Daji the Fox

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Organized Play Member. 5,901 posts (16,139 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters. 42 aliases.


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I'm terribly sorry, but over the past few weeks I've just not felt like making a single post. You're all great players and I enjoyed this game a lot, but I currently just don't want to spend my time on Pathfinder.

If you want to continue this game, I'd like to suggest you try to find another GM in the recruitment thread.


I'm terribly sorry, but over the past few weeks I've just not felt like making a single post. You're a fantastic bunch and I've thoroughly enjoyed this game for MANY years, but I've come to the conclusion that I currently just want to spend my time on other things than Pathfinder.

It'd be a real shame if this game were to end though, and I'd like to suggest you try to find another GM in the recruitment thread.


I've been reading your awesome roleplaying, and I was wondering if I should continue the scenario or let you go on for a while. I figured I should just ask, so what do you want? :)


Giri grabs a dagger and deals some damage to the zombie in front of him, while Kyra waits impatiently.

Slam: 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d6 + 4 ⇒ (4) + 4 = 8

The zombie tries to slam into Giri, but is dodged. The other zombie just stands there.

Round 2:
Giri
Zombie, Green
Zombie, Blue
Kyra
Kendra

Zombie, Red (WILL DELAY)
Crystal
Zombie, Yellow (WILL DELAY)

Round 3:
Giri

Zombie, Green
Zombie, Blue
Zombie, Red
Zombie, Yellow
Kyra
Kendra
Crystal

I'm going to have the other zombie delay so they're all up together, so EVERYONE is up again!


Locke "Firebug" Arkham wrote:

Heh, i'm so used to seeing dayjobs in the money lists on the right, that the small letters on the left didn't occur to me until now. XD

Thanks for the pointer.

I always put it there on sheets from old seasons, so you may want to check your previous chronicle sheets to see if you didn't miss out on some gold! xD


Locke "Firebug" Arkham wrote:

GM, could you add the day job reward on the chronicle please.

Thanks.

It already is! :)

I placed it under 'Items Sold / Conditions Gained,' because there's no reserved spot for it like in later seasons.


Five months have passed since you escaped the town of Belhaim and the watchful minions of the dragon that resides within the Dragonfen. You have seven more months to become strong enough to take out the dragon, and failing to stop it will result in Belhaim's destruction. You have grown much stronger in the past five months, but now one of your own has left you. The three deans, the masters of scrolls, spells, and swords, agree that your training has to be intensified.

Locke gets help from the master of scrolls in his experiments. The master of scrolls constantly comes up with fresh ideas for new extracts Locke could use, and has a vast collection of tomes which Locke can use to study.

Tereze and Fiona study with the master of spells, who helps them explore their own magic. Their understanding of magic grows, and with it their control over it.

Urbar and Gwendallyn are made to spar with each other by the master of swords. It's clear Gwendallyn dominates in unarmed combat, but during the armed sparring sessions she doesn't hold a candle to Urbar. The results of the mixed style sparring bouts vary. Sometimes Gwendallyn manages to pin and immobilize Urbar, but sometimes she gets hit by a flurry of rapid swings of Urbar's practice swords before she can even touch him.

Of course, you're also given new missions to gain more experience in the field...

0-07 Among the Living

A week ago, you were seated in the main hall of the Grand Lodge of Absalom, waiting for the arrival of Absalom’s newest venture-captain, a tall, dark-haired and olive-skinned Varisian woman named Eliza Petulengro. Renowned for her composure under pressure and the author of more than two dozen Pathfinder Chronicles entries, she appeared in the hall suddenly, a stack of chronicles in her arms, and looked you over before speaking.

“My greatest pupil, Pathfinder Bodriggan Wuthers, has gone missing. He followed a cleric contact back to Wuthers’s home city of Oppara to work on a massive dig beneath the House of the Immortal Son, Oppara’s famed opera house and once temple to the dead god, Aroden. That was a year ago. He sent monthly reports, hoping to see their publication in a chronicle, before all contact dried up a few months back. I’m worried something has gone wrong, and the Society has a vested interest in the artifact he was researching and seeking. We want you to travel to Oppara and find Wuthers. We’d like to know exactly what he was seeking, too, since he neglected to inform us through his monthly correspondence. He hinted only that the cleric of Irori he was working with told him the object was the world’s greatest ‘living’ artifact—whatever that means.

“I have a few tidbits of information to pass to you before you go: the House of the Immortal Son is nearly impossible to access. It took Wuthers months and countless bribes to get where he did. For you, I have a much simpler idea. Go to an opera, wait for an opportunity, and then exploit it to find Wuthers and his dig site.

“Be sure to wear something festive—the Taldan nobility are arrogant on their best days and if you arrive at the opera dressed like that,” she waves her hands at you, “they’ll surely lose your tickets or regret to inform you that the opera house is oversold.

“Go and report back to me directly upon your return to Absalom.”

Have you done research before heading toward Oppara? If so, please make the appropriate rolls!


I've talked with Ery and I'll leave him active in the thread so he can stalk us. He will be missed, but his watchful eyes will still find you while you take a shower.

Chronicle Sheets:

Eryzule
Fiona
Gwendallyn
Locke
Tereze
Urbar


As Crystal steps back behind the others, the fourth zombie closes the line of undead.

Round 2:
Giri
Kyra

Zombie, Green
Zombie, Blue
Kendra
Zombie, Red
Crystal
Zombie, Yellow


Aiming past Giri is hard, and Kendra ends up doing what she always does: she shoots the wall. -4 for shooting into melee! :(

Another zombie moves up behind the two in front of Giri.

Round 1:
Giri
Kyra
Zombie, Green
Zombie, Blue
Kendra
Zombie, Red
Crystal
Zombie, Yellow


Thanks for letting us know, Kendra! :)

Considering Kendra's up right now, does anyone wants to post for her?


While Kyra gets in position and tells the other ladies where to stand, Giri moves forward and stands ready to throw a net.

The first of the zombies appears from around the corner. Giri throws his net at the undead, but his throw's clumsy and the net lands in front of the zombie.

Slam: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d6 + 4 ⇒ (2) + 4 = 6

The zombie tries to slam its fist into Giri, but Giri dodges the attack. A second zombie appears behind the first.

Round 1:
Giri
Kyra
Zombie, Green
Zombie, Blue
Kendra
Zombie, Red
Crystal
Zombie, Yellow

Anyone wants to post for Kendra, because she's currently unavailable?


Locke throws a frost bomb at Cyflymder, and the evil fey dies in an icy explosion that spreads its tiny limbs all over the place.

Combat's over!

Tereze puts the lorestone at the bottom of her backpack, to keep it from being touches by sunlight. You do some sleepy-sleepy, and head off to the Grand Lodge on the next day.

Conclusion:

When you return to Absalom’s Grand Lodge the lorestone's added to the Society's collection of mysterious articfacts — although unlocking its mysteries will consume many years (at best).

Defeating Cyflymder’s gang removes a minor menace from the Verduran Forest, allowing local, peaceful druidic activity to resume. But, as explorers push ever deeper into the dark groves, friction is bound to flare up again.

Chronicle sheets will follow soon! Please make a Day Job roll if you haven't yet, so I can add it to your sheet.


@Giri: Please add a roll for your readied action.


There will be a small leveling break after you beat Cyflymder! If you want to, you can go ahead and start figuring out how you want to level your character. That way we can minimize the downtime between the scenarios.

If you'd also like to start figuring out your expenses beforehand, this is what you'll get for the scenario's completion:
* 1375 gp
* 2 PP
* whatever amount of gp your Day Job roll gives you (go ahead and make it in advance)

In case you're curious:

Succes conditions for the PP:
Primary: Recover the undamaged lorestone and deliver it to the Pathfinder Society.
Secondary: The PCs prevent the fire in Hemzel’s hut from spreading to the nearby woods and resolve the encounter with gnomes without resorting to violence.


Cyflymder proves hard to hit. The tiny fey dodges every attack Urbar, Ufa, and Tereze throw at him.

Rapier: 1d20 + 9 ⇒ (13) + 9 = 22 Damage: 1d4 - 1 ⇒ (4) - 1 = 3

"Drop it, you mortal wench!" Cyrflymder yells at Tereze, stabbing her arm with his needle-like rapier.

Round 4:
~
Eryzule
Gwendallyn
Fiona
Locke

Round 5:
Urbar 41/44HP Prone (Ulfa 29/32HP)
Tereze 32/42HP

Cyflymder (Red)
Eryzule
Gwendallyn
Fiona
Locke

Bless is up!

Everyone's up again!


Kendra, Strength Damage Healed: 1d4 ⇒ 2

As she takes a gulp, Kendra feels some of her strength return.

The corridor to the west opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, and it soon becomes evident why. As you step into the room four walking corpses emerge and start making their way to you.

Initiative:
Crystal: 1d20 + 2 ⇒ (7) + 2 = 9
Giri: 1d20 + 6 ⇒ (10) + 6 = 16
Kendra: 1d20 + 2 ⇒ (8) + 2 = 10
Kyra: 1d20 + 0 ⇒ (15) + 0 = 15

Zombie, Blue: 1d20 + 0 ⇒ (13) + 0 = 13
Zombie, Green: 1d20 + 0 ⇒ (14) + 0 = 14
Zombie, Red: 1d20 + 0 ⇒ (10) + 0 = 10
Zombie, Yellow: 1d20 + 0 ⇒ (5) + 0 = 5

Round 1:
Giri
Kyra

Zombie, Green
Zombie, Blue
Kendra
Zombie, Red
Crystal
Zombie, Yellow


My enthusiasm for PbP has dropped to nearly rock bottom over the past year, and I find it increasingly harder to motivate myself to post. I can't post at work, and it feels like a chore to have to sit down every evening and post.

I really like this game's party and I would hate to end this run. I'm currently considering dropping other games to decrease the time I have to sit down. That might help.


Ref: 1d20 + 11 ⇒ (18) + 11 = 29

The pink fey easily dodges Locke's goo, but there's no dodging Eryzule's magic missiles. The missiles slam into the fey, and it goes down.

Will: 1d20 + 1 ⇒ (10) + 1 = 11

Her initial target gone and already having used her slumber hex on Cyflymder, Fiona targets the tied up large fey with a slumber hex to ensure it won't escape its bonds. It falls sound asleep.

At the start of Tereze's turn:
Urbar heals a bit, while Tereze takes damage for him.

Round 4:
Another Large Gnome -10HP +tied up +asleep
Urbar 41/44HP Prone (Ulfa 29/32HP)
Tereze 35/42HP

Cyflymder (Red)
Eryzule
Gwendallyn
Fiona
Locke

Bless is up!


You don't see anyone besides Theodore, and so you start throwing rocks off the hill.

Theodore starts rummaging through the sacks on his cart and retrieves a small gardening shovel. He gives you an apologetic smile. "This is all I have. Not much use when moving boulders."

It takes some time, but you clear the road and are able to continue. The road continues to be difficult to traverse, but you arrive at the silver mines about an hour later.

There are a couple simple wooden cabins and barns in the valley where the entrance to the silver mines is located. They look weathered, as do the people who rush back and forth from the mines' entrance and what appears to be the main building.

"That doesn't look good," Theodore mumbles as you draw closer and the panicked expressions on the faces of the miners become visible.


"As in hard to navigate," Theodore responds, then continues with a chuckle: "Don't worry, I highly doubt we'll meet anyone who'll want to set fire to your wagon."

The next day you head into the hills, and you soon discover Theodore wasn't kidding. In some places the road you follow is very narrow, with a steep rock face on one side and an even steeper decline on the opposite side. Theodore has no problems getting Bertha and his wonky cart past these narrow parts, but the old man sometimes has to get off his cart to let you know how much you can steer toward either side of the road without hitting either a protruding rock or rolling off the hill.

It's not long after you've cleared a particularly difficult part of the road that you come to a stop. In front of you the road is filled with rubble from a small landslide, making it impossible for even Theodore and his small cart to move on.

Theodore, sitting atop his cart, looks back at you over his shoulder. "I can't lift rocks. My ankle's sprained."


Giri feels rejuvenated after taking a good swallow of the water, as does Crystal when she concludes Giri didn't just drop dead.

With nothing else to do inside this room, you head back to the previous room. There are two options left: east or west.

If the others want to drink from the water they can still do so.


Anyone wants to post for Fiona?


The short passageway south takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads “Kassen’s legacy lives on with his people. Drink and be refreshed.”


That should've been a rapier vs Tereze, not a halbert... Rerolling the damage:

Damage: 1d4 - 1 ⇒ (3) - 1 = 2

This would've put Tereze at 29/42 HP. Unless Tereze objects and would've liked to use another action, I'd say we still move on with her CMW.

Tereze backs away and casts a spell to fully heal herself, and Urbar moves around to face the tiny fae.

Rapier: 1d20 + 9 ⇒ (14) + 9 = 23 Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Cyflymder (red) leaps from the stone he's on and stabs Tereze with his tiny rapier.

"Let go of the stone, you foolish mortal!" he yells as he leaps back to the standing stone.

Round 4:
Another tiny fey! (Pink)
Another Large Gnome -10HP & Pinned
Urbar 36/44HP Prone (Ulfa 29/32HP)
Tereze 40/42HP
Cyflymder (Red)
Eryzule
Gwendallyn
Fiona
Locke

Bless is up!


Could someone post for Urbar?


You spend most of the day on the road, Theodore and his creaking cart some distance in front of you.

"I really like this Bertha!" Theodore shouts over his shoulder. "I can't wait to see how my colleagues will react when I tell them my Bertha suddenly became younger, hahaha! Bwahahahaha! Bwahaha- *cough* *cough* *COUGH!*"

His coughing fit eventually subsiding, Theodore point in front of him. "There's the forest's edge!"

And sure enough, after a moment, you reach the Churay Woodland's northern edge. The road turns eastward, and you see large, green hills rise up in the distance.

"We should spend the night here," Theodore comments as he steers Bertha to the side of the road. "It's late afternoon already. We don't want to be in the hills when it's dark. The roads there can be treacherous."

Zal de pijl steeds verplaatsen als je verder reist.


While Kyra's eyes pop back open, Giri discovers one of the skeletons was wearing a tarnished silver necklace.

DC 15 Appraise:
The necklace is of a style that is about 200 years old.

After Kyra's had a moment to tend to her own wounds, you descend the stairs on the other end of the room. At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.

The floor bears an inscription spiraling out from the pillar and written in Common. It reads: “To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”

DC 15 Perception:
Investigating the eastern passage you find that it begins to slope down a bit after leaving this chamber and that water has collected in the corridor, growing deeper as the passage continues. This is the source of the dripping noise, as the ceiling appears to be leaking in many places. A strange echoing gurgle comes from the east as well, but it is relatively faint.

There's a new map for this floor! :)


Eryzule steps up and casts guidance on Urbar.

Will: 1d20 + 6 ⇒ (12) + 6 = 18
Halbert: 1d20 + 8 ⇒ (12) + 8 = 20 Damage: 2d8 + 7 ⇒ (2, 8) + 7 = 17

Another tiny fey guy pops up from invisibility in the air above Tereze's head. He does stabbity stab with his tiny halbert, sticking it in Tereze's shoulder. "Give it back!"

On Tereze's round:
Urbar heals a bit, while Tereze takes damage for him.

Round 4:
Another tiny fey! (Pink)
Another Large Gnome -10HP & Pinned
Urbar 36/44HP Prone (Ulfa 29/32HP)
Tereze 14/42HP

Cyflymder (Red)
Eryzule
Gwendallyn
Fiona
Locke

Bless is up!


Theodore nods, and gets into talk mode: "That's correct! Once we reach the edge of the Churay Woodland you'll see the Silver Hills, named for the large quantities of silver found there. They smelt the ore at the mines, to create bars, and transport those to Silver Stream. That's the nearest town, just past the hills."

"Most of the silver's loaded into boats and transferred directly to the capital, but I don't know if you've heard of William Sohne? Best silver smith in the whole country, lives right there in Silver Stream!"

He points at your shelves. "Just to avoid disappointment; he only takes orders. There's even a waiting list. Though you still may want to pay him a visit, to see his craftsmanship. I'd say it's well worth your time."


The mayor's fine with you picking up everything later on and informs you the bandits will be taken to the capital's prison by the soldiers. He asks you if you could accompany him to the cells to identify the two men who tried to steal your cart, so they can be charged with attempted theft as well as arson.

You're able to identify one of the bandits as one of the thieves; the one with the broken rib. The other one's not present in the cells. The mayor informs you that, indeed, one bandit had fled before the soldiers raided the bandit camp. You're asked to describe the thief who's still out there, while a local artist uses your description to make a sketch of the thief's face. It takes a while, but the artist is able to draw the thief's face quite accurately. He makes several copies of the drawing, and the mayor informs you they will be spread across the nearby towns.

It's already halfway the afternoon when you arrive at the docks, where Theodore's been waiting for you. He's hired an impatient fisherman to drop you off some place down the Dun Brae. Once you've been dropped off you walk for an hour before you come to face a small cliff wall. You climb up and use your rope to pull Theodore up as well.

The 1000-year-old elven ruins Theodore spoke of spread out before your eyes, stretching out over a surface four times the size of River Fork. Most buildings have collapsed or have been taken over by nature, but some are almost entirely intact. The elves used a kind of smooth stone to construct their houses. It's hard to detect any seams in between the massive slabs, making it appear as if each building was sculpted out of a single piece of rock. A lot of buildings seem to have had domed roofs, and every opening has or had an arch. Though the years have turned the stone green and brown, Theodore's able to tell you the buildings were once white.

When it turns dark, Theodore and you find a reasonably intact building and decide to use it as shelter. During the night you have a strange vision. You walk amidst the elven city's buildings, but they're not ruins. You see the domed structures as they originally were, with elegant arcs and their color a pristine white. The buildings abruptly fade as your vision turns black, and the top half of a woman's face appears in front of you. Her skin is a soft pink, her hair an equally soft yellow, her ears are pointy, and her entire eyes are a bright green, lacking any sign of human irises and pupils.

You jump up, screaming as you wake up, and run outside. You can't find what you saw in your dream, but you do hear a yell from the direction you came from. Hurrying back to where you were sleeping, you find Theodore hunched over outside the building. He came running after you, but tripped and sprained his ankle. He's convinced it's broken, but you tell him his ankle's not broken and are able to eventually calm the old man down.

After heading back into the building you tell Theodore what you saw in your dream. His interest is piqued, because the woman you saw fits the description of an elf. He explains to you that some elves are rumored to possess magic, though the elves he's met during his life dismissed that rumor. He's heard of a society of elves with pink skin, and tells you they supposedly live on an island far to the east.

The next morning you explore the ruins again with Theodore, after making him a cane so he can walk. You discover that the layout of the streets is exactly the same as in your dream, even in the areas you didn't visit during your exploration yesterday. You're even able to point out where the library was, and where the roads were that once lead out of the elven city.

You eventually head back to River Fork, luckily spotting another fisherman moving up the river to River Fork. You pick up your brand new wagon at Johnson's Carts the next day, together with the riding horses and gear from the bandits. Theodore purchases Bertha from you, and together you travel to Brunefyl. There you sell your riding horses, purchase two draft horses that are better suited to pull your wagon, and purchase some woolen items.

After a night spent near Brunefyl you head to Churay Abbey, where you purchase a large amount of books from the monks. Theodore mentions he intends to return to his home in the capital, Lorysian. Figuring the capital will offer you much more opportunities for profitable trade than the area surrounding the Hamleche Woods, you ask him if he minds traveling there together. He lets you know he sure doesn't mind, and together you set out toward Lorysian.


It's been a loooong time, so I'll remind you of some items you received at the start of the game.


Time for a headcount! Did everyone survive the maintenance?


You guys survived the maintenance? All back here?


Anyone else wants to post for Eryzule?


You're escorted to a small office, decorated sparsely and businesslike, and are offered a seat in front of a sturdy oak desk.

"I'm going to fetch the sheriff," the guard who escorted you says.

It doesn't take long for the sheriff to enter the office. He's in his fifties, with short gray hair and a clean shaven face. The sheriff walks up to you and offers a hand. "Sheriff McFloyd."

He sits down on the other side of the desk and starts: "I'm sorry about the loss of property, mister Mallory. However, I'm glad to inform you we have the criminals responsible in custody, courtesy of the king's soldiers."

The sheriff spreads his hands. "They even confessed the arson after some of our guards were able to identify them. This makes wrapping up this matter a lot easier than most cases of arson, which leaves us just the compensation you're due."

"The only downside in all this is that the criminals are unable to fully compensate you by monetary means, as they do not possess a sufficient amount of funds to make up for the loss you suffered. However, due to the severe nature of the crime, I am allowed to use the authority invested in me by the crown to offer you recompense by taking the bandits' possessions and bestowing them upon you."

"Now I've been told you've recently become a trader, not long before the arson. I can offer you six riding horses, several sets of armor, and multiple swords and crossbows. You may not be able to sell all the gear for its original sale value, given the state of some of the weapons and armor pieces, but the horses and their equipment should go a long way to compensate you for your loss of property."


While on your way back to River Fork Theodore's delighted by your curiosity and the interest you show in the area's history. He suggests you visit the elven ruins in the Hamleche Woods together, and you eagerly accept.

It's late afternoon when you arrive in River Fork. Work's finished, for the day, and most people you see out on the streets are headed home. You head toward your friend Jeff's house, where you place Theodore's cart next to the house and tie Bertha to Jeff's fence.

Jeff opens his door and greets you jovially: "Oy! Back already?"

He looks at Theodore, who introduces himself, and the three of you move inside the house. There Theodore and you quickly recount your journey, and your plan to visit the elven ruins.

"I don't see why you'd wanna visit some old broken-down buildings in the middle of the forest, but if it makes you happy..."

"On another note, one of the guards stopped by earlier. Told me the bandits that burned down your farm were captured. Asked if you could come to the town hall when back."

Looking outside, you see it's getting dark. Theodore takes his leave and tells you he'll be staying in the River Fork Inn. Jeff offers you to stay for the night.

--- Sunday ---

The next morning you wake up early and eat breakfast with Jeff. Just before you're about to leave, there's a knock on the door.

"Good morning, lad!" says Theodore as Jeff opens the door.

The old man sees you're getting ready to leave. "I'm going to go ahead and ask one of the fishermen if he's willing to give us a ride downstream the Dun Brae. You go to the town hall to finish up that nasty bandit business. I'll be waiting for you at the docks."


I'll give Eryzule a couple of days to realize the site's back up! :)

Will: 1d20 + 6 ⇒ (12) + 6 = 18

While Gwendallyn ties up the large gnome and Locke stands ready to use adhesive spittle, Fiona tries and fails to let the tiny fey fall asleep.

Round 3:
??? #1
Another Large Gnome -10HP & Pinned
Urbar 31/44HP Prone (Ulfa 29/32HP)
Tereze 36/42HP
Cyflymder
Eryzule
Gwendallyn
Fiona
Locke

Bless is up!


Looking for herbs & garlic:
"Oh, for Corey you say? Just a moment."

The woman gathers a bunch of herbs in a paper bag and adds some garlic. "Three coppers, please."

Looking for milk:
The milk trader looks at the money and ponders. When he replies, he's quite resolute: "Add 2 coppers and you've got a deal."

Looking for cheese:
"I'll let you know this is quality cheese. I'll be making a loss at 7 silver."

"1 gold 4 silver," the trader says, still asking more than you know the wheel is worth.

Looking for flour:
The trader takes the silver coin and holds it for a moment. He ponders, then cocks his head and shrugs. "Alright, that'll do."

Town Hall:
The clerk looks up. "I see. Let me have a word with my colleague who's in charge of our stock."

A few minutes pass before the clerk returns and aks "May I see the paper?"

Church:
"Ah, yes. I could use some paper," the priest responds.

"Could we conclude the deal in my office? Please bring some sheets. I'd like to ascertain the quality, if you don't mind."


You first drop by the house of granny Sigh's grandson and the lumberjack's wife, to deliver the letters you carry. They thank you kindly and, after some small talk, you continue to the market.

Looking to sell paper: DC 12 Persuasion:
You learn there's probably interest in paper at the town hall and the church.

Looking for herbs & garlic:
Walking about the market you see a stall where herbs and some other small ingredients are being sold by an old woman. The prices aren't written down anywhere.

Looking for milk:
There are two stalls selling milk, on opposite ends of the market. One stall sells milk for 2 silver per gallon, and the other for 3 silver 8 copper per two gallons.

Looking for cheese:
There's a single stall selling cheese, and it's quite obvious the trader's asking too much for his goods. A single wheel of cheese costs 2 gold at his stall, almost double the price it would normally cost.

Looking for flour:
You see a stall where flour's being sold in sacks of 3 lbs. Each sacks costs 7 copper.


Decades ago the then reigning king ordered the construction of a bridge large and sturdy enough to allow his armies to cross the river Brae. The architect and business man Henry Uther was hired to oversee the construction, and the bridge was named after him. Uther liked the location at the edge of the Hamleche Woodland so much, he had a house built east of the bridge. Using his money to invest, Uther had more houses built. He rented those out to the fishermen and traders who wanted to profit from the trade route that came to be after the bridge's construction, and so the town of Uther came to be.

The house Henry Uther lived in does no longer exist, both house and owner perishing in a fire. Most of the people who live in Uther these days live on the other side of the bridge, near the bustling market square, and make their living either by trade or working for River Fork's Lumber Company. Only a few houses, now all owned by fishermen, stand east of the Uther Bridge.

You enter Uther from the east, emerging from the Hamleche Woods. From the east shore of the Brae you see the market on the other side of the bridge. You recall there's a daily market in Uther, as travelers are constantly passing through and this presents constant opportunities to sell wares. The townsfolk have their own stalls, and usually the best spots on the market. The constant variety of traders from out of town is allowed to hire or set up a stall for a day, by paying a modest amount of money at the town hall.

Het is momenteel donderdag. Ik heb de marktdagen van Uther alleen iets aangepast, aangezien ik het bovenstaande leuker vond voor een dorpje dat aan een handelsroute ligt. Komt toevallig voor jou ook beter uit! :P


Will, Blue: 1d20 + 2 ⇒ (7) + 2 = 9
Will, Green: 1d20 + 2 ⇒ (8) + 2 = 10
Will, Red: 1d20 + 2 ⇒ (2) + 2 = 4
Will, Yellow: 1d20 + 2 ⇒ (2) + 2 = 4

In a last, desperate stand Kyra grabs hold of her holy symbol and beseeches her goddess to destroy the undead surrounding her. As Kyra drops to the floor, the burst of golden, positive energy that blasts out incinerates the skeletons, turning them to four neat piles of ashes.

Out of combat!


While Urbar gets back up with one of his swords, and Ulfa headbutts a stone, Tereze picks up the lorestone.

Will: 1d20 + 6 ⇒ (18) + 6 = 24
Rapier: 1d20 + 9 ⇒ (7) + 9 = 16

"No!" yells the same voice you heard before, but this time it comes from atop one of the northeastern pillars. A small fey pops up from nowhere, right besides Tereze, and attempt to stab her with his small rapier.

"Put it back, mortal fool!" he shouts, flying to the top of the pillar from where you heard him yell before his attack.

Round 3:
??? #1
Another Large Gnome -10HP & Pinned
Urbar 31/44HP Prone (Ulfa 29/32HP)
Tereze 36/42HP
Cyflymder
Eryzule
Gwendallyn
Fiona
Locke

Bless is up!


Prijzen zijn natuurlijk onderhevig aan vraag en aanbod, maar in de 'Campaign Info' thread heb ik een paar pagina's gelinkt die ik gebruik als referenties voor prijzen van voedsel e.d.


Ik heb een link toegevoegd bovenaan de thread: 'Notes.' Hier kun je dingen noteren die je anders misschien vergeet, zoals de handelsafspraken die Scott opschrijft in z'n boek.


Was geen slecht voorstel, 8 sp. Vond wat onderhandelen erbij gewoon leuk, aangezien dat bij het werk hoort dat Scott nu doet :P

Corey shakes your hand, and also starts eating.

After dinner the man who has a wife in Uther comes up to you and hands you his letter. "It's for my wife, Petra. Our house is the first one past the church, same side of the road."

The man hands you four copper pieces. "Here, should be enough to get you an ale at the inn."

People eventually start heading to bed, and Thomas shows you where you can spend the night. "You can sleep here, in the bunk bed above me. That is, assuming you don't wet yourself at night."

The lumberjack laughs heartily, and one of the men who's already in bed tells him to shut up. Thomas laughs again, but softer, and leaves the room to not disturb the other man's sleep any further.

------

You wake up to the sound of someone else getting out of bed. The curtains are pulled open and you notice the sun's barely started to rise. No strange sight for you, as farmers are used to getting up early.

There's some more movement outside the room, and it doesn't take long before all of the lumberjacks are moving about. By the time you enter the large room where you had dinner, there's an assortment of fresh fruit, bread, scrambled eggs, and sausages on the table.

"Help yourself," Corey says when he sees you.


Corey's visibly pondering, but comes up with another suggestion: "What about this? You show me how good you're at haggling. You get five silver pieces from me when you return, and get to keep whatever change you've got left from the money I just gave you."

"If I end up having to compensate for you spending more money than I gave you, you'll get just the five silver."


I had! :)

It seems we're waiting for Kyra. I know there are issues with threads not always showing updates, so I'll send a PM about the continuation of the game.


Gwendallyn keeps the gnome in check while Fiona heals some of Urbar's wound. Eryzule taps Locke on his shoulder and casts guidance, after which Locke moves east and gulps down an extract of adhesive spittle.

Escape Pin: 1d20 + 8 ⇒ (16) + 8 = 24

The large gnome hopelessly tries to escape Gwendallyn's grasp.

At the start of Tereze's turn:
Urbar's wound continues to heal, while Tereze takes damage for him.

Round 3:
??? #1
Another Large Gnome -10HP & Pinned
Urbar 31/44HP Prone (Ulfa 29/32HP)
Tereze 36/42HP

Cyflymder
Eryzule
Gwendallyn
Fiona
Locke

Bless is up!


"I've got a list. A moment."

Corey returns a bit later and hands you his shopping list:
- garlic
- 4 gallons milk
- cheese wheel
- herbs
- 2 sacks flour

"On the market, look for a woman named Aubrey," Corey says. "Tell her I want the usual herbs. She knows. Also, if you buy the cheese from a bloke called Oskar, tell him you're paying half. He knows he's asking too much."

Corey gives you a purse with 25 silver coins in it. "Should be enough for the groceries. If you're short anything, I'll compensate you when you're back. How much do you want for the job?"

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