his crossbow at the other one.
Since I didn't move last round, I reloaded the crossbow back then

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 ⇒ 5


Minor Crab-beast

Icarus and Otis' shots are well weighted and kill not only the wolf attacking Boots, but also the smaller of the two near Ursa. While Shorga's blade does not mar the black beasts' hide, Ursa's teeth dig into it's cheek drawing blood.

All of it's kin slain the larger wolf turns to flee and is cut down as it offers Shorga opportunity to strike at it's back.

Kalum slips forward to Thunder and channels healing energy into it. Thunder's eyes open meekly, though it's chest still bleeds heavily.

Combat over - well done

Shorga:
Correct - if you beat the to-hit roll with your Ride check it negates the hit. I'm ok with you retconning it into Round 1 too.
No need to roll Ride checks unless there is a chance of failure. So DC5 no need, but it is a DC10 to direct your mount to attack.


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

Was going to throw a bomb but edited after seeing the GM's message.
Kiren is knocked down when the carriage is jolted. By the time he rises to his feet, he looks around and sees the melee is over. Jumping down, he attempts to help Kalum see to the horses.

Heal 1d20 + 3 ⇒ (2) + 3 = 5 with temporary WIS penalty


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

"Right. We need miraculous help here. Make sure the wolves are really dead. Then come over here."

Kalum gently pats and soothes Thunder as he uncharacteristically barks out orders.
Not really handle animal, just trying to soothe poor thunder


*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, dispatching the largest of the wolves and seeing the others shooting with amazing accuracy in the off-kilter carriage, hops off Ursa, stroking her strong neck and giving her a quick inspection, murmuring soothing and praising noises all the while.

"Will Thunder be alright?" he shouts as he finishing his inspection and quickly and efficiently ensures the wolves nearest him are truly dead. That grisly task over he moves swiftly to the carriage, soothing the pull-horses and seeing where he can help. He appreciates the orders as he has obeyed orders for such a large part of his life, his mind and muscles responding instantly to the command in Kalum's tone.

Handle Animal: 1d20 + 8 ⇒ (16) + 8 = 24
Heal (untrained Aid Another): 1d20 ⇒ 7

Kneeling next to Thunder, "What can I do here?" he says, keeping his tone professional rather than worried, so as not to spook the poor animals further. Remembering something, "Was the carriage damaged?"

DM:
Just out of curiosity, what was the ruling on the Horse's size/square space? Also thanks for allowing the retcon and I'll remember the ride DC's in the future. Ignoring the DC5, DC10 to direct the horse to attack and higher than the enemies attack roll to negate damage. Does Mounted Combat even override critical hits if my total is greater than their total?


Otis makes a makeshift bandage to tend to Boots' bites.
Untrained Heal 1d20 + 2 ⇒ (13) + 2 = 15

He then checks the carriage the reins and the hitch, while Thunder is at the healers' mercy.
Knowledge (engineering) 1d20 + 7 ⇒ (4) + 7 = 11

Once the healing is over, he comes over to the horses, trying to judge if they will be able to continue the journey.
Handle Animal 1d20 + 6 ⇒ (6) + 6 = 12
Profession (Driver) 1d20 + 8 ⇒ (16) + 8 = 24


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

After the combat ends I climb down from the top of the carriage and watch the others do their things waiting to see if I am needed.


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

Once everyone is gathered around, Kalum sings out in a strange, discordant, almost multi-voiced chanted song.
Channel healing, 30 ft 1d6 ⇒ 3 and again 1d6 ⇒ 2


Minor Crab-beast

Shorga:
I've not seen anything to the contrary - so horses are 2 x 2. Especially since PF doesn't have facing, 2x2 fits alot better.
The Ride check under Mounted Combat essentially modifies your AC. So it might stop a confirmation check, but a nat 20 is still an automatic hit.

Thunder's breathing grows more steady as Kalum's healing continues to flow over him. He's not completely healed, but well enough to continue travelling. The damage dealt to Boots has been washed away by Kalum.

Checking over the carriage there are a few buckles strained and partially twisted, but it still looks in workable order.


*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

Breathing a little easier now that Thunder and Boots are back on their feet, Shorga mounts Ursa once again, grabbing his dropped lance on the way. "I'd not like to shoon repeat that." he states to no one in particular. "Well done everyone, it's nicshe to known that you fellowsh have my back." Once everything is righted in the wagon and everyone is set, Shorga starts off alongside the carriage. Once darkness begins he's ready to resume the role of 'torch-bearer' ahead of the others.


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

Down two bolts, yes? No one else was injured, right? What is our progress like?


Minor Crab-beast

Don't bother tracking mundane ammunition unless you really want to.
Trucking on and leaving the wolves to rot?


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

Sigh, I vote yes. Kalum doesn't know how valuable a giant wolfskin is, but does know they don't have time to grab them & prep them. :(


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

"Looks like we made a decent team. However next time, I think we should keep a better eye out for the horses. I certainly don't want to have to get out and push this thing."


*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

"Should we tossh the wolvesh in the cart? If nothing elshe we can show the town on the return trip that we took care of the wolvesh in the area. If the carriage can handle it Otish?"

"And Kiren I couldn't agree more, I thought the wolvesh would come from behind to try and attack the horshesh from the rear. Nexsht time I will shtay closher to them."

Shorga also wouldn't really know the value of the wolf pelts. But would want to let people know the roads were a little safer now.


Minor Crab-beast

If Icarus and Kiren want to share the carriage interior with dead and bleeding wolves... then feel free to toss em in :P
Alternatively you could lash a few to the roof.


I don't think a wolf is all that valuable and worth risking time to complete our job. If we're going to grab one at all, let's go with the bigger one, it might at least be unusual.
Knowledge (engineering) 1d20 + 7 ⇒ (19) + 7 = 26 to secure the wolf in a way which impacts the carriage stability the least.


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

"I don't think we need the entire wolf, perhaps just the skin and skull? Maybe the next town is offering a bounty? But I feel we will be better off not wasting anymore time and pressing on with our journey. We have already lost much time today due to the over turned cart and now this attack."


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

"We could keep the tails. That should be fast."


Knowledge: nature to see if the big one is natural
1d20 + 8 ⇒ (19) + 8 = 27


Minor Crab-beast

The black wolf is indeed natural, just a sizable specimen.


*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

"That'sh a good idea, let'sh take the tailsh." Shorga goes to each wolf and does the dirty work, severing each tail near the base. He places them into the wagon on his way back to his horse, and then climbs back onto Ursa. "Shall we press on?"


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

Ready to move on.


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

Now I have visions of our entire party with wolf tails hanging from our belts like some sort of ren faire groupie lol.


*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

I thought it, but couldn't say it. :)


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

We could make hats.


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

"Yeah, I'm ready"


Minor Crab-beast

The larger wolf is manhandled atop the carriage and the others are forcibly relieved of their tails. Butchery completed quickly you are soon enough back on the road and bumping and bustling your way along the well rutted road. Thunder and Boots seem to settle back into themselves as they strain against the harness and are able to lose themselves in their work.

Afternoon passes into evening and the road start to be lined with scraggly trees. It's getting late and your thoughts turn to resting the horses again as you spy a large building lit up with torchlight in the distance. From the attached stable and horses tied up in front you'd wager it is a rest stop of some kind. The choice of resting in relative comfort or upon the road lies before you...

Otis, can I get another Drive check for progress please?


*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 starts noting possible places to camp by the road when he notices the torch-illuminated building up ahead. He gazes back at their band and at the horses, trying to gauge their ability to continue on and wondering how close they are to their goal. The lean half-orc turns to the others, "You all shee the building up ahead? I'm thinking it may do our horshesh well to resht more comfortably thish night, rather than on the road. I musht admit, I'm uncshertain of our progressh thush far and realize that delivering thish package on time may require ush to keep moving farther. What are your thoughtsh?"

Thinking of something else he adds, "How ish the package? Shtill cold to the touch?"


Minor Crab-beast

The package is indeed still cold.


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

"I'll stay with 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 )

"Seems like a reasonable place to stop."


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

"I agree, lets see whats there."


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

DM Voice: Does Kalum know what sort of progress we're making?


Minor Crab-beast

Kalum - you are making good progress... of course assuming that the package has enough cool juice to keep it running till you arrive ;)

Moving closer to the tavern you don't see much by way of horses or carriage, but there is a muted conversation carrying out into the late night air from within the building proper. Pulling the carriage up near to the common room you disembark and step within.

You are greeted with the ramshackle interior of a well made, but haphazardly maintained tavern. The common room is almost empty - there is only a single young boy sleeping in a corner and a man talking quietly with a tired and ageing barkeep. At your entrance the barkeep perks up and raises hand in greeting "Hail and welcome, given the hour and the fact ye look like ye've ridden hard can I assume ye need a drink?"


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

Kalum slaps Otis
"Go get a drink, Otis. You've earned it. I'll unhitch the horses and rub them down."

"Shorga - can you see about stabling costs? For all three horses."


*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 looks mildly alarmed as Kalum slaps the driver, and hurries to check on stabling the horses before he is slapped as well. Turning toward the aged barkeep, "Well met, shir, we have three horshes which must been sheen to, or I can do it if you'll give me leave to shtable them on your property." He grins slyly, "Then, I'll have that drink. We'll be wanting lodging ash well, if no roomsh'r available the floor will be fine."[/b]

If given leave Shorga ensures the horses are seen to before heading inside for a drink. Taking a chair near the bar he slides the requisite numbers of coins over before asking, "This is a remote location for a tavern, ish it not? This place hash quite the hishtory I'd wager." The cavaliers tone is friendly and conversational. Diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10 (+1 if resolving others disputes)

EDIT: Well he's trying to be friendly! :P

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