GM Fnord's PFS First Steps (Inactive)

Game Master Aoth Anskuld


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Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak looks up from the corpse and gives Jake a lopsided grin. Then, his eyes roll back to show their whites, and he collapses into a heap of sweaty, bloody, hairy dwarven flesh with scratched and dented armor.

At -1 HP with rage gone

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Jake rushes to the dwarf's prone form.

Hey, we need to get some healing into Karzak, and fast!

Silver Crusade

F Human Cleric/1

Nodding quickly and taking a position centered among her allies, Tiann kneels and begins to pray quietly. A sphere of holy energy flows out in a sphere, healing those within it.

Channel Positive: 1d6 ⇒ 3

Maintaining the genuflecting pose, the same thing transpires a second time.

Finally, she helps Karzak to his feet as soft beams of light play around her arms and into him.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

With a sigh, she looks around and addresses her companions, [b]If no one else is severely hurt, shall we continue?[/ooc]

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Thank you Tiann! Indeed, let us proceed, provided Tal did not find anything interesting.


A moldering wood door covers one of the hollow ends of the log, and a makeshift mud chimney emits a thin wisp of blue smoke.

Inside the hollow log, a pile of leaves acts as a bad, and a long wooden shelf lines the eastern wall filled with all sorts of potted mushrooms. On the north side of the log house, a small patch of thistles grow in haphazard rows as if planted to resemble a garden.

The kobold had in her posession:
8 amethysts
wand of cure light wounds
club (back to its normal small club natural state again)

That's about all there is to find here.

You proceed for another hour or so, and the sun is starting to set. Looking at the map, Rees think there's another 5 hours or so of travel to the village of Pier's End.

Go ahead and do any camp prep you want to do for tonight. Anyone rolling healing to assist someone's disease checks, please go ahead and make your healing rolls for the morning, I'll roll the disease for anyone affected in the morning once all the prep and healing checks are done.

Silver Crusade

F Human Cleric/1

Ooh, a CLW wand! I was just thinking that I really wanted one of those. How many charges, do I know?

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

I will take the first watch.

Grand Lodge

Thus far its only myself and Nestor who have been afflicted...correct?

Tiann...if it wouldn't be a bother could you check me over again? I'm feeling a bit light-headed...

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak grumbles at Tiann's ministrations...once he wakes up that is; but he eventually mutters a quiet "Thank you", and bows his head, suddenly finding his feet very interesting. He's only too happy to change subject and move on. I'll take watch when it's completely dark if its the same with you; kin see better'n most of ya' tall folk anyhow.


Yes, so far only Tal and Nester have come up sick.

The wand doesn't specify, so I'll just roll it since that's what random wands are supposed to be. 1d50 ⇒ 48 charges. You can freely use those charges during this scenario, after which you get access to buy it brand new as many times as you want, if you want it.


OK, you camp for the night, which is uneventful.

Who is performing heal skill checks on whom?

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory aids tiann 1d20 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Taking direction from both Tiann and Jory (who seem to be well trained in such things) Tal looks in on Nestor to try to help him overcome the miasma...which seems to be affecting him more.

1d20 ⇒ 4

Hope that helps some my friend...

...I just hope I didn't make it worse!

Silver Crusade

F Human Cleric/1

Triaging among everyone in the group, Tiann decides that Nester is probably least capable of fighting off the disease and tries to spend some time helping him fight it off.

Heal: 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

After aiding Nester Tal begins breaking camp and preparing for the day. Thankfully Tiann saw to him after I did...I'm not sure how much good I did there.

Fortitude 1d20 + 1 ⇒ (17) + 1 = 18


Everyone except Tiann wakes up feverish.

Everybody except Tiann, make a DC13 fort save, or suffer 1 wis damage.

Tal makes his save. Is that the second success for you Tal? If so, you are cured.

Nester thanks everybody for their ministrations. "This cough is just awful."

Nester Rees fortitude: 1d20 + 1 + 4 ⇒ (4) + 1 + 4 = 9, fail even with aid, -1 wis (-2 total).

Grand Lodge

This is save # 2 for me. I'm starting to feel bad for Nester though...

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory fort 1d20 + 4 ⇒ (3) + 4 = 7
Lessons of Chaldira
Reroll 1d20 + 4 ⇒ (5) + 4 = 9
Jory is sick too.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Fort Saved: 1d20 + 4 ⇒ (2) + 4 = 6

WTF? Jake sick too.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

fort save1d20 + 6 ⇒ (18) + 6 = 24

Karzak shakes off the ill effects; looking at Jake and Jory in confusion. What the hell is wrong with you?. He glances at the road ahead, worried that this could hurt their mission's timing.

Grand Lodge

Probably best we press on...the sooner we get to civilization the more likely we can find the resources to kick this thing. Although I'm feeling much better....maybe it just needs to run its course.


Around lunchtime, you catch sight of a village in the distance, and beyond that, water.

Nester consults the map, and says, "At last! That must be Pier's End. Hopefully we can find some medical help."

Grand Lodge

Doesn't look too far away...hopefully we can make it by nightfall.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

"Well, we can lick this disease, especially in town."


Within another hour or two, you reach the small village. There are a few stores that mostly cater to seafarers, so you can probably find most anything you would want to buy that you can afford at this point. Nester Rees goes off in search of medical aid, and suggests that the rest of you might want to take advantage of being back in civilization again, and also find out what sea transport to Escadar might be available.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak, thankful to be back at someplace he doesn't have to worry about strange sicknesses and giant frogs, searches for someplace to warm his bones and get a drink that's as far from water as it can be. Stayin' the night, ain't we?

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

I hope so. I could use a few stiff drinks and relaxation before departing again. Plus, I am not feeling quite right.

Grand Lodge

Knowledge: Local 1d20 + 4 ⇒ (5) + 4 = 9
Diplomacy: Gather Info 1d20 ⇒ 10

Tal wanders about town asking the locals about passage to Escadar and whether or not there is a healer in town with a knack for curing diseases.


Tal:
Your knowledge(local) is a complete failure. You can't retry that.

Your information gathering attempt takes 1d4 ⇒ 1 hours. All you find out is that there are 3 captains currently in port who might ferry you over; That result won't even get you names. You can retry over another 1d4 hours, or your allies can be attempting the same check at the same time.

There are a couple of small inns and taverns. Any will provide you with a meal and drinks for a few coppers to a silver, and the same for a place to stay the night.

Nester returns, having found a healer who will prepare the remove sickness spell in the morning for 10 gold, and help treat the disease for anyone who needs it. The spell will give a +4, and the healer will give a good chance for another +4. Anybody else who wants to use this service can do so in the morning, but please post that you will be paying for the spell before you make your fort roll post.

Grand Lodge

No names...but I assume they'd be easy enough to find?

After spending an hour or so trying to arrange for transport Tal discovers that there are 3 captains in port who might be willing to do the job. Sadly Tal looks as though he just spent the better part of a week traveling through all manner of climates and terrains and likely smells even worse. In such a state he was unable to discover even a single name.

I should make every effort to treat Karzak better.

Hopefully his companions will have better luck; and maybe he will as well after a solid meal, a hot bath and a good night's rest.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory spends 10gp on a healer.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Jake has spent the 10 GP.

Fort Save: 1d20 + 4 + 4 + 4 ⇒ (11) + 4 + 4 + 4 = 23

I assume that does the trick?


That will do the trick for 1 success in the morning. It's still the first day though, so everybody else please hold off on your fort rolls until it's actually the next day...still time for information gathering, etc.

Grand Lodge

After a brief rest to get himself cleaned up, Tal tries to find out a bit more information on these captains that may provide passage to Escadar.

Diplomacy 1d20 ⇒ 12

Sorry guys...someone with a bit more charm than I ought to try this.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

The dwarven diplomacy duo probably wants to let someone else try this one.


Tal's diplomacy takes 1d4 ⇒ 1 hours. He finds out that all 3 ships are down by the docks, and you would probably find captains there, but the people clearly don't trust him enough to tell him more.


Having settled his disease treatment plans for tomorrow morning, Nester Rees turns to researching transportation.

Knowledge(local): 1d20 + 9 ⇒ (16) + 9 = 25
Luckily the village has a +1 to Lore...

Nester shares what he has found with the rest of you.

The first captain is Darice Sumore, a human. Rumor has it, Darice never knew her father, and many villagers whisper that he was a member of the Pathfinder Society. Darice resents never knowing her father and some say she longingly caresses the trinket he left behind for her. Darice often lends a hand to the town's elderly male residents, and some suggest that she longs for a father figure.

The second captain is Small Otti, a halfling. Small Otti values his coin, for he has many mouths to feed - most importantly, his own. He has a weakness for fine food and drink, and any deal with him is made sweeter if food is involved. Otti often asks for the moon in payment, but if he's treated properly, he sometimes settles for much less.

The third captain is another human, Crazy Old Tanner. Tanner's skill at sea is unmatched, but so is his lunacy; take a boat ride with him and you might ride straight into a squall. Some whisper that Tanner is not actually crazy, but no one is brave enough to find out. Tanner enjoys his tobacco, and merchants often give him tobacco before they negotiate with him as it seems to relax him.

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

"This Darice seems like the best option, shall we visit her?"

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Indeed, let us pay the woman a visit.

Grand Lodge

Actually why don't we send Nester and Jake to visit Darice? Nestor may appeal to her need for a father figure...and having a uniformed Andoran close by may help that cause even further.

I think Karzak and I should talk to the Halfling. If he's as fond food and drink as Nester says if we bring him a bit of ale and a Dwarf to drink it with that may soften his mood toward us.

And maybe Jory & Tiann can look in on Crazy Tanner. Tiann should be able to reason out whether or not he is truly insane...and if it is an act Jory is pretty good at catching people off guard.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Fine thinking there, Tal...agreed.


FWIW, you can also buy supplies here if you need any.

Jake:
You and Nester Rees track down Darice Sumore. She is a surly looking young woman, but if her sea-weathered face were softened, she could be considered pretty. She initially smiles when she sees Nester approaching, but grows cold when she sees Jake's Pathfinder insignia. "Pathfinders in Pier's End. May the gods have mercy on us all. What the hell do you lot want?"

Karzak and Tal:
You easily find ale in a town that caters to travelers and sailors. You also find Otti easily. He turns out to be a fat halfling. "Well met travelers. What can I do you for?"

Tiann and Jory:
Crazy Old Tanner is indeed an old human. You find a disheveled, fish-smelling, and wild-eyed man who constantly talks out of the side of his mouth while blowing thick gouts of grey smoke from an aromatic pipe. When you find him, he is yelling at the sea, accusing it of being an unfaithful mistress and talking about how things were better when he was much younger.

The right interactions and diplomacy rolls will serve all of you well today.

Jake, Nester is actually less of a diplomat than you, so by all means please take the lead (I don't really feel like the GM should drive the bus even if the NPC is helping). Whatever role you want him to play, just say so in your posts, and Nester will play along with your strategy.

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak totes the ale with ease, grumbling at the fact that he was carrying it instead of drinking it. He grins at the sight of the fat halfling, hoping that the look didn't come off as his usual scowl. Now, 'ere's one who likes 'is drink. I think we'll get along jus' fine.

Karzak defers to Tal in the whole speaking department, hoping that the man had a more glib tongue than he. He waits for his time to shine, hoping to share quite a bit of the ale...and soon.

Grand Lodge

Good day to you Otti. My name is Talhaearn...but some find it easier to simply call me Tal. My friends and I are looking to find passage to Escadar and were told that you might have a ship for hire. We've travelled a long way so far, and I fear my friend Karzak here has built up a mighty thirst. If you have three cups available maybe we can all sit down and help him quench it.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

And a fine good morning to you as well, Lady Sumore. It is true that I am an agent for the Society, but more importantly I am an Andoran. My companions, including Nester here, desperately seek passage to Escadar. You see, we were tasked to escort this educated man and protect him on his journey, but now we are at a leg of our journey that requires travel by boat. I was hoping that you may entertain the prospect of helping us see this fine gentleman safely to Escadar?

Diplomacy: 1d20 ⇒ 17

Grand Lodge

Male Dwarf Barbarian Armored Hulk / 1

Karzak holds up the ale in question, even going so far as to give it a little jiggle. Some a' the best stuff around, I'm hearin.'

diplomacy for aid...possibly hinder attempt
1d20 - 1 ⇒ (7) - 1 = 6

Grand Lodge

Cheers Otti! Tal raises his cup and taps it to both Otti's and Karzak. So what will it take to get the lot of us across the way to Escadar?

Diplomacy 1d20 ⇒ 10

Grand Lodge

M Dwarf [AC: 22(26MA); ff 19; T:21] HP=75/75 F +11/R+10/W+15 CMD 31 (32 grapple) Ki 12/12 Monk (Zen Archer)/8 Perc +18/stone +20 Darkvision 60' per strike 8/8 40' move

Jory is just happy to be along with Tiann and entrusted to be on a diplomatic mission after the 'orphanage incident'.

Jory smiles and watches for any dishonesty or shiftiness.
Sense motive 1d20 + 8 ⇒ (9) + 8 = 17


Jake:
+2 for village stats, +2 for playing up Nester's presence = 21. Attitude unfriendly -> indifferent Darice at least stops scowling, and is willing to hear you out. She will take some more convincing though before she will actually make a deal with you, but you have made good progress.

Nester tries to play up his slightly older gentleman role, in an effort to assist Jake in further improving relations with Darice.
Diplomacy to aid Jake's next roll: 1d20 - 1 + 2 + 2 ⇒ (13) - 1 + 2 + 2 = 16

Karzak and Tal:
Small Otti is a fat halfling, who constantly states that his plump stature helps with buoyancy at sea. Well-groomed and always eating, he initially offers to ferry your group to Escadar for 55 gold pieces. The beer, however, helps Tal negotiate (+2 village stats, +5 beer = 17. Attitude indifferent -> friendly), and Otti offers to ferry you over for 25 gold pieces instead.

Jory and Tal:
While he appears mad, Tanner enjoys the respect his feigned lunacy gives him. While the townfolk would argue that it is fear and not respect that gets Tanner good deals on local commodities, they do not deny his ability at sea. He ask for 35 gold pieces to sail you to Escadar.

Liberty's Edge

Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4

Jake, upon seeing the attentiveness of Darice.

As you can tell we are in a dilemna of sorts, and there are other options to transport, but Nester firmly believes, as do I that you should be our choice. I am not aware of the level of importance of nester's trip, but I do know that we have traveled a decent amount already, and we have protected this gentlemen on several occasions already. I humbly ask what would you charge to transport Nester and our team to Escadar? We do not expect your services to go uncompensated, but his continued safety is our paramount concern.

Diplomacy: 1d20 + 2 + 2 + 2 ⇒ (14) + 2 + 2 + 2 = 20

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