male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
We should attempt to use the treasury to buy the maps. The Fitcher smiles as the trading begins. People who want to buy and sell generally don't want to stab you in the back. Literally, at least. A reasonable opening offer, but I think you can see that we may be valuable partners in the future, no? Maybe 1500 gp if we buy the lot? Diplomacy 1d20 + 1 ⇒ (17) + 1 = 18 and Sense Motive to tell if he is planning to rip us off, either with this deal specifically, or more generally 1d20 + 12 ⇒ (17) + 12 = 29
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher walks his horse up onto dry land, tying it nearby so it can relax and eat some grass. He gives it a pat on the flank before turning to the gnome. Pleasure to meet you. I am The Fitcher. We are surveying this land. Where are you bound? The Fitcher keeps his expression neutral, and says nothing more until Bea speaks up. He looks over at the kobold bodies, but makes no comment. Do they look like they've been killed in a battle? Are they clearly dead, or might they still be alive? Perception 1d20 + 11 ⇒ (9) + 11 = 20 Maybe heal as well? 1d20 + 9 ⇒ (18) + 9 = 27
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
Vasily is better with the animals, so The Fitcher hitches his steed to the wagon, trying to keep the beasts calm, but letting Vasily take the lead. Aid Vasily with Wild Empathy 1d20 ⇒ 14, and hitch horse (ride?) 1d20 + 7 ⇒ (15) + 7 = 22
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher assesses the situation, looking a bit edgy astride his horse. Does the wagon look well and truly stuck? Now that the horses are calmer, the Fitcher would probably try to hitch his own steed to the wagon and help them to pull, if there seemed to be any hope that it might work.
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher nods his agreement to Katya's idea, then begins to ford the river. He'll take 10 if he can, otherwise: ride 1d20 + 7 ⇒ (12) + 7 = 19. As he does so, he calls out, Little men! Do you have any items in cart that can not be replaced?
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher's eyes take on a yellow-green reflective quality as he wrinkles his nose in curiosity. He makes a soft grunting noise as he guides his horse along with Katya and Bea. Does The Fitcher smell anything? Perception 1d20 + 11 ⇒ (4) + 11 = 15 Hunter's Senses (Ex): Standard action, gain scent special ability and improved vision. Dismiss as free action.
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher will take full advantage of the rat infestation, casting Speak with Animals, Charm Animal, and Control Vermin every day that the group is in town. Primarily, he'll try to use Control Vermin to convince the rats to go away. (handle animal 1d20 + 0 ⇒ (3) + 0 = 3 for 3 HD of rats/day), and to entertain himself, he'll build a group of friendly/charmed rats that follow him around and do simple tricks to entertain the common folk.
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
From what I have learned, I am rethinking the idea of trade with the mud people. It does not seem likely to be profitable. An ambassador, maybe, to keep relations calm, and keep an eye on their activities? If annexing is not seen as an aggressive act by Oleg and the populace, The Fitcher is for annexation.
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
I'm good with a mine and a road. As for the lizardfolk, The Fitcher seems to have no hard feelings even though relations are clearly strained. He is leaning toward recommending opening up an official relationship with those he calls the "mud people". Maybe send an ambassador of some sort, mostly for trade purposes. The idea would be to determine what the mud people have in abundance, and what they need, as opposed to trading trinkets back and forth. The Fitcher would work with Katya, seeing her as smart and capable. A few things he does, hoping to get "aid another" help from Katya.
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
Hmm. Good point. To show that he deserves the role of Councilor, The Fitcher should probably display some good judgement. What would be a good scenario to jump off from and do a bit of side role-play? Anything going on upon our return?
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher, a bemused expression on his face, looks slowly around the encampment as the others talk, observing how the lizardfolk are reacting. sense motive - are there factions developed within this tribe, or are they all supporting the leader? 1d20 + 12 ⇒ (4) + 12 = 16
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher calls out, We have destroyed the evil spirit here! We have come in peace, to trade only. Do we have peace? diplomacy, if needed (could use some aid another, probably)1d20 + 1 ⇒ (14) + 1 = 15 Hold action. If these lizardfolk do anything aggressive, cast Flaming Sphere right on the big fella (DC15 reflex save)
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
Is there something going on here between the Will-o'-Wisp and Lizardfolk? 1d20 ⇒ 1. The Fitcher has Kn (local) +4, Kn (nature) +9, and Kn (planes) +5. Not sure which, if any, would apply. Also using Sense Motive to determine if it's looking like they're about to jump us. 1d20 + 12 ⇒ (10) + 12 = 22
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The hasted Fitcher begins to hack wildly at the Will-o'-Wisp, fortified by magical speed and accuracy. true striking +1 Cold Iron Sickle 1d20 + 26 ⇒ (18) + 26 = 44
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
Knowledge (Dungeoneering) check, untrained 1d20 ⇒ 9 The Fitcher reaches out and touches Bea on the shoulder, casting a spell. CLW 1d8 + 3 ⇒ (6) + 3 = 9 HP He calls out to the mud-person. This ancestor spirit leads you down the wrong path. You see? It attacks us unprovoked. We must destroy it, but you can choose to stay out of the fight, yes? He adds, It is another wisp! Katya, use your missiles!
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher seems unperturbed over being dismissed by the mud-person. He follows, but his eyes dart back and forth, like an animal in a cage. sense motive on the lizardfolk guy - is he leading us into a trap? 1d20 + 11 ⇒ (7) + 11 = 18
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
A tinge of consternation shows on The Fitcher's face. "Our sort?" We come in good faith. In peace. We treat you as equals. We heard the cries of one of "our sort", but we do not speak ill of you. Explain why the young one cries, or there will be no trading with our sort. And we will rethink our peaceful dealings with you, maybe. little help here? My Diplomacy is rubbish. 1d20 + 1 ⇒ (2) + 1 = 3 EDIT: Of course. Never mind. Nothing can help my luck with dice.
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher allows his Hunter's Senses to lapse (used 1 minute), and pays no notice to the cry of the child. Sturdy raft, he comments with a toothy smile. sense motive 1d20 + 12 ⇒ (17) + 12 = 29 He turns the smile to the rest of the group, in an attempt to send a message that all is well.
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
Smiling stiffly, The Fitcher's eyes turn a yellowy-green color, and he sniffs the air a few times. He takes a standard action to activate his Hunter's Senses, gaining Darkvision and Scent. Does he smell lots of grubby humans within the palisade? perception 1d20 + 11 ⇒ (10) + 11 = 21
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher takes the rope and antitoxin out of his pack, then walks slowly over toward the palisade gate, smiling his best friend smile. Hello to the mud-people! I am The Fitcher. From the description, it sounds like there's water between us and the hummock in the center of the river / channel. If so, he'll wait patiently at the water's edge, assuming they have some way to come out and meet us. If not, then he'll just walk over to the gate.
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher keeps his hands away from his weapon belt, and smiles toothily in the general direction of the lizardfolk guards. The expression does not look natural on his face, somehow. He turns to Bea. "They will invite us into their village if we offer to trade with them, maybe. I have a few things of use to mud people."
male Human Druid (Green Faith Initiate - Mooncaller) 3 / Rogue (Acrobat) 2
The Fitcher drops to all fours, and begins to sniff around the area, clearly agitated by the unnatural situation. Activate 1 minute of Hunter's Senses in order to gain scent. Combine that with Knowledge (planes) 1d20 + 5 ⇒ (19) + 5 = 24 to try to determine what sort of ousider presence might be involved. We may have a possession situation here. Hunter's Senses (Ex): You gain the ability to augment your senses on command. Standard action, gain scent special ability and improved vision. Dismiss as free action. If you have normal vision, you gain low-light vision. If you have low-light vision, you gain darkvision out to a range of 30 feet. If you have darkvision, the range of your darkvision increases by 30 feet. Min / day equal to druid level, in 1 min increments. Dismiss these as free action.
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