*! OUTPOST II - GM Fuzzfoot's *CORE* 10-2 Bones of Biting Ants (Inactive)

Game Master PJP

Maps


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Welcome, welcome!

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Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Standing in the corner of the room attempting (unsuccessfully) to be inconspicuous is a dark, tall, strong, half-orc from the wilds of the Mwangi jungles. He has a scythe, longbow, and breastplate. All acquired since he has seen the better weapons available in 'civilized' regions. He might not be as stealthy and intimidating as he thinks he is, but he is making the attempt.

Grand Lodge

Male NG Human (Garundi) Fighter 7 / Ranger 3 | HP 91/91 | AC 24 T 13 FF 21 | CMB +15 (+17 vs bull rush), CMD 28 (30 vs bull rush) | F: +12, R: +10, W: +9 | Init: +3 | Perc: +14 , SM: +1 | Speed 30ft | Improved Iron will 1/1 | Active conditions:

"Ah, home sweet home."

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Well, this looks like the right place and I think I am a little early." " Farlen Mizzul at your service, jeweler and part time pathfinder." He extends his hand to shake to the ranger/fighter and the large half-orc. "Oh, and I know a little magic."


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The adventure begins in Sargava during its dry season, which brings a respite from humid rains, but the heat still hangs oppressively across the region. The Eleder Lodge is built for the environment, with wide windows funneling breezes through its halls, but even so, it’s stuffy in this closed-door meeting with Finze Bellaugh, Venture-Captain of Sargava. He paces around his desk, filling glasses with cool iced tea before sitting down, filling his own glass, and pushing aside a velvet cloth filled with pieces of a wayfinder under construction. The sunlight slanting through blinds casts his features in shadow as he takes a swallow of tea.

“Thank you. Those of you who are new to Eleder, I hope you are enjoying my city. Hopefully you’ll enjoy it more upon your return, as your talents are needed inland.

“Ten years ago, an expedition into the Mwangi interior discovered some interesting items from the Age of Anguish: items believed to belong to the King of Biting Ants, abandoned in his defeat by Old-Mage Jatembe. Clearly, these are worthy of study—so much of that period is still half-myth! But we never had the chance. The expedition’s return journey crossed through Mzali territory, and, as I am sure you know, the Mzali despise trespassers. Only one agent made it out alive, and he bears...many scars. Some of a nature it has been impossible to heal.”

“Stuinvolk was an excellent field agent before this. But the trauma of seeing his friends die, from being hunted, tortured, and then barely escaping... upon his return, we tried to find a place for him, but the limited fieldwork we provided showed he hadn’t recovered enough for that type of stress. His moods changed without warning. Anger mingled with icy reserve, throwing himself into needless risk to protect others, or shutting down in a panic mid-fight. We tried to find him other work, but in all cases he had become unsuitable. Even when simply taking reports from other agents, he would break out in a sweat when hearing about experiences even slightly similar to his own.

“We have been trying to find ways to help those who suffer mental distress like this on the Society’s behalf—Stuinvolk is not the first, of course. And, in the past year, he has made some success. He is working with a specialist who has soothed many of the rough patches in his mind. He now understands the deaths of his friends are not his fault. There is one element to his therapy that remains to be seen, though: revisiting what he feels is his greatest failure. At the end of the Mzali hunt, Stuinvolk was alone and unsure if he would survive. He hid the artifacts where the Mzali wouldn’t find them. But they caught him, tortured him, and left him for dead. He would have died if not for a twist of fate. Have any of you heard of a creature called a nuno? Odd, solitary gremlins, mushroom-headed and possessed of an affinity for ants. Stuinvolk was left staked out among this particular nuno’s anthills. While it eventually set him free, it was so outraged by the intrusion that it laid a curse upon Stuinvolk—a curse we have not been able to remove. Stuinvolk managed to return to civilization, but he has lived with the nuno’s mark upon him all this time. And that is how he can undo his greatest regret—those who are cursed by a nuno also have the ability to unerringly locate that nuno again. ”

Bellaugh leans forward on the desk, and his voice lowers to a whisper. “To be clear, this is no mere treasure hunt. As important as the artifacts are, they are trinkets. You are escorting and protecting Stuinvolk because his counselor believes he needs to reach some kind of closure. He is willing to revisit the place of his greatest nightmares and retrieve that which he feels he lost. I would like those artifacts, yes, but my main concern is helping my agent. I have seen too many lost to horror. I am sending you all along to bring him home again. Find the treasures, compel the nuno to lift its curse, but most of all, help Stuinvolk find peace.”


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Feel free to ask questions. Also go ahead and make a couple knowledge rolls to see if you already know some information that may be relevant.

Make a KNOWLEDGE (HISTORY) check:
Based on the results of a Knowledge (history) check...

10+:
Old-Mage Jatembe is a near-mythic figure who is responsible for returning knowledge and control of magic to a devastated world a thousand years after Earthfall.

15+:
The King of Biting Ants was a menacing sorcerer from the Age of Anguish, who was defeated by Jatembe and his band of Ten Magic Warriors.

20+:
The King of Biting Ants is said to have had a body composed solely of venomous insects.

25+:
The King of Biting Ants dwelt in the Doorway to the Red Star, deep in the Mwangi Expanse. It is unknown if he was truly killed, or if he was banished through the doorway by Jatembe and his allies.

KNOWLEDGE (LOCAL)
Mzali has a fearsome reputation in Sargava.

10+:
Mzali is a xenophobic city-state on the Pasuango River in the Mwangi Expanse. Its people hold a strong ethos of “Mwangi is for the Mwangi only,” rejecting colonialism or trade with outsiders, especially Avistani. They are hostile toward Sargava, and have attacked the city of Kalabuto multiple times. Outsiders are generally not allowed within their borders.

15+:
The Mzali people’s distrust of outsiders stems from its ruler, the mummy-god Walkena. In in distant generations, corrupt rulership led to a decline in the city’s fortunes, but in the past century, Walkena’s return has reversed that, making it one of the greatest strongholds of Mwangi culture on the continent, in spite of the child-god’s isolationism.

Grand Lodge

Male NG Human (Garundi) Fighter 7 / Ranger 3 | HP 91/91 | AC 24 T 13 FF 21 | CMB +15 (+17 vs bull rush), CMD 28 (30 vs bull rush) | F: +12, R: +10, W: +9 | Init: +3 | Perc: +14 , SM: +1 | Speed 30ft | Improved Iron will 1/1 | Active conditions:

Do not have those knowledges.

"What can you tell us about the Nuno? Or about the Mzali tribe that terrorized the previous expedition."

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

A tall, thin elf, dressed impeccably cared for explorer's outfit, strides into the room.

Upon hearing where the party is going, he frowns.

"This does not sound like a particularly pleasant safari..."

He then waxes didactic.

Knowledge(History): 1d20 + 10 ⇒ (12) + 10 = 22.

"Old-Mage Jatembe is a near-mythic figure who is responsible for returning knowledge and control of magic to a devastated world a thousand years after Earthfall.

The King of Biting Ants was a menacing sorcerer from the Age of Anguish, who was defeated by Jatembe and his band of Ten Magic Warriors.

The King of Biting Ants is said to have had a body composed solely of venomous insects."

Knowledge(Local): 1d20 + 10 ⇒ (7) + 10 = 17.

"Mzali is a xenophobic city-state on the Pasuango River in the Mwangi Expanse. Its people hold a strong ethos of “Mwangi is for the Mwangi only,” rejecting colonialism or trade with outsiders, especially Avistani. They are hostile toward Sargava, and have attacked the city of Kalabuto multiple times. Outsiders are generally not allowed within their borders.

The Mzali people’s distrust of outsiders stems from its ruler, the mummy-god Walkena. In in distant generations, corrupt rulership led to a decline in the city’s fortunes, but in the past century, Walkena’s return has reversed that, making it one of the greatest strongholds of Mwangi culture on the continent, in spite of the child-god’s isolationism."

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hmm... What do I remember about that area.
knowledge local: 1d20 + 3 ⇒ (15) + 3 = 18
knowledge nature: 1d20 + 3 ⇒ (11) + 3 = 14

Shall help spirit heal. Be known, ofttimes healing of the spirit be mortal. Be it the path, shall bring home again.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen runs his hand through is close cropped hair and lets out a sigh."So we are going into the worst part of the jungle to help an agent with a curse."

He thinks back to his childhood stories of the return of magic.
knowledge history: 1d20 + 9 ⇒ (17) + 9 = 26

"It is not known if the king of biting ants was actually killed or just banished through the gateway of the red star." He pauses. "What? I have sisters, three cruel sisters, who threatened to sell me to the king of biting ants whenever I misbehaved."

"Is this nuno actually in Mzali territory or just near it?" "I was kind of hoping we would ride elephants and have porters for our gear and such. But if we are sneaking into this place, then ... all of that is out the window."

"Is there anything we should know about Stuinvolk? If he seizes up, are there things we can do to help him." "He is our only guide to the nuno's location, right?"

"And finally, is there anything else you can give us or tell us to help with this task?"

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)
Farlen Mizzul wrote:

...

"If he seizes up, are there things we can do to help him." ...

I can slap him upside the head...

Grand Lodge

male human cleric lvl 7 ac21 ff 18 to 13 hp 66/66 ini +8 cmd+21 bmc+8 fort +8 ref +5 will +8 per +16,acrob +13 sense motive +6

"In what physical and mental conditions is Stuinvolk, if there is a fight will help us or will start to cry and tremble?"

Grand Lodge

Bardic Performance 13/13 Half-Elf Bard 4 Init +5 Per +9 Low Light Vision HP 31/31 AC 20, T 14, FF 17, F +2, R +7, W +4; +2 vs. enchantments and sonic Immune Sleep

Meran sits quietly in the room. "At least it's not religion." she mutters to herself as listens to the briefing.

"Tell me more about traveling in the jungle. Anything special we need to know about the conditions, weather, or hazards? This nuno. I've never heard of such a creature. What can you tell us about them?" She sips her heat and waves a fan in front of her face trying to get the air to move around her.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Well, it can't be as bad as all that. Captain Bellaugh said he has greatly recovered with the help of recent therapy. I thought there might be a pill, or some link to his therapist, or maybe some other mental crutch we could use to steady him. That's all."

"I will help see Stuinvolk through the jungle to this Nuno and see if we can't recover the artifacts in the process."

"Are there any important preparations for the jungle we could take. Any maps or such, special local insect repellent for example."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

His head spinning at the whirlwind of questions, Finze Bellaugh tries his best to answer them.

"Nunos are fungus gremlins that live in anthills. Nunos are withered, eyeless little creatures having a mushroom cap for a head, and a stringy fungus beards framing their toothless grins. We are sure that this nuno is still alive. If it had died, the curse on Stuinvolk would have lifted. It’s still there. Killing the nuno is another way you can lift the curse, by the way.”

“Before, the team was doing some general surveying on their way back; crossing through Mzali territory was unexpected. Avoiding it entirely is difficult, but hopefully you can skirt the edges. Also, by the time they met the Mzali, the team’s resources were depleted and they couldn’t fight the patrol. If you encounter a patrol and they aren’t willing to negotiate, I trust you have the skills and resources to ensure your—and Stuinvolk’s—survival.”

"What can you expect from Stuinvolk? Well, you’ll meet with him soon. He can be distant, often. His therapist theorizes he keeps himself apart from emotional connections so that he doesn’t suffer if people die. He can help in a fight. He shouldn’t involve himself in hand-to-hand combat, but he’s a good archer; staying at a distance should keep him from overextending himself. He still has mood swings, though they’re less extreme than before. Depending on the day, he might be enthusiastic, or he might be irritable and easily distracted. Please just be patient and remember what this man has given—and is still willing to give—for the Society.”

"The unforgiving sun makes traveling the savanna a hot,dusty experience. Unlike jungle travel, insects and disease are negligible issues during the dry season, but heat might negatively affect you. "

Rather than making use of typical heat rules that require hourly saving throws, we will use the following simplified rules (sanctioned). Every day, each PC must attempt a single DC 15 Fortitude save. PCs wearing heavy clothing or armor of any kind take a –4 penalty on this save. Failing the save means that PC takes 2d4 points of nonlethal damage for the day. Suffering nonlethal damage from heat exposure also means that the PC is fatigued until the nonlethal damage heals. Any other effects that apply to typical heat-induced Fortitude saves (such as use of the Survival skill) apply here as well. A PC under the effects of endure elements or similar protective effects for at least six hours during the day is immune to these heat effects.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen upon hearing about the Savanna decides magical protection is the right answer for him.
"I thank you for answering my questions and imparting your insite, Venture Captain. I think I have a few things to get prior to leaving. When will we meet Stuinvolk? Do I have time to shop now?" "When I get back I should be ready to leave."

will purchase scrolls of endure elements posted in discussion

He waits for the right time then excuses himself to go shop.

Grand Lodge

Male NG Human (Garundi) Fighter 7 / Ranger 3 | HP 91/91 | AC 24 T 13 FF 21 | CMB +15 (+17 vs bull rush), CMD 28 (30 vs bull rush) | F: +12, R: +10, W: +9 | Init: +3 | Perc: +14 , SM: +1 | Speed 30ft | Improved Iron will 1/1 | Active conditions:

"I believe I have some flask of acid in my bag already." Darven smirks at the mention of the weather. "It is better than the blistering cold. The sun I can handle, but not the cold."

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian wrinkles his nose.

"This all sounds decidedly unenchanting, but I guess that it must be done."

I will be using Endure Elements every day.

Grand Lodge

Bardic Performance 13/13 Half-Elf Bard 4 Init +5 Per +9 Low Light Vision HP 31/31 AC 20, T 14, FF 17, F +2, R +7, W +4; +2 vs. enchantments and sonic Immune Sleep

"Thank you for giving us the information we need. I'll purchase a wand of Endure Elements. I'm willing to share the uses if you would like. I hate being hot or cold." Meran is cheerful, and excited about heading out into the jungle.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian nods.

"Alternately, if anyone wants to buy a Pearl of Power (1st), I would be happy to use it to cast Endure Elements on the buyer...?"

Grand Lodge

male human cleric lvl 7 ac21 ff 18 to 13 hp 66/66 ini +8 cmd+21 bmc+8 fort +8 ref +5 will +8 per +16,acrob +13 sense motive +6

i dont have any problem Desna provide me support with this problem

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

I misunderstood, I thought we were heading into the jungle.

I also will purchase a wand to help me survive the heat without difficulty. I would appreciate it if on of you could use it on me each day.
For 2 prestige. Now I'm really ready to go.

Grand Lodge

Bardic Performance 13/13 Half-Elf Bard 4 Init +5 Per +9 Low Light Vision HP 31/31 AC 20, T 14, FF 17, F +2, R +7, W +4; +2 vs. enchantments and sonic Immune Sleep

"I can use the wand on you Hadanka."

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Meran, you exemplify the 'cooperate' portion of the pathfinder motto. It is very kind of you to help out that way."

Farlen will use his scrolls, but save one to add to his spellbook at some point. He will take Meran up on her offer should he run short of the spell protection.

Grand Lodge

male human cleric lvl 7 ac21 ff 18 to 13 hp 66/66 ini +8 cmd+21 bmc+8 fort +8 ref +5 will +8 per +16,acrob +13 sense motive +6

is this game paused?

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

@Zaldur: The GM indicated in the discussion thread that he would be away March 14-25.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Thank you all for your patience! I had hoped to check in while travelling, but just never got the chance. But now I am back and we should get to a normal rate.

The next day, you meet with Stuinvolk at a quiet tavern. Stuinvolk is tall, lean, and handsome. Unfortunately, the nuno’s curse has burdened him with gruesome, hair-covered pustules on his neck and chest. He is resigned to his disfigurement, and in the heat of the Mwangi Expanse, rarely bothers buttoning his shirt to hide it.

Picture of Stuinvolk Hundrakson

He appears to be nursing a mug of ale.

Grand Lodge

Male NG Human (Garundi) Fighter 7 / Ranger 3 | HP 91/91 | AC 24 T 13 FF 21 | CMB +15 (+17 vs bull rush), CMD 28 (30 vs bull rush) | F: +12, R: +10, W: +9 | Init: +3 | Perc: +14 , SM: +1 | Speed 30ft | Improved Iron will 1/1 | Active conditions:

Darven approaches Stuinvolk and reaches out a hand in welcome, "You must be Stuinvolk. Name's Darven Kinnock, heard that we will be accompanying you on your journey back to into the Mwangi.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Farlen Mizzul, glad to meet you." Farlen also extends his hand to shake.

Farlen goes shopping for the scrolls if this is an appropriate time.

Grand Lodge

Bardic Performance 13/13 Half-Elf Bard 4 Init +5 Per +9 Low Light Vision HP 31/31 AC 20, T 14, FF 17, F +2, R +7, W +4; +2 vs. enchantments and sonic Immune Sleep

Meran moves into the room, and waves for an ale herself. "Hello I'm Meran. Seems we'll be heading out together. Do you have any more information about the trip we're going to be making." she gives him a polite smile making sure to look him in the eye.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

With his normally abrupt manners (or lack thereof), You ready to go?

Grand Lodge

male human cleric lvl 7 ac21 ff 18 to 13 hp 66/66 ini +8 cmd+21 bmc+8 fort +8 ref +5 will +8 per +16,acrob +13 sense motive +6

Hello my name is Zaldurr and this time ill be your escort plz tell me all u need, and yes we are ready to start our history with you


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

You make your purchases and speak a bit with Stuinvolk. He seems rather reserved, if not downright gruff. But he says he is ready to embark when you are.

So, this scenario has rules for influencing Stuinvolk's attitude, who is prone to mood swings. The rules are that at every "phase", you may mitigate this by talking to him and helping him find perspective. Each encounter affecting Stuinvolk counts as a social encounter phase, during which PCs can take actions to influence him.

Rules:

During the adventure, each Empathy point earned grants a +1 bonus on Diplomacy checks made to establish Stuinvolk’s attitude and increases his raging song by 2 rounds daily. When a phase begins, all PCs can attempt either an influence or discovery check, as normal. Several phases take place during or immediately before combat; in this case, influence or discovery checks are free actions occurring before combat breaks out. Any number of PCs can attempt discovery checks, gleaning information to use later, but only one PC can attempt an influence check (with any number of PCs using Aid Another) per phase.

DISCOVERY
Analyze: (Sense Motive DC 16) Stuinvolk gains perspective on his trauma by reflecting on his travel experiences before the disaster in the Mwangi Expanse, and a conversation involving Knowledge (geography) helps. Lingering trauma is something that trained healers study, and a Heal check can influence him.
He appreciates a good (albeit dry) joke, and as an Ulfen he respects epic poetry; Perform (comedy or oratory) checks help transform his experiences into dark humor or potential material for a saga. Simply talking him through his trigger events, whether sincerely (via Diplomacy) or pretending to care (via Bluff) can influence him.
Strengths: (Sense Motive DC 16) Stuinvolk learned early in therapy that his trauma doesn’t make him weak, and that he shouldn’t be ashamed when issues arise. PCs attempting to use guilt, shame, or similar tactics when influencing him incur a –4 penalty.
Weaknesses: (Linguistics DC 16; Profession [herbalist] DC 16) While Stuinvolk has mostly come to terms with his disfigurement, deep down it embarrasses him, and he hasn’t visited his family or homeland in years. A conversation in Skald abates his homesickness a touch. The constant suppurating pus from his curse scar disgusts him, but the flow can be slowed and dried with certain herbal poultices. Assisting him in finding these herbs earns his gratitude.

INFLUENCE
Influence Checks: Knowledge (geography) DC 15; Heal DC 16; Perform (comedy), Perform (oratory), or Survival DC 18; Bluff or Diplomacy DC 20


After a few days’ travel upriver, the boat transporting you arrives at a makeshift dock on the east bank of the Lake of Vanished Armies.

The captain points out a route marker about half a mile in the distance—a post mounted with a beaten brass sun. “That marks the edge of Mzali territory,” she says, and states that this is as far as her boat goes.

She (and Stuinvolk) say that you should make your way north overland to skirt the Mzali borders as fast as possible. After you finish unloading their gear and arrange a time to meet here for a return trip, the boat weighs anchor and departs.

Stuinvolk’s suggested course of action is to follow the lake and river northeast for 50 miles or so, headed away from Mzali itself. He recalls a ford of the Upper Korir river that should move them further away from Mzali territory—possibly still within the Mzali’s claimed territory, but he would feel more comfortable with another river between the party and Mzali. Once on the other side, they should be safe to start using his “curse compass” more regularly to locate the nuno’s lands. Even still he recommends doing this in a meandering fashion, if necessary, to continue skirting Mzali lands.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

While the group is on the boat, Farlen explains to Stuinvolk that he grew up in and near Eleder and how shocked he was at how things have changed in the 12 or so years he has been away. He mentions much about the geography of the area.
"This is a wonderful land. It is just a shame it is owned by the Shackles and their pirating leaders."
knowledge geography to influence: 1d20 + 9 ⇒ (8) + 9 = 17
Hope this is an okay way to try a free influence.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

First part of our trip should be uneventful. The traditions say this area is fairly safe.

survival: 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

male human cleric lvl 7 ac21 ff 18 to 13 hp 66/66 ini +8 cmd+21 bmc+8 fort +8 ref +5 will +8 per +16,acrob +13 sense motive +6

influence heal : 1d20 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian attempts to put the man at ease, by talking in Skald.

Linguistics: 1d20 + 15 ⇒ (4) + 15 = 19.

Grand Lodge

Bardic Performance 13/13 Half-Elf Bard 4 Init +5 Per +9 Low Light Vision HP 31/31 AC 20, T 14, FF 17, F +2, R +7, W +4; +2 vs. enchantments and sonic Immune Sleep

"That sounds like a good plan. I'd rather wander about than get into Mzali territory."

"Your story is one that isn't often heard. With your permission I'd like to tell it after we are finished here. Good or bad outcome, people should know that working on their trauma is important."

She'll quietly spend time looking for the herbs Stuinvolk needs for the poultice.

Know Geography: 1d20 + 8 ⇒ (6) + 8 = 14

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Hey, Darven, you want to tell Stuinvolk some of your survival tips. You guys could probably compare notes. You have a pretty respectable reputation for getting out of tight spots."

Darven, you want to take a wack at influencing Stuinvolk for free prior to us getting off the boat? Looks like you have knowledge geography or survival you could use. I believe you are the only one that has not taken a check. No pressure.

Farlen attempts to team build by including all the pathfinders in a story telling session. And in doing so, He hopes to get to know a little about their charge.

Grand Lodge

Male NG Human (Garundi) Fighter 7 / Ranger 3 | HP 91/91 | AC 24 T 13 FF 21 | CMB +15 (+17 vs bull rush), CMD 28 (30 vs bull rush) | F: +12, R: +10, W: +9 | Init: +3 | Perc: +14 , SM: +1 | Speed 30ft | Improved Iron will 1/1 | Active conditions:

For some reason my thread did not update when the GM got back

Darven talks to Stuinvolk on the way over. He recounts the area he has grown up in and tries to put him at ease.
survival: 1d20 + 10 ⇒ (5) + 10 = 15


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I have had site troubles too - my post from yesterday is gone.

It appears I made a mistake in giving you ALL of the rules! The discovery checks were to be secret, potentially revealling ways you can influence him... oops. Still, I think we will survive.

Varian spends some time speaking to Stuinvolk in his native tongue, and it seems to make him a little more at ease. In doing so, he discovers that Stuinvolk desires herbs for a poultice to help step the oozing curse scar.

Giving that information to the others, Meran, Hádanka and Darven are able to secure some of these herbs. Farlen is able to present this gift to Stiunvolk, which does appear to improve his attitude a bit.

Soon after setting out on the path he suggested, however, his mood turns sour. As the sun sets and the party makes camp, he paces the camp’s perimeter, glancing at the campfire with mixed emotions.

You can talk more with him (roleplay), or settle down for the night (give me any instructions about watches, alarm spells, etc). No new checks at this time.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hadanka settles down for a short rest.
Wake me for the middle watch.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"I will gladly take first watch, but magical help would be appreciated." "I personally have not learned to spell at alerts you is someone enters your perimeter. I was hoping you could do the honors, Varian?"

Farlen pulls out his Magic missiles wand and finds a bush slightly out of the fire light.

I assume we will rest 12 hours, 3 x 4Hr watches: 1st, mid, and last.
Probably two on each. (human and 1/2 elf), (1/2 orc and human), (elf and human)

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

Varian nods.

"Of course. I'll need to take a few minutes to prepare it..."

He then goes through his spellbook, prepares Alarm, and casts it.

Varian then smiles at Farlen.

"If you would like to look over my spellbook, to see if there is anything that you would be interested in scribing, you are most welcome to."

Varian invites Stuinvolk over to the fire, and spends a few hours chatting with him in Skald, trading traditional Ulfen sagas, and then goes to bed.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Varian, I would love to copy your alarm spell. I now realize it is a gaping hole in my magic repetoire."

Not sure if there is time but, I would be grateful to copy that spell.

Grand Lodge

Male Elf Wizard (Conjuror) 7 / Loremaster 1 (HP 42/42) (AC 17/13/14) (CMD 14) (Fort +6, Ref +8, Will +9) (Init +9) (Perception +23)

It takes an hour, per spell that you wish to copy. Given that we will be traveling for multiple days, I dare say that you will find *some* time to scribe ;-)

"Of course! I am always happy to extend the knowledge base of fellow practitioners..."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Agreed - you can find time to scribe a few spells.

Farlen continues to try to put Stuinvolk at ease, but something is bothering him. He keeps looking anxiously at the fire.

Grand Lodge

male human cleric lvl 7 ac21 ff 18 to 13 hp 66/66 ini +8 cmd+21 bmc+8 fort +8 ref +5 will +8 per +16,acrob +13 sense motive +6

Zaldur sits next to Stuinvolk by the fire and speaks calmly to her. "Sometimes the Goddess offers us trials and paths in life that can sometimes seem strange but over time they reveal themselves as incredible missions, although I've known you for a while now. I see you especially uneasy, What is it that torments your spirit? Quiet these among friends

Grand Lodge

Bardic Performance 13/13 Half-Elf Bard 4 Init +5 Per +9 Low Light Vision HP 31/31 AC 20, T 14, FF 17, F +2, R +7, W +4; +2 vs. enchantments and sonic Immune Sleep

Meran sits near the fire singing a comforting song about warm fires and shared stories. "The fire bothers you I think. Is there a concern you want to tell us about? I for one don't want others uncomfortable." She goes back to singing quietly.

Perform Sing Just because she can: 1d1 + 10 ⇒ (1) + 10 = 11

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen will work on transferring the alarm spell into his book while watching occasionally asking Varian a question if needed.
Deciphering the script should be automatic with Varian around
spellcraft to understand the spell and copy it: 1d20 + 11 ⇒ (2) + 11 = 13
I guess Farlen will have to try again tomorrow. DC16.
"Thank you for the opportunity, but I just can't seem to concentrate in this heat. My apologies for wasting the chance. I just can't manage now. Perhaps I could try tomorrow?

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