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Caught up in the spokes


Back through town/DM Buzz  d4+1=2 ; d100=10 ;
Tuesday November 23rd, 2010 9:54:17 AM

ooc: My friends. When we are dealing with chits and money, I need specifics. I know a couple of you are trying to make a little extra cash using the chit system, hoping you can make a difference, but in the long run, it will always balance out eventually. So, please, do not use language like this, "When Beriothian leaves Hook City he will trade his chits back in for hard currency. " This is not specific and I will call you on it every time. Always use the amount in chits and gold you are trading. Thank you.

Some search the Woldian league of Adventurers for information and they do not have any themselves. Their interests are with the city at this time and they have no field agencies there to know more about what is happening. If a member wanted to start a WLA center in Mudtown, they could, but it would take them out of the adventuring business, with all the work necessary to put into it.

With the group outside the city now, they search their regular contacts for information. No one named "Twice" has come through here and there have been a few people that meet the description the group is asking about. One lead you have trails you to a young man in a make shift bar, set up in a tent, but it is not the person you are looking for. At least the group did not spend a lot of time and gold on what might well be a dead end trail. Twice is known to be a skilled rogue and someone not likely to want to be found, according to his mother after two hours and ten gold pieces in drinks, the trail for the young human dries up pretty quick. Highlight to display spoiler: { Given the circumstances of him being a rogue with skills as well as him being gone a week, the DC for this was 25. Sorry, very close.}

The good news is, now, the group still has plenty of daylight for other tasks if they desire. The bad news is, during your investigation for Twice, you discover, Gary Glittertooth has left town. He didn't say where he was going, but him and his friends packed up the few things they had. He sold his building and left with an outbound merchant. That happened sometime last night while the group was resting for breakfast.

Also, two humans and a gnoll have been seen asking the decrepit, if they need help. They were seen with dead bodies in their cart as well. Most think it was nice of them, but don't know why they are doing it.

The time is approximately 2:00 PM

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday November 23rd, 2010 1:54:46 PM

Bosk shrugs in disappointment when he hears the news of Gary's leaving. Well this is an interesting turn of events. At the very least, we now know that Gary won't be attending tonight's meeting. I guess our next goal should be to learn more about the humans with the gnoll going about town, and to have a few of us walk buy the cross roads again to see if anything has changed since last night.

If I remember correctly, Gary told us that the note was left under his door and that he had no way to contact the kidnappers, so there is a good chance the meeting is still planned for tonight. Although we have no way to know if anyone else was told to meet them tonight, my guess is that with business such as this they would want as few witnesses as possible and would at the very least have anyone else they might have contacted meet them at a different time and place. The question is, do we hide in the shadows, go out to meet him as Gary would have to make an exchange, or split our party up and have half hidden in the shadows while a few of us approach the party in question. If we are all hidden the party in question may not show themselves, but if we approach him directly and another group does show up, then we find ourselves in a fight with two sets of enemies.




Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday November 23rd, 2010 3:02:26 PM

"I could make an illusion of Garry walking with us," Zeoll suggests. "That might get us an in."

Ransy, AC 21/12/20 Hp 41 /41 
Tuesday November 23rd, 2010 5:04:21 PM

Ransy is alarmed at the mention of two humans and a gnoll asking the weak and elderly people if they need help. "That's very suspicious, to say the least. And then they've appeared with a cart with dead bodies? It seems they've killed those decrepit people. Shouldn't we investigate that news?
Zeoll, I think that illusion might work. Good thinking. But then the question still is: how will the others get to the crossroads without arousing suspicion? I've bought two potions of invisibility. But perhaps we should buy or rent a cart and lie on it as if we're dead bodies.
"

Ransy would like to gather information about the 2 humans and the gnoll. But only together with the others. So do the others want to do that too?


Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday November 23rd, 2010 6:50:50 PM

Yes, the two humans and the gnoll are probably our best bet. It may also be worth checking out the pit in Pig Alley, though I don't actually know where that is. Would we have time to go there and get back?

ooc: Sorry, I only had one chit so I wasn't thinking about the possibility that it could be interpreted I was holding some back. I trade my one chit in for the same value in gold that I traded to get it a few hours ago.

Where to first?/DM Buzz 
Wednesday November 24th, 2010 1:41:35 PM

Bosk is not at all happy about Gary picking up and leaving before unfinished business had come to pass. Will the meeting with the others still take place? Is the very people they are looking for, slipping slowly through their hands? One does not have the answer, but, now, it seems, the two humans and a gnoll would be their next lead, but where would they find this trio in the large area called Mud Town?

Zeoll has a magical solution to the Gary problem. Create a figment. In most respects, it should work, if it's not raining and the people viewing the illusion, do not notice, it does not make noise when it walks on the wet road, nor does it leave footprints. (For someone unaware, it would be a decent spot check of DC 15 to notice with additional, conditional penalties of course, FYI)

Ransy has concerns for the weak and ill of this makeshift town, but he has not really seen, elderly people in Mud Town. Some are older sure, a lot of merchants are, but no one ever makes it in this dirty, polluted community to what we call "old". He jumps to some conclusions about the three killing those needing help, without any evidence or witnesses to this claim. Still, he wants to investigate this news and asks the party, if they feel the same?

Beriothian agrees to some extint with the others, but offers his own suggestions on where to start, like The Pit, in Pig Alley, ooc: Your DM would appreciate information on this place. I did not see it in the Woldipedia. Have any of you been there before?

Maikill remains quiet, contemplating settling down with a pretty girl and maybe raising some long toothed children with hairy backs. He says he will help the group as long as he can though, before his barbarian nature drives him back and away from civilization.

The group has made a lot of suggestions to each other. But, where will they begin, this is uncertain. There are still three or four hours of day light left before Thermo escapes the horizon of The Wold.

Zeoll (HP14, AC17) [PF Zeoll]  d20+7=19 ;
Wednesday November 24th, 2010 3:32:55 PM


"Well, it seems to me," says Zeoll, "That a gnoll will stand out in Mudtown almost as much as a liontaurr and a minotaurr. Well, maybe half as much."

"That said, someone is bound to have seen them. And we have a couple hourrs to ask arround."

Well aware that the taurs in the party make the Iron Adventurers much more noticeable, Zeoll tries his usual sources in gathering information. [GI roll is a 19 (again) -- and again, anyone want to Aid Another fellow party member? LOL!]

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday November 24th, 2010 4:53:07 PM

Ransy helps Zeoll with gathering information about the gnoll and the two humans, who were said to be 'helping' the weak and elderly people. Or otherwise, just about people driving carts with dead bodies on it.



Ransy, AC 21/12/20 Hp 41 /41  d20+2=8 ;
Wednesday November 24th, 2010 4:53:49 PM

gather info aid another = 8
(sorry, hit the wrong button and sent the message)

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20=7 ; d20=5 ;
Wednesday November 24th, 2010 5:12:44 PM

Bosk does his best to help Zeoll, however he is not as helpful as he was earlier.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=13 ;
Wednesday November 24th, 2010 7:21:10 PM

Beri joins the others in trying to gather information.

Gather information = 13

ooc: I never actually went to Pig Alley, I just they throw bodies in there and that Mayikill saw something in there

Ransy, AC 21/12/20 Hp 41 /41 
Thursday November 25th, 2010 4:59:16 PM

Checking in

Happy Thanksgiving/DM Buzz 
Thursday November 25th, 2010 7:45:45 PM

Sorry for the no post today my friends. I had to get up and start running for Turkey Day. We will continue this tomorrow. I hope you all had a great and filling day.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday November 25th, 2010 7:57:48 PM

ooc: no worries, I don't think anyone is expecting anything to happen today.

Position available?//DM Buzz 
Friday November 26th, 2010 1:43:22 PM

Everyone begins the search for the three men looking for bodies, when they are approached by a middle aged man in a thick, dirty cloak, "I beg your pardon Lords, I beg please, allow me to talk with you a moment?" His long gray coat, underneath his hooded rain gear, is made of fine materials and is likely stuffed with down. It's original color now not recognizable, has many mend marks are on it where a needle and thread have kept the contents inside. He has long gray hair, that has streaks of brown through it and a full beard. The fact he has all of his teeth, means, he likely hasn't been in this state for very long. The group, being the kind souls that they are stop to listen to the man.

He begins the conversation, "It's a common rumor you have set your minds to looking for the people missing in Mud Town. A noble and heroic cause if I may say so." he gestures with a bow to each of you.

He clasps his hands together and begins a tale of sadness for a dear friend on the brink of death. "My, my friend, he's gone too ya see. His name is Jack and he's about my size with brown hair and a bit younger then me. He was terribly sick with the Gandub, and no money for a healing. I left him with a small fire one night when I went out to scavange for food,. I didn't expect him to live till the morn really, but when I got back, he was gone and the fire was snuffed. I don't know what happened to him, but I wasn't long anyway, just a few hours. I doubt he is alive, but I want to give him a proper burial. I just want to know what happened to him!" The man doesn't seem so much as worried as he is confused about his friend.

"I don't have any money." he says with a sad look, then cheers up a bit, "but I can works for you see. I know how to read and write and I can work the numbers also. I'm still strong and I can move things or carry your gear. What have you, until my debt is paid in full."

Heal Skill DC 20 Highlight to display spoiler: { Gandub is a Southern Continent illness affecting the Respiratory System and is similar to Pneumonia, except far more aggressive as is most things in the Southern Continent.}

The Gather Information used, will be addressed after this encounter.

Zeoll (HP14, AC17) [PF Zeoll]  d20+10=21 ; d20+7=21 ;
Friday November 26th, 2010 5:14:55 PM


Zeoll listens carefully to the older man's tale and asks him a few questions. [Sense Motive 21 - is he sincere? Honest?] "What is yourr name, Good Sirr? How came you to be homeless in Mudtown, forr I suspect you have not lived herre long."

Bardic Knowledge to know about this "Gandub" ... Bardic Lore 21.



Maikill HP 31/39, AC 17  d20+2=8 ;
Saturday November 27th, 2010 12:17:01 AM

Maikill listens to the man's story. The sickness does not ring a bell with Maikill, but cities seem to always have some disease that he has not heard of. Another reason to leave here and return to the country. His ears do perk up when the man's offer of help comes.

"You know letters and numbers?" Maikill says with admiration.

"I no need help carry things, I strong. You teach me and I will help you. Maybe start with numbers so I not get cheated at market. That sound good to you?"

Heal check 8

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+1=11 ;
Sunday November 28th, 2010 10:54:22 PM

I'm not familiar with Gandub, it's not contagious I hope. Where exactly did you leave him when he disappeared? You didn't happen to see a gnoll around the area when you left did you?

Heal check = d20+1=11

Gandub/DM Buzz 
Monday November 29th, 2010 9:39:18 AM


Zeoll believes the man is both honest and sincere. He has heard talk of the Gandub since his visit to Mud Town and knows it can be a deadly illness if not treated quickly, Zeoll may see the above "Heal" spoiler.."My name? Love rock the Cradle I'm sorry, of course you should know who you are speaking too. My name is Jeb. Jeb Maker. I come from a long line of Makers. I specialize in clothing and leather, but me Da was an armorer. As for how we became destitute, well, Jack loves the dice you see. He lost his half of his wares in a dice games. He comes back to me for help in retrieving it and I says no of course, he's a blamed fool, but soon enough, he convinces me he could make back his goods and extras for the pretty ladies in Hook City. Well, that was three months ago. We have been struggling since then, trying to make some money back here and there to get us home to Calid (An unknown, uncharted and unused city in the Southern Continent, here in the Wold.) Almost have enough to buy our way onto a caravan, but no, I needs to find me friend first and pay me debts."

Maikill appreciates the mans skill and willingness to work for others. he asks about an education and receives the reply, "Learnin is easy when someone wants to set their mind to it. The numbers come quick, but the letters take some time. Time is what I have plenty of right now, so sure, I'll teach ya good sir!"

Beriothian does not know what the illness is and asks about it, "I suppose if you kissed someone on the mouth and they had Gandub, you might contract it, but I don't think you can catch it from being near someone that has it. I didn't catch it anyway and I took care of Jack for two weeks before he got deathly. Gnolls, well, there are gnolls and orcs and sometimes ogres in Mudtown. Lots of races and cultures trade with Hook City. On that evening though, I do not recall seeing a gnoll, no sir. I left him near the gates to the city, hoping some wandering priest would have seen him and could take pity on him, but it seems they don't come out here much."

ooc: The group can recall a few things from the past at this pont. The DM will throw some hints out later if the players do not remember something from a few weeks ago. I am not very happy with the last few Friday posts either. There is only five of you and that is all the more reason to post regularly.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=5 ;
Monday November 29th, 2010 10:13:21 AM

ooc: Sorry for the late posting. I got back from the in-laws late last night (where internet and phone coverage is sparatic at best) and thought I could post before the DM in the morning. I forgot that Buzz posts much earlier than Jim did. (My wife has also been monopolizing the internet for online Thanksgiving weekend sales).

ooc2: Am I correct that there are three people being mentioned in this conversation? Jeb, Jack, and his da (dad)?

Bosk racks his brain for any knowledge he might have about Gandub, but finds himnself unknowledgeable in the matter, and so begins to ask questions about the matter at hand. We are sorry to here about Jack, can you please tell us more about your situation. Jack is a somewhat common name, I don't suppose he ever went by the name "Trade Jack", did he? If not, can you describe him in a little more detail for us. What his his race, and what does he look like? What cloths was he last seen wearing? Was Jack a friend of yours or a relative? We know of a cleric in Mud Town that tends to the sick and dying, and she might have seen your friend, but we will need a good description to give her.

DM Buzz answer to ooc2. Jeb is the man you are speaking with. Jack is his friend that is missing. Jeb gave his heritage or bloodline by informing you of what his fathers skill was. His "Da" is not here. :)

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=26 ; d20+7=23 ;
Monday November 29th, 2010 3:34:50 PM


Zeoll wonders a little about this new person the party has met. Is he a dupe or a stooge? He seems sincere, but naïve, the liontaur judges. He asks him about a longish list of people who have played a role in the Iron Adventurers' business of late -- Gary Glittertooth, for example, who may have had a role in the dice gambling business. Not to mention the cultists who had been following that disguised mind flayer, what was his name? And of course Twice, who Zeoll suspects was no stranger to the gaming tables.

Diplomacy to speak with Jeb without alarming him at all the questions: 26

And what did he mean by "love rock the Cradle?" Is that slang? From where? What's it refer to? Bardic Lore 23.


Ransy, AC 21/12/20 Hp 41 /41  d20+6=11 ; d20+7=11 ;
Monday November 29th, 2010 5:10:40 PM

Heal skill = 11

Ransy says: "I've never heard about your friend Jack's disease. However, you said your dad was an armourer? I think we've met an armourer recently, Tallie's father? What's his name, guys?
Jeb, would you know him? He lives at the edge of Hook City, just inside the walls. We were helping him, because his daughter Tallie had disappeared and we believed she might have been kidnapped. We found her and brought her back. Is it perhaps family of your father?
"
Ransy tries to judge the sincerity of Jeb's answer to this question:
sense motive = 11

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday November 29th, 2010 11:11:32 PM

Did you have any interaction with someone named Goldtooth, or a Mr. Herrert? Would you be able to take us over to where your friend went missing?

ooc: Was the thing from a few weeks ago something that happened after you started DMing?

DM Buzz: ooc, yes, Bosk guessed correctly about the cleric you all heard of yesterday in game time.

Near the gate/DM Buzz  d100=11 ; d100=28 ; d100=92 ; d100=81 ;
Tuesday November 30th, 2010 9:59:33 AM


Bosk asks more questions to try and get some information fro Jeb, "Trade Jack? Oh no, that's a mercenary band of warehouse guards. He wasn't a member of them. He could barely hold a knife without cutting himself." He goes on to describe Jeb, "He is human and used to be round in in the middle, but the last few months have seen that disappear. He has black hair and a thin beard. He has green eyes and stands so-so," indicating with his hand about five foot five inches. "he had on a cloak and a coat, similar to mine. I made them borh. Made just right for keeping one warm see. Jack was a dear friend of mine. I have known him for decades, the blamed fool!"

Zeoll works his glib tongue, keeping the man at ease with his questions. "Nope, I am sorry. None of those names rings a bell. For your bardic lore on the vernacular, it is a Southern Continent saying, similar to, "Oh my goodness!"

Ransy asks questions about the interior parts of Hook City and jeb replies, "Nope, I'm sorry, I don't know the armorer you speak of. My Da might, but I deal with cloth and leather. Not a lot of time to mingle with other merchants outside of business."

Beriothian asks him about other people as well, but Jeb does not recognize the name. "I'm sorry good sirs, but those names do not ring a bell with me, but Mud Town is a big place with lots of people coming and going."

When the group mentions a cleric in Mud Town, Jeb's eyes widen. "Is it possible she could have helped him? That would be fantastic. Sure, I can take you where I left him." he does so and about ten minutes later, you are all about fifty yards from the gates. There is now a tent, where Jeb says he left his friend with a fire and some cover, which are now gone as space near the gates is precious.


Zeoll (HP14, AC17) [PF Zeoll]  d20+7=23 ;
Tuesday November 30th, 2010 10:55:05 AM


"Foolish man," chides Zeoll, gently. "Did you think you could just leave an invalid herre at the gate with no one to watch? Now he is gone. How long ago did you leave him herre?"

Zeoll tsks as he moves around the area in a spiral, asking people if they have seen or heard what happened to the unattended sick man who had been camped in this spot. Gather Info: 23 sweet!


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday November 30th, 2010 12:45:39 PM

Now now Zeoll, don't be so hard on him. Most of our group is new to Mud Town, and we have made more than our share of mistakes that others would call obvious. The imnportant thing to do now is to check for leads and to speak to the cleric who may have helped his friend.

Maikill HP 31/39, AC 17 
Tuesday November 30th, 2010 3:50:32 PM

Maikill follows along, hoping to be of use if a fight breaks out.

Ransy, AC 21/12/20 Hp 41 /41  d20+2=12 ;
Tuesday November 30th, 2010 3:56:44 PM

Ransy searches for clues about Jack the invalid as well, staying close to Maikill.
He also asks about a cleric helping the sick in that area.
aid another gather info: 12.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d100=87 ; d20+12=18 ;
Tuesday November 30th, 2010 6:53:21 PM

At Bosk's words Beriothian remembers that the Iron Adventurers recently let themselves be led into a room that should have been a fairly obvious trap. Beriothian looks around the are where the fire had been, hoping to find some clues to the abduction.

Search = 18
ooc: I thought that 87 looked a little too high for a d20 +12 roll

Here comes the night/DM Buzz 
Wednesday December 1st, 2010 9:56:19 AM

Maikill is instructed on the basics of numbers as the group walks toward the main gate to the spot Jack was last seen by Jeb. He stays on the lookout knowing that danger is around every mud hole.

Zeoll chides the man for being a fool, for his friends sake and the man looks sad again before turning his eyes up to the liontaur, "It was his only chance. He was dying." Then he has a small smile, "Perhaps it worked? He's been gone two nights now, maybe he is being treated by this cleric?" Zeoll gets answers from others, "Lots of sick people running around. If you haven't noticed, it's freezing out!" A suggestion of the area you know the cleric to be in is brought up to the group from another passer by though.

Bosk remembers about the mistakes the group has made and asks the others to be gentler with the man. Perhaps, a visit to this clerics warehouse is in order?

Ransy helps the parties bard to discover what may have happened to Jack. In the process, a young woman is seen slipping on the mud and getting her nice dress all messy. She sits down and cries for a moment before she attempts to get back up. People seem to not notice her and walk by as though they are in their own little world.

Beriothian reminisces about their past exploits while searching for signs of the lost man. he is met at the camp by a big burly man in a dire wolf pelt coat and long leather pants. he has on no shoes and carries a very big two handed axe around, his grip chocking the head of the axe to bring it easily to bear on thieves or intruders. The large barbarian looks down at the rogue, "You buy pelts?"

The group is in a small quandary right now. There is a middle aged merchant following you around on a man hunt, that likely can't fight his way out of an open field of daises and the time is beginning to get on toward dusk. The iron Adventurers is losing daylight soon, so if there is anything else they need to do, like maybe have Jeb go to their building and having him start some of that work he promised you in exchange to help him find his friend?

Ransy, AC 21/12/20 Hp 41 /41  d20+10=25 ;
Wednesday December 1st, 2010 4:44:20 PM

Ransy offers his left hand to the young woman who slipped and cried. His right hand is on his sword hilt, just in case.
Here, let me help you. Are you on your way to Hook City, miss? Perhaps you need someone to escort you hither or to whatever goal you're trying to reach? Please, I know this can be a dangerous part of town. I am Ransy Stormhide, and I have personal experience with the dangers out here. Can I help you in any way?
Perhaps you can help me too. I am looking for a very ill, poorly clad person called Jack, who's been here before. Have you perhaps noticed him, or how about two humans and a gnoll with a cart? Does that ring a bell?

Diplomacy used towards the lady: 25.


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 1st, 2010 7:18:27 PM

Bosk suggests they have Jeb go to thier shop while they go to see the healer and kidnappers.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 1st, 2010 7:54:37 PM

After making his suggestion the horned cleric realizes that the group still doesn't have a cohesive plan for approaching the kidnappers. Jeb, I think we can take it from here. If you would like to wait at our shop, then Sanji should be able to find something for you to do while we investigat.

Then, turning to the rest of the group he says, If there is still time I sugest we visit the healer and see if she has seen Jeb's friend. After that we should go to the crossroads. We still need to figure out our approach. Zeoll had an interesting plan that I may be able to enhance with my shadow conjuration (I wil have to look at the spells more closely to see if I can make it into anything useful). If we can pull that off, we may be able to hide in the abandonded buildings until they show up.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 1st, 2010 8:06:38 PM

When Beri feels the party is able to talk away from party ears he will discuss their upcoming encounter.

I don't think we are going to find anything more here. We should make our final preparations before it gets any later. We really need to discuss our strategy before hand. We can be certain that the kidnappers chose a location where they will have the upper hand, and I just don't see a way this can end without us being discovered as impostors. We need to be prepared for for things to turn ugly... very ugly.

There is the change the the kidnappers already know that Gary has fled town, in which case we almost certainly will be walking into a trap. Likewise, if he men guarding the building at our meeting spot are in league with the kidnappers we will have already been discovered.

One thought I have had, if we are after kidnappers it maybe worth attempting to scry for one of those kidnapped, specifically Jack.


ooc: How well equipped were those protecting the building at our meeting spot?

Here comes the night/DM Buzz 
Thursday December 2nd, 2010 9:37:34 AM

ooc: I will wait a little btt to see if Zeoll can get a post in before the weekend post.

Zeoll (HP14, AC17) [PF Zeoll]  d20+12=21 d20+12=22
Thursday December 2nd, 2010 11:07:40 AM


Zeoll agrees with sending their newest retail worker to safety at the shop. But now it is time to plan in earnest for the coming confrontation. Also, we can refer the guy selling pelts to our shop. Where he can get a fair wholesale price for his merchandise. BTW, Zeoll looks at the pelts. Are they from rare beasts? Is the quality of the tanning high? Survival 21, Know Nature 22.

Option one: Sneak in, use Beri's illusion to "extend" the wall of a nearby building -- the party -- at least the stand-outish taurs, maybe everybody -- hides behind the wall. At the appointed hour, Zeoll casts his ghost sound and illusion spells to send an image of Garry Glittertooth to the rendez-vous. At the meet, "Gary" claims to have an earache, so they have to speak up. We have a conversation from afar and find out what we can. We can then sneak up and attack if need be.

Option two: Very similar to Option one, except that instead of sending "Gary" in alone, we tag along as his guards or minions. That way, we are right there, can go inside if invited, and are on site.

Thoughts?

Ransy, AC 21/12/20 Hp 41 /41 
Thursday December 2nd, 2010 5:42:56 PM

Option three: we lie on a cart as if we're dead bodies, except Bosk who's wearing a helmet of disguise and looks like Gary. Perhaps Maikill can walk beside him as his bodyguard. Bosk as Gary tries to sell our bodies to the criminals, and we jump on them if they come to inspect the cart.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday December 2nd, 2010 5:56:00 PM

"If I worre a hat of disguise, could I prretend to be the horrse pulling the carrt?" Zeoll asks. "I could pull the carrt AND concentrrate on the illusion if I moved at half speed," he muses. He'll try it if whoever has the item lets him. "Maybe my Ghost Sound could make hoof-clops as well as Garry's voice. Orr I could cast two Ghost Sounds. They rrequirre no concentrration."

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 2nd, 2010 7:23:34 PM

ooc: Beri doesn't have any illusions. Also, if Bosk is going to wear the helmet we need to confirm whether it will hide the size difference. It had that ability on the enemies we got the helmet from, however that was not permitted when we were at the Marigold.

Maikill HP 31/39, AC 17  d20+5=15 ;
Thursday December 2nd, 2010 10:37:02 PM

Maikill scratches his head. "I no good at plans, you tell me what do. I do it."

He looks around, checking to see if it is safe.

spot 15

Here comes the night/DM Buzz 
Thursday December 2nd, 2010 11:18:09 PM

ooc: Sorry gang. I thought I would be on call this morning, but this is the first chance I have had to get back. Incoming post in a little bit. Thanks for your patience.


Trio at dusk/DM Buzz 
Friday December 3rd, 2010 12:03:16 AM

Another reminder: The cross roads you all visited before is also the location of the warehouse where the cleric works as well as the warehouse where the Trade Jacks were guarding their contract.

Ransy offers the woman a hand and she appears at first revolted at the thought, before she looks at you and can see, you are much cleaner and much better looking, then the normal Mudtown resident. Given her direction, when she was seen falling, she was leaving the gates, which again are only a few dozen feet away. When asked about an escort, "She seems nervous and removes her hand from his, "Oh no, no thank you. I must be going now. Thank you again." She leaps from your area and without looking back, disappears into the crowd of people, preparing for the evening, since it is clear, they will not enter the city this day. Later, he offers another option in a discussion. Highlight to display spoiler: { Sorry, no time to get a diplomacy use in. You got to "Can I help you" when she answered and left.}

Bosk gives their new intern direction, then suggests a visit to the cleric in question. Magic is high on the topic as well as Divine and Arcane might be easily mingled to enhance their figment.

Beriothian believes in a strategy involving another note, specifically, the lousy die roller that wound up near dead under a tarp in the rain. If he is still alive, perhaps he can be found?

Zeoll wants to send Jeb back also and then goes to look at the pelts, (which is a shame. Jeb traded in cloth and leather, he might have been able to help). The quality is very high. High end material. These guys will make a fortune when they get inside the city. They don't need to sell wholesale. Examples are, five white dragon hides, juveniles. A chimera pelt, all heads included and a dire polar bear pelt that could cover an entire library floor. The most expensive pelts run up to 4,000 gold pieces. While the group browses the fine leather goods, he goes over some options.

Maikill offers little to the group at this time, except his acute senses and his loyal companionship. If something needed to be done, he is willing to volunteer. Jeb gives him a small piece of paper, with the basic number system you just went over on the walk here. "We will go over it again later."

A small wave of people are leaving the gates as they will soon be closed. It is time to prepare for the evening. It has been overheard already today that it will rain this evening, but others disagree, as is usual in most discussion and they believe it will be cloudy and warmer, with the heat staying over the city, blocked by the low cloud cover. Only time will tell, or ones own observations. (It's just a couple hours away from the last time you all failed your Survival check on the weather.)

The group slowly make their way down toward the cross roads. Thinking of what they want to do, when they all can see, just before the night fails normal vision, a cart being pulled by two human in cloaks and a gnoll, guiding the nose, pushing through mud mounds when necessary.

The trio are perhaps two hundred feet away as they walk the cart slowly up a hill. There are at least a score of people of all types, between you and them.

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=25 ;
Friday December 3rd, 2010 7:42:08 AM


Zeoll knows he is faster than humans, so maybe he can get to the wagon first. "I'll ask them to pause," he says, and runs after the cart, dodging passers-by.

With any luck, he can catch up to the gnoll and the two humans and say, "Excuse me, parrdon me! May I ask you to stop forr a moment?"

He tries to engage the mismatched trio in conversation, until the rest of the party can join them. If they seem reluctant or disengaged, Zeoll offers them a bribe. "I know, good sirrs, that yourr time is most valuable. So I hope you would be willing to let me compensate you for the grreat serrvice you could rrenderr me and my frriends with yourr time and the answerrs to a few questions."

When he says the "compensate," he takes out a handful of 10 platinum pieces, and when he says the word "rrenderr," he lets them chink together and holds them out to the three.

Diplomacy: 25.

Note: Zeoll has no weapon drawn, though his tower shield is readied.

Ransy, AC 21/12/20 Hp 41 /41 
Friday December 3rd, 2010 11:30:31 AM

Ransy is disappointed that the lady has left so early. He muses: what's wrong with these people? Every time I start to talk to someone diplomatically, they either attack or run away. They must be really stressed. Perhaps they're insane. Next time I'll just draw my sword and compel them to listen! But that's not very diplomatical, is it?

Ransy runs after Zeoll, doing double moves, because he probably can't run in a straight line because of all the people on the street. "Excuse me, let me pass, please"


Ransy, AC 21/12/20 Hp 41 /41 
Friday December 3rd, 2010 2:00:53 PM

Ransy tries to see whether there are bodies on the cart. If there are, he tries to spot whether the bodies are clad in heavy armor. If they are, he will whisper to Beri: "if we wait for a distraction from the others, one of us might get on the cart unseen and see where they're taking it."

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday December 3rd, 2010 2:40:17 PM

Bosk look s at the dragon pelts and feels a sudden urge to slay something large. A dire polar bear pelt would look great in the library, and think of the stories I could tell. Or some dragon hide armor...I like my armor, but a dragon head helmet makes an impression on the battle field. As he is pondering the goods and making plans of brand conquests his friends take off and he quickly follows behind them.

Maikill HP 31/39, AC 17 
Friday December 3rd, 2010 4:32:53 PM

Moving quickly along, Maikill tries to get close to the cart though on the opposite side as Zeoll and 30 feet away.

Running in Mudtown/DM Buzz 
Friday December 3rd, 2010 9:30:47 PM

So the group does what it can to catch the slow moving trio...

Anyone moving at a hustle must make a DC 10 Reflex save or fall in the mud. Anyone trying to run needs to make a DC 15 reflex save and fall in the mud. Getting out of the mud requires a DC 10 refelx save to get to your feet and moving again, without help. This is for each round of movement faster then a walk.

Keep in mind, mud is difficult terrain and people are an obstacle.

Hampered Movement
Difficult terrain, obstacles, or poor visibility can hamper movement. When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one condition applies, multiply together all additional costs that apply. (This is a specific exception to the normal rule for doubling)


So if my math is correct, every five feet is like twenty feet. They are two hundred feet away. If you want to make all the rolls necessary, let me know how many rounds it takes you to get to them and with this, I can determine where everyone else is.



Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+10=14 ; d20+10=21 ; d20+10=16 ; d20+10=11 ; d20+10=27 ; d20+10=28 ; d20+10=22 ; d20+10=14 ; d20+10=16 ; d20+10=19 ; d20+10=26 ; d20+10=15 ; d20+10=22 ; d20+3=13 ;
Saturday December 4th, 2010 1:16:16 AM

Beriothian dashes towards the cart with the rest of the group. It takes him a moment to get used to running in the thick sludge that make up the "streets" of mudtown, but he finds himself rapidly closing in on the cart.

10 rounds assuming I can run on the same turn I stand on.13 if I am immobile 2 rounds each time I fall.

14- fail
21- stand
16- run 1(170 left)
11- fail
27- stand
28- run (140 left)
22- run (110 left)
14- fail
16 -stand
19- run (80 left)
26- run (50 left)
15- run (20 left)
22-run caught.

survival check (for weather knowledge) = 13

ooc: Sorry I didn't post in the first Friday turn, you skipped to the next turn pretty fast, I hadn't had a chance to post after work.

DM Buzz: No worries. I didn't plan well yesterday, so kind of my fault. I wanted to give you all the weekend for this part.

Running in Mudtown/DM Buzz 
Saturday December 4th, 2010 1:30:02 AM

ooc: Standing is a full turn, in the mud, unless someone knows of a rule somewhere otherwise? I know moving from prone is normally a move action, so I am assuming, that since movement is doubled in difficult terrain, you would need two move actions to stand, ending your turn.

Ransy, AC 21/12/20 Hp 41 /41 
Saturday December 4th, 2010 7:56:36 AM

People are an obstacle only if you have to move through them and they are unwilling to let you pass.
As posted, Ransy is asking people to let him through. Are they intentionally hampering his movement? Is it so full of people in the street that he can't move around them?

DM Buzz: It's not that they are trying to block your passage, they are just walking and minding their own business, but it would still take some time for you to ask each person in your path to let you through, then they have to move for you, not fast of course or they will fall too. So, unless you are walking the entire way, it really is impossible to avoid people without magical aid.

Ransy, AC 21/12/20 Hp 41 /41 
Saturday December 4th, 2010 8:01:30 AM

Also it says in the rules: "You can't run or charge through any square that would hamper your movement."

DM Buzz: Yes, I am aware of this, but you are also not in battle and I am not one to say, things are impossible. If you want to try and run in the mud, while not in combat, you can. I will say, once combat rounds begin, you can not run in mud, due to the exertion of battle.

Ransy, AC 21/12/20 Hp 41 /41  d20+4=17 ; d20+4=10 ; d20+4=23 ; d20+4=13 ; d20+4=9 ; d20+4=23 ; d20+4=15 ; d20+4=8 ; d20+4=11 ; d20+4=12 ; d20+4=23 ; d20+4=18 ; d20+4=8 ; d20+4=22 ; d20+4=20 ; d20+4=21 ; d20+4=16 ; d20+4=22 ; d20+4=13 ; d20+4=11 ; d20+4=11 ; d20+4=19 ; d20+4=24 ; d20+4=20 ; d20+4=22 ; d20+4=16 ;
Saturday December 4th, 2010 12:07:18 PM

Okay, someone with speed 20' (as Ransy has), can normally hustle 400' per minute, but because of mud and people, this must be divided by 4, so he can hustle 100 feet per minute.
So hustling it takes him 2 minutes (20 rounds) of hustling to reach the cart, plus any time spent falling and getting up again.
he falls in round 5, gets up in round 6, (2 r. extra)
falls in round 8, gets up in r. 9, (4r. extra)
falls in round 13, gets up in r. 14, (6r. extra)
and makes the other saves till round 26.


Beriothian (Will)-- AC:18/15/13 HP:20/20 
Saturday December 4th, 2010 9:47:25 PM

ooc: BTW, page 162 in the handbook has a table telling you how fast you move at a hustle and at a run given your base speed.

Maikill HP 31/39, AC 17  d20+3=8 ; d20+3=7 ;
Saturday December 4th, 2010 11:01:21 PM

Maikill falls as he tries to hustle through the muddy streets. Cussing loudly, he attempts to get up only to find himself once again sprawled in the mud. His beautiful rhino armor looks like warthog now.

reflex 8
reflex 7

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Sunday December 5th, 2010 10:47:53 PM

ooc: Bosk won't run. He will move as wast as he can without needing a reflex check.



Running in Mudtown/DM Buzz 
Monday December 6th, 2010 9:10:03 AM

ooc: No post from Zeoll, so I will wait. Next DM post might not be until tomorrow, but I want to get back on my dm post track time.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday December 6th, 2010 10:59:02 AM

[Sorry sorry! Don't hold up the game on my account.]

Zeoll, seeing what a mess this looks to be, moves as fast as he can without needing to make any checks.

Ransy, AC 21/12/20 Hp 41 /41 
Monday December 6th, 2010 11:22:45 AM

Ransy plods through the mud, which is almost up to his thighs in the streets. He tries to push his way past people, but one of the men doesn't like that and pushes back, so Ransy falls forward in the mud.
"Excuse me, let me pass, please," he says while getting up again.
He then plods on, but he's progressed only 10 feet, when he falls again, this time because a woman accidentally fell towards him. He tried to avoid her heavy body, but wasn't stable on his feet, so he slipped and fell down again. The woman laughs, but Ransy can't see the joke and he's using his breath for strength. Leaving the woman behind, he plods on, frustrated because the cart is still very far away.
A few metres further on, he's met by two children who're throwing mud at each other. One of them accidentally hits Ransy on his nose, causing him to stumble and fall again. The kids try to run away, but fall down in the mud too. This time, Ransy shrieks with laughter. He continues his way more carefully and manages to avoid any further disasters on his way to the cart.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+6=15 ; d3=1 ; d20+6=8 ; d20+6=7 ; d20+6=7 ; d20+6=19 ; d20+6=21 ; d20+6=18 ; d20+6=17 ; d20+6=14 ; d20+6=9 ; d20+6=12 ; d3=2 ; d3=1 ; d3=3 ; d20+6=26 ; d20+6=17 ; d20+6=19 ; d20+6=18 ; d20+6=14 ; d20+6=14 ; d3=1 ; d20+6=16 ; d20+6=20 ; d20+6=20 ; d20+6=11 ; d20+6=14 ;
Monday December 6th, 2010 12:12:05 PM

ooc: Sorry, busy weekend. I didn't see Friday's post until late last night and I didn't want the DM to wait on me.

Seeing the others run after the cart guilts the taur into speeding up his persuit. He makes it all of 20 feet before his hooves stick in the mud and send him stumbling into the mud. great he thinks to himself. A few more trips like that and I'll be looking just like I did in our adventure to the sargrass. Good thing it's rainy, otherwise this stuff would dry up and cake on makig it even more difficult to move. With some difficulty he gets up and continues running. In all it takes him about two minutes to catch up to the cart. As he approaches he slows down to a fast walk and waves while calling out to the cart, not wanting to scare them. Hey guys, wait up a second. We need to speak with you.

Actions
------------
Run towards the cart, but low down as he aproaches to arrive at a walking pace.
Time 19 rounds (20 if it takes a while to slow down).

d20+6=15 180 feet
d20+6=8 ; Fall
d20+6=7 ; Faill
d20+6=7 ; Fail
d20+6=19 ; Stand
d20+6=21 ; Run 160 left
d20+6=18 ; Run 140 left
d20+6=17 ; Run 120 left
d20+6=14 ; Fall
d20+6=9 ; Fail to get up
d20+6=12 ; Stand Up
d20+6=26 ; Run 100 left
d20+6=17 ; Run 80 left
d20+6=19 ; Run 60 feet left
d20+6=18 ; Run 40 feet left
d20+6=14 ; Fall
d20+6=14 ; Stand up
d20+6=16 ; Run 20 feet left
d20+6=20 & 20 ; Runs towards the group, but slows down as he approaches. Arrives at a normal pace.


Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday December 7th, 2010 7:42:17 AM

Zeoll, not wanting to get muddy, can't wait until he learns the lore of the Natural Wold that will let him travel over such impediments without delay, fuss, or muss. (OOC: Oh for that second level of druid!)

Part 1/DM Buzz 
Tuesday December 7th, 2010 10:36:57 AM

So it is suggested by Zeoll, most fleet of feet, that they should chase the three with the cart and no sooner did he say those words, then everyone jumped into action.

Taking the lead immediately, is Bosk and Ransy as they know the muddy terrian can be slick.The half orc Maikill does not have the ability to stand on his own, but can be helped up by the liontaur the following round. The agile Beriothian takes a head first into the mud, before getting up and quickly out distancing the others.

Everyone but Zeoll takes a mud bath, but look no worse for wear, then most of the other occupants of this shanty town.

When the elf rogue gets closer to them, he can hear one of them talking.

Part two this afternoon. I have to run to work. Feel free to post at your usual time. :)

Part 2/DM Buzz 
Tuesday December 7th, 2010 4:48:21 PM

Beriothian, as you get closer you can see and hear this. Highlight to display spoiler: {Two carry the long poles that pull the cart while a third, being a large person (still medium in size) in a long dark cloak, is heard to ask the man clearly "Are you in need of help? Please come with us." He is then picked up and then gently lays the mans body into the carriage before the trio, with their burden, moves on.} The elf fails, this time, to guess what the weather will be like this evening.

Bosk can hear but can not see (because of the hill) the above spoiler, if he succeeds on a Llisten DC 12.

Ransy can hear but can not see (because of the hill) the above spoiler, if he succeeds on a Llisten DC 18.

Zeoll and Maikill will need very accute hearing in order to understand the above statement. They need a Listen DC 25 to succeed.

DM has added a DC of +5 to the difficulty, for street noise and being below the, now four people involved. (distracted)

When Beriothian gets close, perhaps a little winded after the exertion of running in difficult terrain, he gets their attention and they turn around. The gnoll puts his hand on his sword, but one of the humans in front says, "Hello, are you or someone you know ill?"



Ransy, AC 21/12/20 Hp 41 /41  d20+2=14 ;
Tuesday December 7th, 2010 5:11:53 PM

Ransy can't understand what's being said. (listen 14)
Ransy plods on, thinking: so there seem to be a lot of youngsters 'slumming it' in Mud Town. Twice with his alcohol problem and playing rogue. And just now that young lady who fled from me so quickly. Apparently they don't know the danger they're getting themselves into. I wouldn't be surprised if some of these Hook City youngsters end up in the gutter, or in the mud, and can't get out again.

BTW: it was Beri who tried to guess the weather this evening and apparently failed. Once he's done with this encounter, Ransy will make his own survival check.

DM Buzz: Doh, my bad, thank you.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+8=15 ;
Tuesday December 7th, 2010 8:44:00 PM

Beri realizes that the others have not caught up to him yet. Thinking quick on his feet, Beri tries to stall the group. He chooses something he now knows a little about and can speak convincingly of, confident that it is something the men know is around.

I am thankfully quite healthy, however a friend of ours is very ill. It's some foreign thing he picked up from a traveling merchant, Gandub I think he said it was called. He appears to be fading fast, do you think you can take care of him?

Bluff = d20+8=15 ;

Maikill HP 31/39, AC 17  d20+3=20 ;
Wednesday December 8th, 2010 8:34:50 AM

Maikill pulls himself up out of the mud with a scowl.

Need to get out of this hell hole soon.

He makes his way towards the cart and Beri as quickly as he can without losing footing.

reflex 20

Zeoll (HP14, AC17) [PF Zeoll]  d20+8=14 ;
Wednesday December 8th, 2010 9:48:59 AM

Zeoll continues to move carefully through the much to get to the cart.

Round 14/DM Buzz  d20+1=4 ; d20+2=4 ; d20+5=23 ;
Wednesday December 8th, 2010 10:00:41 AM

While Ransy moves to catch up to his elf friend, he is thinking about the troubles of today and how the youth of Hook City might be playing with fire by coming out here in the wilderness. He continues forward with the goal of getting to the top of the hill, firmly set in his mind.

Getting to his feet, Maikill is content to walk behind his four legged friend, who is just a little bit faster then he is. He places a proper nickname on this mud filled shanty town and longs for the days where he can avoid civilization, once again.

Finally, Beriothian catches up to the trio, but then what? He comes up with a quick story to distract them from moving on, allowing the others to catch up. But he needs to kill almost a minute of time before any of the others arrive. Let us hope, his powers of persuasion is better then their powers of observation.

Carefully making his way in his nice, clean clothes. Zeoll continues at a walk, without needing a reflex save. Highlight to display spoiler: { Sorry, wasn't really sure what your roll was for. Do you want to start moving at a hustle?}

Alright, from here, we are in battle rounds starting at round 14. They haven't attacked yet, but now one of them is suspicious.

The two humans believe Beriothians tale of woe, but the gnoll blinks a couple of times then looks down the hill to see others approaching at a rapid rate. He reaches into his pouch and you see in his hand a potion. With his other hand he pulls his sword and tells the other two humans, "He lies." Looking back at Beriothian he says, "Tell us what you want or run away little elf. I can have your insides lying on the ground before your friends can get here!"

The other two look nervously at each other and pull their swords also, waiting to see what develops.

The gnoll is five feet away from Beriothian. The other two humans are ten feet away with a medium sized cart in between them and the Iron Avenger standing alone at the top of the hill.

Sense motives: 4, 4 and 23

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=7 ;
Wednesday December 8th, 2010 11:27:52 AM

ooc: Bosk failed his listen check for the last round. Can I please get some clarification as to where Bosk is in relation to the enemies?

DM Buzz: Enemies? The two humans and a gnoll, according to your rolls, are 100 feet away from you at this time. The gnoll is the only one in view though. He is seen to draw his sword.

If you want to hear what he says, you will need a listen DC 15 at this point.


Round 14/DM Buzz 
Wednesday December 8th, 2010 12:10:03 PM

Please take a look at your rolls, for those that did. You should be able to determine where your character is with movement. For instance, Ransy on this round is picking himself up out of the mud. He traveled 70 feet in 13 rounds and would need a Listen DC 18 Listen to hear what the gnoll above has said.

Those that are walking, please tell me how long it will take, with your current walking movement, to reach the top of the hill from this round.

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday December 8th, 2010 1:31:26 PM

Zeoll is making two move actions (40 ft + 40 ft) each round. I'm assuming that's a speed that will let him avoid checks? He'll keep advancing, not running. When he is 140 ft from the gnoll and two humans, he intends to cast Lullaby on them.

Druid Spells:
Level 0: Cure Minor Wounds x2, Guidance
Level 1: Cure Light Wounds, Entangle

Bard Spells
1 of 3 Level 0 spells used
1 of 2 Level 1 spells

Bard music: 0 of 4 used

DM Buzz: Two move actions is a hustle or X2 and that requires a DC 10 reflex save. Also, Movement is hampered times two, so you can only walk 10 feet per round or you can hustle making saves at 20 feet per round.

Every five feet is like twenty feet of movement. Please see,

Running in Mudtown/DM Buzz
Friday December 3rd, 2010 9:30:47 PM

Zeoll walked for 13 rounds so on round 14, he is 70 feet away. Within range of the Lullaby spell. Please give me a Save DC for that spell.


Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+2=8 ;
Wednesday December 8th, 2010 3:41:24 PM

ooc: I'm pretty sure I failed that check. Do I get to act on this turn?

will save = d20+2=8 ;

DM Buzz: After thinking about it, I believe at that range, Zeoll is skilled enough to place the spell where you would not be in it, so I deleted the post. No worries. I will delete this one also later. Feel free to act as you like. Nice job burning a crappy roll! :)

Ransy, AC 21/12/20 Hp 41 /41 
Wednesday December 8th, 2010 3:44:27 PM

Ransy travelled 10 feet on rounds 1, 2, 3, 4, 7, 10, 11 and 12, so he has made 80 feet in 13 rounds.
He is now at 120 feet from the cart.
He is getting up in r. 14 and shrieking with laughter, as the kids, who threw mud in his face and caused him to fall in the mud in r. 13, are now falling into the mud themselves.

DM Buzz: Thank you for the correction.

Maikill HP 31/39, AC 17 
Wednesday December 8th, 2010 4:27:12 PM

Slogging through the mud, Maikill makes his way towards the cart.

(ooc: I didn't make 13 rounds worth of rolls when Maikill fell in the mud, only one round. Didn't see where you asked for that many rounds. So either I just laid there in the mud for 13 rounds or I got up and walked towards the cart. Why don't you tell me where Maikill is and then I will tell you what he does?)

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday December 8th, 2010 4:32:51 PM

Sweet DC14 Will save.

Zeoll will concentrate while moving forward at move (not double move). Well, he won't concentrate if all three make their saves.

Wish I had a Sleep spell!

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 8th, 2010 4:34:06 PM

ooc: do I see anyone with a ranged weapon?

DM Buzz: No.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 8th, 2010 6:35:53 PM

Bosk continues running to help Beri and yells out, Wait, we only want to as kyou a few questions. We don't want to fight.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 8th, 2010 6:53:51 PM

Beriothian considers his options, but the presence of an inexplicably wise/paranoid gnoll has him phased. If the gnoll doesn't force him into combat his fast approaching friends are likely to frighten them anyway. He turns tail and runs back away, glancing back to make sure nobody attacks him. If it looks like they try something he will use his Party Pooper to case obscuring mist.

ooc: I have a hunch that once that lullaby goes off and I'm the only target in reach that it would be suicide to stay.

Maikill HP 31/39, AC 17 
Wednesday December 8th, 2010 8:16:02 PM

still moving forward, though Maikill is having difficulty judging the distance.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 8th, 2010 8:58:51 PM

ooc: Maikill, just roll now for the first 13 rounds to see where you are.

Maikill HP 31/39, AC 17 
Wednesday December 8th, 2010 11:53:58 PM

ooc: how about 13 rounds of 5 feet per round (or whatever speed is normal here), since I said when he got up he would move more carefully. This could be over before Maikill ever gets there.

Round 15/DM Buzz  2d10=4 ; d20+10=18 ; d20=4 ; d20=3 ; d20+2=6 ; d100=47 ; d100=28 ; d100=95 ; d100=50 ;
Thursday December 9th, 2010 10:22:06 AM

Highlight to display spoiler: { I am terrible at math. Please feel free to correct my work and let me know, if I have made any mistakes in the calculations.}

While most of the group continue forward toward the trio, one is turning around and running away, while cursing his own speed and agility, it being superior to his friends.

Bosk shouts out, that they just want to talk, loud enough so that the whole street can hear the bellow from the large minotaur. He attempts to calm the situation. (He is now 120' closer if he didn't fall last round)

Easily trudging along, Zeoll gets to an area where he believes his spell will work, so he casts and continues forward. The gnoll seems to be a bit phased by it, but the humans in the back are still unseen. Zeoll is now 60' from the cart.

Ransy seems to be enjoying the mud fight, his frustration gone for the moment, but then, things turn serious as the trio may now feel they are under attack by the Iron Adventurers. He continues forward as well, if he does not fall again and 110 feet from the cart. Highlight to display spoiler: { Thanks for the good laugh. That was sweet. 50 bonus experience points. It might not seem like much, but keep up the good writing and it will add up.}

Normally, the barbarian Maikill is very fast, but his rhino armor slows him down a bit. He can only walk five feet per round and after his fall, he has traveled 60' with 140' left to go to get to the cart.

Finding that Beriothian is alone with the "Prey", he does not feel comfortable, now that they know he is up to something. Turning around, he attempts to run back toward his friends. Sorry Beri, but you forgot to roll the reflex save for running. I had to for you to keep the game moving. At least you made it. :)

The gnoll yells out at the top of his sleepy lungs, Thieves! as Beriothian runs away looking somewhat guilty and that draws even more attention to the episode.

Two halflings with slings in their hands emerge from under one small tent. Their leather straps twirling around in the cold, crisp air while they are looking for a target that just disappeared down the hill. From behind a wagon, a human barbarian with long black, shaggy hair, down his neck and on his face comes out, with a two handed sword, looking for a little action, but the most disturbing person to come out, is this old dwarf. His hair is grey and he wears a scowl underneath his thick beard. He has a patch over his right eye. His left hand is missing and it is replaced by a gnarly looking hook. In his right hand, he has a large hammer that glows red. It seems almost to big to wield in one hand, but he seems to carry it easily over to where the cart is and he says a few words to the humans. Roll listen checks if you desire to know what he said.

Mudtown is full of merchants and if you ever want to get the vicinities attention, just mention thieves. What was once three are now seven and some of which definitely look battle hardened..

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday December 9th, 2010 11:20:40 AM

Zeoll concentrates and keeps moving forward carefully.

"We'rre not thieves! We'rre herroes!" he calls out.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 11:51:31 AM

Beri's face becomes red with anger. He screams back at the gnoll, the intensity of his eyes seem almost enough to start the beast on fire.
I'm the thief! You just stole my potion and then threatened to murder my sister in her sleep if I didn't leave Mudtown! You're still holding the blasted thing you arrogant bastard! You think just because you are four times bigger than me that you have the right to bully my around and steal what I slaved like a dog for?

Isn't there anybody in Mudtown willing to stand up to such cowardly scum?


Beri hopes that some of those on the bottom of the hill will play along with the ruse and run to "help the innocent victim"

ooc: I'll post my move later tonight after I see where people are located, likely I'll retreat again.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 11:56:36 AM

ooc: also, I would like to request a bluff check for the gnoll, and a +2 circumstance bonus on my bluff check since it is three armed men against one small elf (currently unarmed and holding nothing), and the gnoll is actually still holding the potion. I may not have shouted first, but I am by far more believable :)

DM Buzz: You can always try, whatever you want my friend. I will decide circumstances as they occur, but just keep in mind, if you fail, that is only going to make matters worse. As always, you can redo posts up until I post, then it is final. :)

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 12:08:15 PM

ooc: oh, and the fact that gnolls, by their very definition, are evil humanoids

DM Buzz: I wouldn't say that. They may have a propensity for evil, but there are plenty of stories of ogres and goblins and even a hill giant on occasion, leaning more toward neutral.

Zeoll (HP14, AC17) [PF Zeoll] 
Thursday December 9th, 2010 12:43:36 PM

LOL! "Usually chaotic evil."

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 1:27:32 PM

ooc: For the bluff to work I would need to roll higher on my bluff than the gnoll rolled on his right?

You can't bluff the gnoll, he knows he didn't steal the potion from you. I thought you wanted to bluff the four new people that arrived to help, to convince them, the gnoll was the thief? They will need a sense motive check. Considering, the gnoll has two humans to vouge for him, that he is helping haul the cart, you will need a good roll. Good luck my friend. :)

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday December 9th, 2010 1:43:46 PM

Of course a few stories about neutral gnolls erases all preconceived notions based upon a cultural history of being evil. No one in Mud Town would ever be prejudice or assume the worst of someone, let alone act out of hatred or mistrust.

ooc: Bosk should be at 140ft, 60 feet away (Unless you let me keep running on Tuesday when I missed the evening post, then add another 20 ft). I was going off my previous rolls for running, upuntil I am within melee range, but I can make new rolls if you wish.

DM Buzz: You made all your rolls in advance, so no worries. Just, please stick to them. :)

Ransy, AC 21/12/20 Hp 41 /41 
Thursday December 9th, 2010 3:34:18 PM

Ransy advances to 110 ft. from the cart, all the while thinking:
what would happen if they start fighting in this crowd? People would probably get scared and flee; but then people will fall and get trampled, kids will die in the mud. We shouldn't let that happen.

He calls out: please, no fight in this crowd; calm down, please; think about the children; let's talk

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 9th, 2010 3:41:22 PM

ooc: I was trying to bluff the other people. My thinking was that the the evil, armed gnoll holding the potion had to do a bluff roll he literally is bluffing to everyone around him. Logically the citizens will either believe him, believe me, or doubt both of us. If that's the case, in theory I just need to be more believable than the gnoll. But DM's decision goes, so if you say this isn't the case I take back my post since while I believe I would beat the gnoll on a convincing bluff on who the thief is, I don't believe I can win if the gnoll and his party are automatically presumed the victims.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+10=16 ;
Thursday December 9th, 2010 5:59:51 PM

listen = 16, hopefully enough at my distance. If I made it, can I post after I see what they said (since I heard it prior to my turn)

Round 15/DM Buzz 
Thursday December 9th, 2010 6:48:37 PM

Beriothian, I love your enthusiasm, but let me just clear up a few things, so you don't believe I am a monster favorer.

A bluff check is done by someone that is lying to someone else, period. The gnoll isn't the one doing the lying. He truly believes that the trio were about to be set up and robbed. I am not the one that has set the scene to unfold like this. I only react to circumstances that the characters are a catalyst too.

As for hearing what the dwarf said, if you rolled well enough, you will hear it next DM post, but that happened at the end of the round.

Please feel free to ask questions if you have them, but I don't know if I can answer them before DM post tomorrow morning.


Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+8=19 ;
Thursday December 9th, 2010 7:44:59 PM

ooc: okay, if the gnoll honestly believes I was trying to rob him....

Beriothian stops running, realizing that it will only lend plausibility to the gnoll's paranoia. Beri faces his accusers and holds his rapiers low in front of him so he appears less threatening. He does not attack, but instead goes into full defense.

Wait, you think I was trying to rob you? I was just trying to talk with you, then you pull a $%&^ sword on me and scare me half to death. I'm not fool hardy enough to stand around when a maniac four times my size starts threatening me.

We've been screaming since the bottom of that hill for you to wait up so we could talk with you. When I finally catch up to you, out of breath, I never came anywhere near close enough to make you think I wanted to steal... what exactly, a sick body? Why in the Wold would you jump to such a far fetched!

Then you pull a sword on me and tell me to run, and are surprised when the diminutive elf follows the exact instructions of the three hundred pound, paranoid maniac? What, pray tell, did you expect me to do? Stay and chat with you while the point of your sword sits looking for my throat?


ooc: $%&^ is an Elvish curse word that roughly translates to tofu flavored, this phrase is not to be taken litteraly

Diplomacy (change the attitudes of others)= d20+8=19
listen = d20+10=16 (from previous post)

Maikill HP 31/39, AC 17 
Friday December 10th, 2010 9:32:13 AM

Slipping and sliding in the mud, Maikill looks up the hill towards Beri and the cart. If he charges up the hill he will spend time trying to get up instead of making progress. He shrugs, and trudges another 5 feet towards Beri.

ooc. So, it will take Maikill 28 rounds to reach the area. Unless this is the longest fight in Wold history, it will be over before he can get there. That is alright, as next week I am in a conference in SF and won't be able to post nearly as easily. I didn't plan to be out of this fight, not sure what happened. Another reason to leave mudtown I guess.

Mass confusion/DM Buzz 
Friday December 10th, 2010 11:11:44 AM

Things begin to get a little ugly, when a shouting match occurs in the middle of the street. Rather a common event really. Frustration and anger are a part of many facets of this small gem dangling from the neck of The Magic City. All things aside, most things are left outside of Mud Town. It is a neutral arena where everyone is welcome to stay and wait their turn in line.

It could be Bosk has some misconceptions about Mud Town, with it's transient residents. There is however, plenty of room for prejudice and hate and as can be seen, rogues are pretty common place also, with the response just witnessed.

Making his way forward, Zeoll proclaims that the group are indeed, "the good guys". Being the only one not covered in mud at the time, he actually does not look like a vagabond in the street, begging for a morsel or scrap of food.

Not looking very clean, the paladin Ransy makes his way forward also. In his voice people hear the concern for the innocent that are in the streets. The children can see what is happening clear enough and soon, they are scampering to the tents of their families, to clean up and huddle down for a cold evening.

Continuing to trudge along, Maikill grows deeper and deeper into some kind of depression. What the others seem to be willing to do, he is not. If only he wasn't so encumbered by his armor or wasn't worried about falling in the mud, he could be up and near the others in the group. Highlight to display spoiler: { I'm sorry Kelly, but I gave everyone the same information you read. If you missed something in my posts, I encourage you to take the time and read them throughly. I know sometimes they are long, but I'm trying to narrate a story here. Feel free to continue walking or you may try to catch up, whichever you prefer. }

All the while, at the top of the hill, a small gathering of people have arrived.

Beriothian hears the dwarf ask one of the humans, Highlight to display spoiler: {"What's going on here?" The human responds, "Very tired all of a sudden. Maybe enspelled or something."} Likewise, the gnoll is shaking his head in an attempt to clear the cobwebs from his mind. A little bit of diplomacy goes a long way and the tensions calm a bit. The human barbarian walks over to near the elf rogue and looks way down at the hero, "What you talk about, want?" he says in broken common, obviously not his first language." The two halflings duck back into their tent, to emerge a few seconds later with a folding chair and some jerkey to watch what is happening. Their slings don't seem to be present right now. The dwarf walks up to the you and asks, "Did you cast a spell on these scabs? If so, remove it before I clobber your brains out!"

So as of right now, there is not battle yet. The group can continue to make their way toward the top of the hill. Hopefully, Beriothian won't say anything that will get him hurt, before the others reach him. If everyone is willing to just talk, we can put you all at the top of the hill, talking with the gnoll, three humans and the dwarf, although, the gnoll and two human cart pullers are the only ones you are interested in, the others may feel, now that they were pulled into this, to make sure nothing like a theft takes place.

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=33 ;
Friday December 10th, 2010 12:47:29 PM


Zeoll will stop concentrating on his spell and instead just move forward, keeping his nose clean, so to speak.

At the top of the hill, he says, "We arre herre to help find the innocent people who have been going missing lately. We just want to talk with these folks to find out if they know anything we can use. We'rre doing it because we carre about the people in Mudtown, unlike the rrich plutocrrats in Hook City."

Zeoll figures maybe this speech will put the Iron Adventurers on the side of the crowd. And it is true.

Diplomacy 33!

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday December 10th, 2010 2:37:26 PM

Bosk continues towards the group, keeping his hands empty and visible as he approaches. On his way he brushes as much mud off of his clothing and tries to make himself look more presentable. After Zeoll's speach and introduction he introduces himself. My name is Bosk, humble servant of Gargul. It is as my friend says. We own a shop in town and are trying to keep some law in Mud Town. We are also, as a favor, looking for a sick man who recently disappeared from the gate by Mud Town and hoped you might have seen or helped him.

Ransy, AC 21/12/20 Hp 41 /41 
Friday December 10th, 2010 4:59:10 PM

Ransy moves on at his speed of 10' per round,
he's smiling to all people, trying to inspire them with his calm yet muddy countenance and appearance,
as he's yet far away, he lets Zeoll do the talking.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=13 ; d20+3=6 ;
Friday December 10th, 2010 7:08:36 PM

Beriothian responds to the battle hardened dwarf. He sheaths his rapiers and responds to him.
I am a rogue, I lack the ability to cast spells of any sort. One of my companions likely came to my aid when he saw me running for my life after talking with that gnoll, I am sure he will release the spell now that I am no longer in danger.

It appears that tensions are far higher in Mudtown as of late, though I suppose that is to be expected after that series of gruesome brain-eater murders and the sudden increase in kidnappings. I will try to keep that in mind in future dealing with the people here.

Where are my manners, I am Beriothian Galanodel. Thank you for coming to my aid good sir, please let me know if there is any way I can repay the favor.


knowledge check to see if Beri knows anything about this dwarf's strange hammer - d20+3=13 ;
knowledge check to see if Beri recognized the potion the gnoll was holding - d20+3=6 ;

Maikill HP 31/39, AC 17 
Friday December 10th, 2010 8:06:54 PM

Disgusted at the mud and the thought of another fight he doesn't want, Maikill wanders away hoping to leave this place soon.

ooc: I guess I missed this:

"So if my math is correct, every five feet is like twenty feet. They are two hundred feet away. If you want to make all the rolls necessary, let me know how many rounds it takes you to get to them and with this, I can determine where everyone else is."

I am sorry. Really, the detail here is wonderful. I just don't have the time to sit and roll and do the math to make it through the mud to a fight I don't want. I have a busy week coming up, then the holidays with family. I tried to give some notice so I could be replaced, I don't know if anyone made an effort to that effect or not. Thanks all, and goodbye.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Friday December 10th, 2010 10:55:08 PM

ooc: don't worry about it Maikill, we are advancing past that. If everyone is willing to just talk, we can put you all at the top of the hill

Easy resolution/DM Buzz 
Monday December 13th, 2010 9:45:51 AM

Soon, the enchantment is gone and things are on a level setting, so it seems.

Once people begin to communicate, the barbarian seems to try to keep up in the conversation, but everyone is talking too fast for him to understand it all, so he seems to wander back to his camp. The halflings, seem still entertained by the event. It is hard to tell, if they are waiting to see what the group does, or the one eyed dwarf with the long grey hair.

The gnoll looks up at the group, "Sowhaduwant?"

Then, one of the humans steps forward, "Now, now, let us become a bit more civilized, shall we?" Says the dark haired human as he puts away his sword. The other human and the gnoll seem to roll their eyes a bit, but otherwise, lets him continue as they too sheath their weapons.

The new spokesperson for the trio notices their snide, yet unspoken remark and Harumps before continuing, "My name is Brett. We have a couple of people in the cart in need of aid, can you ask your questions while we walk please, the priestess is waiting for today's arrivals."

As you go, the dwarf seems to tag along in the rear a ways. "We pick up the sick and dead every day for the priestess and her siblings, we could have picked up your friends, friend. Come with us and we will see."

Beriothian could not determine anything about the hammer or the potion. Keep in mind, potions come in various shapes and sizes really. A potion of Cure Moderate Wounds could have a dozen different recipes to make and each have a different appearance, so I will never, ever let you get away with identifying a potion, just by looking at it. Not even with a natural 20 and +30 to the skill. (Identify a potion. Requires 1 minute. No retry.) :)

Pathfinder looms/DM Buzz 
Monday December 13th, 2010 9:59:52 AM

ooc to all:

Please, please please, when you use any skill check, tell me exactly which skill you are using. It is of course obvious to you, but with the switch over coming soon and all the new stuff involved, I want you all to get in the habit of using full language please.

Also, have any of you started on your characters?

Ransy, AC 21/12/20 Hp 41 /41 
Monday December 13th, 2010 5:09:34 PM

As he moves through the crowd at a hustle, Ransy compliments the parents on getting their children safely into the tents: that's really good thinking; you all should be very careful with your children as soon as blades are drawn. Now, I advise you to talk to your children when they get out again, and to use this event as an example of how bad it is to use lies. I mean, look at that elf, what did his lies accomplish? Can we trust each other if we keep lying to strangers? One would rather engage in a mockfight in a mudbath than in a foul pool of untruth!"

Ransy catches up with the cart as they start to move along.
He says to the humans and the gnoll: "Hello, I am Ransy Stormhide, unofficial lawkeeper. I hope you don't mind I walk with you? There are a few things I'd like to ask. Are all the sick people affected by the same disease? Can this cleric you're working with, heal them all or just a few of them? I would really like to meet her."

OOC: I'm working on pathf. conversion of Ransy.

Zeoll (HP14, AC17) [PF Zeoll]  d20+10=20 ;
Monday December 13th, 2010 5:29:24 PM

Zeoll comes up and look in the cart. "I wish I could help," he says.

[OOC: He thinks, "and come Jan 1, I will be able to!"]

"Let me at least help you haul this carrt." He is willing to pull, and tries his best to appear friendly -- see diplomacy check from last post.

Zeoll listens to Brett and tries to sense if he is serious in wanting to help these people, or if he is lying. Sense Motive 20. He engages these people in conversation to set them at ease.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday December 13th, 2010 7:21:30 PM

Beri follows quietly with the group for the time being, warry of the paranoid gnoll.

ooc: I have the last of my finals in the morning so I have to be brief with my post tonight.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=5 ;
Monday December 13th, 2010 10:04:37 PM

ooc: CS conversion mostly complete

Bosk follows along with the group and looks over those in the cart and attempts to identify what thier infliction may be. For the most part he remains silent and tries to determine the sincerity of the group, but remains clueless. It isn't until after Ransy's questions that the taur decides it safe to ask a few of his own

So tell me, how did you get into this bussiness and who are you working for? Do you all have some protection against disease? We are looking for a man wit brown hair, sick with gandub, last seen by the gates.

Sense Motive = 5

Dark and cold/DM Buzz 
Tuesday December 14th, 2010 2:06:14 PM

Highlight to display spoiler: {Soprry for the lame post today friends. I am fighting a cold and in between runing to the bath room and sleeping, not a lot of motor activity today.}

In the two wheeled cart, there is a middle aged man that is coughing as if he contracted the Gandub. Next to him is a teen age boy. He has the shivers and the blanket he is clutching just does not seem to be helping him any.

Brett answers the paladins questions, "No, peopel have different problems out here. Gandub is one of the worst of course, but drom what the priestess has said, people get sick and then they get dehydrated cause they can't get to water and that is the big killer. From what I hear, if she can't heal people, she eases their pain until they pass.

With the extra two hands and four feet, the cart rolls or slides much easier. Now, the group can see, the two humans have long lengths of rope on each of their carts arms, likely for hills. The humans climb the hill with the ropes then help pull the cart up as the gnoll pushes.

There is a hunch that these three are no mere philanthropists, but likely hired hands and they confirm, that they are paid to go out and collect bodies. No protections, except from the elements when they sleep and a proper diet, which is what most people need to stay healthy anyway. They found the work, like most other people, by asking around. "The priestess took us in. Gave us a dry piece of dirt to sleep on and three meals a day, plus a gold piece each day."

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=28 ; d20+7=19 ;
Tuesday December 14th, 2010 6:31:24 PM


Zeoll offers props for their hard work, and diplomatically makes it clear that the Iron Adventurers are no competition for their jobs. "I admirre the good worrk you arre doing herre, and I'm glad you arre doing it, because I surre would not want to!"

He asks them about the priestess who has hired them. What god or power does she honor? What symbol does she wear? Zeoll is eager to meet her.

Diplomacy 28, Bardic Lore for the god ID: 19. OOC: PF Sheet is coming along.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday December 14th, 2010 9:20:36 PM

I wasn't aware of any priestesses living in Mud Town, she must be truly devoted to to helping the sick if she lives outside the comforts of Hook City. Have you ever met up with anyone again after you brought them to see her, I would love to know what they had to say about the priestess. By the way, what is her name?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday December 14th, 2010 9:39:36 PM

Bosk continues along, half listening to the conversation and half lost in his own thoughts. I wonder why she chose to pay these men to collect thge sick for her. Surely Are there not enough caring people in Mud Town willing to bring thier friends and relitives to her?Surely three gold a day would go a long way in caming cures and purchasing food or securing a better residence in Mud Town.
As he ponders this he follows the group to the priestess.

ooc: Did the trio remember anything about picking up a man with Gandub by the gates?

DM Buzz: Please see.
Easy resolution/DM Buzz
Monday December 13th, 2010 9:45:51 AM


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 15th, 2010 9:52:26 AM

ooc: I had hoped the additional description would help them remember.

Bosk continues to listen as he follows the group to the priestess.

Smells in the air/DM Buzz 
Wednesday December 15th, 2010 10:18:12 AM

As the group walks, Brett fills them in on a few things, "I am not exactly sure who she gets her powers from. It seems like more of a force, then any particular being.. The symbol she wears is a single blood shot eye with a tear dripping from the corner. Her name is Heather Brodery. She is a tough but fair woman. She likes things exact. She is the oldest, then there is Jimbim. He's a nice guy. Clarissa, she will look at you and make you feel funny and not in a good way. Then Katherine and Billy Boy. Don't piss them off or you will wake up without your clothes. Lastly, there is Gat. Toss a coin to figure out that mans mood. He likes to fight and will take anything said to him as an insult, just so he can."

When asked about people getting better and still be in Mudtown, Brett replies, "Well, no. Mud Town is a big place, but I have seen people get better. I have seen people get worse and some die before she can arrange their transport. From what I understand, she has a boss too. For those people that will die and she can not help, she takes them to someone else, hoping they can help them."

This part of Mudtown is familiar. You are at the Crossroards that you found mentioned in the note. The three ware houses are still where they were. The fourth is almost gone as you see people taking wood for the night. In another day or two, there will be a tent set up there on the empty spot. The one that was for rent yesterday now has guards out in front of it, obviously, it has been rented out. The warehouse that the Trade Jacks are guarding, is still being guarded as well. It seems like two different men are out front now. Then, there is the building with the priestess. There are three people standing out front. Two men and one woman, but it is clear, one of the men is a true monster of a human. It must have some birth defect, because he is standing close to seven feet eight inches tall and if doesn't weigh four hundred pounds, he is only a couple of grams short of it.

Brett says, "This is where we must part. If you wish to speak with the priestess, you must deal with her siblings first. Good luck to you all and thanks for helping with the cart. It is appreciated."

The trio now move away from the group ands head to the front door, where the door is opened for them, then they leave your sight.

The smell of hot food is in the air as you get closer. It must be very close to dinner time, unlike the last time you all were here in the cold. There are other smells also though, like thick pungent ointments and strange herbs are also being used nearby.

The smaller male human approaches the group, "Hi there, Need directions or something?"

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20=18 ;
Wednesday December 15th, 2010 11:07:19 AM

Bosk follows the trio while the others do the talking and tries to remember anything he can about the symbol of the blood shot eye. It sounds like a modified version of Gargul's eye. Could they be connected to him in some way, or could it be a corrupt sect. Upon thinking of this possibillity he hides his symbol of Gargul, moving it out of sight and under the cover of his robes. As the group approches the house the cleric keeps back, not wanting to intimidate or cause a fight with the oversized man.

Knowledge Religion = 10 (Untrained knowledge check is capped at 10)


Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy  d20+7=14 ;
Wednesday December 15th, 2010 4:17:51 PM

Ransy softly repeats a few of the words said by Brett and whispers to the others: "Then Katherine and Billy Boy. Don't piss them off or you will wake up without your clothes." You know, that's exactly what happened to me and Cesar! We woke up without our clothes in those lockers! This is it, at least part of the kidnappings can be explained by these siblings of the healing cleric. Perhaps she herself has got nothing to do with the kidnappings, but .... I don't fancy a fight over nothing, but if Gat and Billy Boy really don't listen to us, then I'm not one who's going to walk away with my tail between my legs. What about you? Shall we try to inquire further?"

Ransy tries to remember what the holy symbol, 'a single blood shot eye with a tear dripping from the corner', might mean: knowledge religion 14.


Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+12=15 ; d20+10=17 ; d20+8=28 ;
Wednesday December 15th, 2010 9:29:21 PM

Beriothian discreetly examines the surroundings for any additional changes since there were last there, specifically looking for changes that may have been made in preparations for tonight body trade. As the group approaches the siblings Beri tries to formulate what he is going to say to them, having been warned that they may not be the nicest people.

Good evening sir. We actually were just given directions to you. We were told that the benevolent priestess may have been kind enough to heal, or at least ease the suffering of a dieing man we are looking for. We were hoping to thank her for the compassion she showed to this man, and perhaps find out if she remembers the fate of this poor soul. Would it be possible to gain a short audience with her before dinner?

search = d20+12=15
spot = d20+10=17
Diplomacy = d20+8=28 *nat 20!

Stepping back to move forward./DM Buzz  d20+9=15 ;
Thursday December 16th, 2010 10:08:05 AM

Before everyone arrives at the Crossroads...

The group can hear Maikill and the dwarf talking at the back of the group. While Brett explains things, your half orc barbarian friend runs up to catch you all. He explains the dwarf has offered him a job as a hunter and tracker and that he was going to take him up on it. After some brief congratulations, he tells you all he will be picking up his gear in the shop and leaving in the morning. He hopes to see you all again real soon. Highlight to display spoiler: { Take care Kelly. I wish you the best in your life and hope you come back some day.}

Back at the warehouse...

Bosk remains quiet and alert, not wanting to instigate a fight with Gat. he wonders about the priestess powers or god and hopes, it is not some corrupt off shoot.

Ransy believes, after what he heard Brett say, that they have found the original kidnappers, but it is unlikely. Brett did not say, you would wake up bound and gagged, but only that one could wake up without possessions. They are likely rogues.

Beriothian tells it like it is. The group is looking for someone, all the while, thinking they are responsible also and prepares for the worst.

The human talking to the group is not small, but no where near as big as Gat, standing at onlu six feet one inch.

"My name is Jimbim." He says to you all then looks back to Gat before talking to the group again, "What's his name?" After mentioning Jack, he says, "Wait right here, let me go tell si...er...the Priestess."

Then, you see Jimbim walk over to Gat, "You stand right here and don't move!" he says with no small authority. The large man just nods his head as Jimbim walks inside. Then after he is gone, Gat is seen cracking his knuckles as he looks your direction. After about five minutes, the tension gets thicker as it looks like Gat is about to come over to the group when Jimbim comes back out and Gat all of a sudden relaxes again/ Jimbim approaches the group. "She is very busy tonight, but there is a man inside named Jack. He is recovering from the Gandub, but still in danger if he goes out tonight. She says you all can come back in the morning to visit him if you like."

Then Jimbim looks around, "Likely best you folks move along. We are waiting for a guest this evening and from what I hear, he isn't very savory folk."

No knowledge gained on the religion. Nice Doplomacy check though.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday December 16th, 2010 1:03:41 PM

Thoughts of trechery fly through the minotaur's head. Is it a coincidence that the trade is tonight and we cannot see Jack until tomorrow? What are the odds that these "guests" are the same people who were purchasing kidnapped citizens of MudTown? Bosk wishes he had some way to mark or follow Jack, should he disappear over night...First thing first. the Horned Cleric thinks to himself. We need to at least verify Jack's identity.

Pardon me, but would it be possible for one of us to speak with Jack, just to make sure we found the correct person? If it is, we need to let him know his friend has been looking for him and to relay any message he may have back to his friends and family. If he were to pass over the night, it would be a shame not to have his last words relayed.

Stepping back to move forward./DM Buzz 
Thursday December 16th, 2010 4:53:06 PM

A quick response

JImbim looks nervously around then answers in a low tone. "Look. I'm not one to know peoples intentions well. You could be a friend of Jack's or he could owe you money and you are out to kill him. Either way, big sister says, no visitors tonight. It's to dangerous. For all I know, you could be these scumbags her boss wants her to meet, for whatever reason, I don't know, but this is how things are going to happen. You go get Jack's friend and bring him here and I will let him alone talk to Jack. I doubt it will hurt him to step outside for a minute or two. If you are trying to case this joint, I will warn you this is a family of trained and loyal soldiers to my sisters cause or my sister if not her cause." He slightly moves his head toward Gat. "If you can be back in a couple of hours, you will be fine. Anything longer then that will have to wait."

He backs up about ten feet before bowing, turning around and walking back to his siblings for watch.

The DM is not attempting to cut short this conversation. He is merely stressing the nervous tensions that seem to be in the area right now. Feel free to attempt to ask more questions of Jimbim if you like. The fact he does seem to try to cut the conversation short, is obvious.

Fyi: It would take around an hour and a half at night, in the winter time, to get there and back. The mud hardens with the cold, so walking is easier, but still considered difficult, if out of wheel ruts in the little used, evening roads.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy  d20+2=4 ;
Thursday December 16th, 2010 5:27:11 PM

Ransy whispers: I suggest we get back a little

Later, out of earshot of the warehouse, he whispers: I think we should try to observe the mystery-guest who's arriving later tonight. But we should also tell Jeb that his friend Jack is here. I am going to look for a place to hide around here.

Spot a place to hide: 4. (He can reach a place with an invisibility potion, if necessary).
If Ransy can't spot a place from which he can observe the warehouse, he'll just follow the others or go to the shop owned by our group.

DM Buzz: The "the mystery-guest who's arriving later tonight" is likely Gary Glittertooth, whom has reportedly left town, so no one might be showing up tonight.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 16th, 2010 7:03:40 PM

ooc:Do you mean Gary Glittertooth?

I'll be busy most of the night, but I'll try to post when I get home.

Sorry to be losing you Kelly, it's been great playing with you for the last year. I hope to continue to see you around, hopefully I'll get to play a tap with you in the future.

DM Buzz: Yes, thank you. It is corrected.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Friday December 17th, 2010 12:19:33 AM

I understand your uneasiness, one can never be too careful when dealing with the more questionable inhabitants of Mud Town. Since the priestess was so kind to Jack, we are happy to tell you anything we may know about your upcoming visitors.

What do you know?/DM Buzz 
Friday December 17th, 2010 12:55:05 PM

Jimbim stops and tuns back to face the group, "What do you know about our visitor tonight?" He says with a side ways glance toward his other siblings, as though he is about to signal them to perform in some preplanned manner..

The sun is now down, but the twin full moons shine enough light on the area, so that most things can be made out clearly, except for the colors of distinction.

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Friday December 17th, 2010 2:52:58 PM

Beriothian notices that Jimbim's uneasiness is perhaps causing him to read more into Beri's statement than was actually said. As I said, we are at your disposal. We've had interactions with several groups in Mud Town, but I'm afraid you haven't actually told us who you would like information on.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday December 17th, 2010 9:21:15 PM

Bosk remains in the back and lets Beri clear up the situation. The group seemed helpful enough in the beginning, and he tries not to do anything that might anger them or worsen the situation. He is once again very careful to keep his hands in plain sight and away from his weapon.

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=29 ;
Monday December 20th, 2010 7:24:53 AM


[OOC: I'm really sorry everybody! I have not given the game the attention it deserves this last week. I apologize. I've been crazy with life, work, and a tummy bug my girl brought home.]

Zeoll grins as he sees both the party and the people here dance around an issue they both know more about than they seem to be willing to reveal. Zeoll weighs what they know, in his head. Here is his thought process:

It seems that someone is trying to gather up the sick and dying of Mudtown. It is a do-gooder, helping the unfortunate, or is it some kind of cult, seeking sacrifices or recruits or bodies to animate?

It seems that Jimbim here knows Gary Glittertooth and holds him in some contempt. Anyone who dislikes Gary is a person of some discernment, Zeoll thinks.

And he knows about Jack, and that he has Gandub. And is willing to let us see him later tonight. That's a good sign too.

However, as much as the bard in him longs for the big dramatic reveal -- "You won't be seeing Gary Glittertooth tonight!" Zeoll longs to say -- it is clear that these people are nervous, on edge, and maybe a bit too willing to resort to violence. So the best thing of all, Zeoll thinks, is to play it nice and safe. There is no harm in coming back later.


"You have been too kind, good sirrs," Zeoll says, speaking up at last. "You arre clearrly busy with your expected visitorr, and we arre taking up yourr time. You have confirrmed that ourr frriend's frriend is herre, and you have welcomed us to rreturrn in a couple hourrs, most rreasonably. I prray you will accept ourr thanks. We will therreforre leave you now with ourr deep grratitutde, and we will see you laterr this evening, when we rreturrn with ourr frriend. At that time, when you all arre less occupied, we will have a converrsation, in the hope of offerring you whateverr news of Mudtown we may have hearrd that will help you in yourr good worrk."

Diplomacy check 29.

If no one objects, Zeoll will lead the group off, and when we are totally out of earshot, explain his reasoning. "Honestly, they will be waiting in vain for Garry tonight, as we know. We can come back when things are less tense, with ourr new frriend the furr merrchant, and at that time we can see what is rreally going on and, if they are people of good will and intent, tell them what we feel is apprroprriate."

Meta note for those who want a behind the scenes glimpse into Zeoll post construction: Highlight to display spoiler: {Zeoll has no accent IN HIS MIND!}

Decisions, decisions/DM Buzz 
Monday December 20th, 2010 9:36:34 AM

Wisps of mist is now forming around the nose and mouth of those that need to breathe to live. Muscles and joints begin to ache in protest as soon, it is clear, a full blown winter storm is beginning to move into the area. Looking up at what was earlier a beautiful, clear night, from the south, the clouds can be seen to slowly move across the canopy of lights and bodies in the night sky. In a few hours, rain or snow, more likely will be falling on the ground and adding to the moisture that accumulates across the earth almost daily.

Jimbim wishes the group a good evening, "Remember, after two hours, you need to wait till morning! Have a good night and stay warm." He says as his human head nods in your direction and he turns back to take his post.

Still, there is plenty of light to get you back to your shop and the streets are busy still, with people going from one camp to another carrying various objects to and from, it is clear that Mud Town itself does not completely shut down at night and merchants as merchants tend to do, are always at work, even when they are trying to rest, there is always something that needs to be done.

The smells of smoke fires fills the night as a red, eerie glow helps light the way for the adventurers that can see the hundreds of fire pits and bon fires that dot the landscape. The smells of seared flesh on top of those fires further bolster your hunger you first felt when the smells of the Brodery warehouse assaulted you.

Getting back to your shop, you see all the usual faces as well as Jeb. He is writing out a practice sheet for Maikill to study while on the road so he can practice on his trip.

Does the group want to grab Jeb and go back or knowing that Gary won't be showing up tonight, wait until the morning?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday December 20th, 2010 11:36:47 AM

After the group leaves and is out of earshot Bosk speaks to Zeoll in a hushed voice. What makes you so sure that it is Gary they are intending to meet? Gary was supposed to deliver people to the cross roads tonight to an unknown party. It is equally also possible that the third party that was supposed to meet Gary is also the same group meeting with the healer, especially considering that Gary's victims had no connection to the sick.

Back at the shop Bosk helps himself to a large hunk of meat and informs Jeb of what they saw before discussing tactics (away from Jeb), reiterating his concern that it is possible that there is a third party involved in this. The way I see it we can go disguised as Gary and a captive or two to see what we can learn or we can wait until morning and try to gather some more information before we go walking into another trap.


Zeoll (HP14, AC17) [PF Zeoll]  3d100(5+82+36)=123
Monday December 20th, 2010 12:14:42 PM

"If I werre invisible orr alterred, then yes, we could pull it off. But therre is no way to disguise me, hat orr no hat. I could stand back and hide, but what happens when they want to take the illusion inside? Or we could walk the illusionarry Garry to the gate, and simply have him say his piece therre, and he would rrefuse to enterr. But how arre we going to stay concealed within 50 or 100 feet undetected? No one else can crreate illusions, such as the illusion of a wall behind which we can hide."

[OOC: Buzz, did you say that across the street from where we talked with Jimbim there was a building being deconstructed? What does that mean? Walls partly intact? Construction materials lying around? More to the point, could we sneak up from that direction under total cover and hide there? What kind of rolls would we need to stay undetected? Normal Hide vs Spot checks? Any cover bonuses? What's the closest distance between a hidey-hole and the guardpost where we waited?]

DM Buzz: The delapidated building in question would not be a good place to hide. People with nearby fires come over and pick up or brake off wood through the night to warm their camps. There will likely be nothing left of it in another night ot two. The only place you really could have hidden was that warehouse that was for rent last night, alas, all nearby buildings are occupied. The closest spot that would give you the best chance of concealment is one hundred and twenty three feet away. It is a small mound, if someone wanted to stand on the other side of it, they would not be as noticable to those at the intersection.

Zeoll (HP14, AC17) [PF Zeoll] 
Monday December 20th, 2010 2:13:10 PM

Zeoll thinks we should just fetch Jeb back and say "Here he is! He would like to see his friend. By the way, it looks like you are doing good work here, can we help?"

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Monday December 20th, 2010 7:04:14 PM

If the group wants to go tonight then I will come with, but I think we should wait until tomorrow to bring Jeb. They are only going to be edgier if we return tonight. Odds are they will be far less willing to provide any information than they just were, and even more likely to attack without any real provocation. Besides, we already know that it's the boss of the priestess that ordered the meeting, so we have a lead no matter what.

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday December 21st, 2010 8:48:48 AM

Tomorrow morning is soon enough for me.

Here comes the sun, is it alright?/DM Buzz 
Tuesday December 21st, 2010 9:48:51 AM

The group with their new employee settle down for the evening. Whatever meeting that is supposed to happen this night will not go as planned and the group believes, the warehouse will not likely kill and eat Jack like some colossal mimic creature.

It is not long before the snow falls. At first, slow and gently, but soon, the wind follows. It gets heavier and heavier and hail begins to pound on the roof of the building. The sounds of boards cracking and breaking echo through the shelter as new drafts of air now make their way through the various rooms that have been set up.

The night is long as the howling of the storm can be mingled with the ripping apart of canvas from nearby tents not well secured. The sounds of screaming and crying as those that have made the long journey to Hook City are trapped in blizzard like conditions, with very little fabric between them and an intelligent Sargrass.

Finally though, it subsides and the sun comes out soon after ward. Accessing the damages, it would seem that all of the profits your store had made this month, will be going back into the repairs of the building, but you all can let your employees handle the mundane work of running that show. For now, the group can enter the frigid morning air to continue their business from last night or do other things, as they desire?

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday December 21st, 2010 10:08:25 AM

ooc: I sent Ransy an email on Friday and will send him another one to day and see if we can't get him posting again.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy 
Tuesday December 21st, 2010 2:11:18 PM

OOC: sorry for not posting, I've been busy and not feeling very well.

Ransy hasn't seen a suitable place to hide. He's now very sorry that he prevented Bosk earlier from renting the nearby warehouse. But it seemed too suspicious at the time.
So Ransy returns with the others to the shop. Next morning, not having used his spell yesterday, he doesn't need to pray for it, but he says a quick morning prayer to Holy Domi.
Ransy: "okay, let's go back to the healer with Jeb and find his friend Jack. Jeb, have you slept well? Do you have contacts in Mudtown, who might tell us about youngsters from Hook City? I am very concerned about such youngsters who seek adventure in Mudtown and get themselves into grave danger. Do you know people who might have seen such youngsters?"

Zeoll (HP14, AC17) [PF Zeoll] 
Tuesday December 21st, 2010 3:31:43 PM

Zeoll, as usual, spends the night in his gazebo, storm or no. He will not turn away from the bracing embrace of Mother Wold for mere comfort. But in reality, it may be that he did not sleep much at all, instead doing his best to protect the newly-forming garden he has just started. There are tarps and nets to be spiked over young berry bushes, for example, and he otherwise works his hardest to save what he can.

In the midst of all this, he hears the cries of those whose tents are blown away, and he worries about the innocents put to a hard test in the night, unprotected by a layer of fur and hide. The wind presents no problem to the large heavy liontaur, but he worries about small human children who could be picked up in high winds and dashed about.

At the peak of the storm, he goes out in it, in case he can do anything to help those less suited to a harsh environment than a taur.

[OOC: I'll choose to NOT recover spells today, to represent the liontaur's lack of rest. Hope that's okay. I'm also marking off a cure minor wounds assuming I use it on the night on something or other.]

In the morning, a bleary-eyed Zeoll joins his friends at breakfast and lays into his rashers and eggs, as if to make up for his lack of sleep with protein. After the meal, he is eager to head back with Jeb to meet this Heather Brodery.

Druid Spells:
Level 0: Cure Minor Wounds x2 (one used), Guidance
Level 1: Cure Light Wounds, Entangle

Bard Spells
1 of 3 Level 0 spells used (1 ghost sound used)
1 of 2 Level 1 spells (1 minor image used)

Bard music: 0 of 4 used


Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Tuesday December 21st, 2010 5:49:23 PM

Bosk joins the others for breakfast and compliments Sanji (and Jeb if he helped) on the on the meal. As he eats he thinks over what they have learned over the last few days. Let's see. Someone is paying people to capture people in Mud Town and is making the transaction near the healer's. The healer is paying people to pick up the sick and dying. It is believed that some get better, however we are unaware of any who have actually recovered. As he puts his thoughts in order he hears Ransy speaking to Jeb and he remembers about the young Rogue they are looking for. Oh yes, have to find the missing Rogue and verify that we have actually found Jack. Our working theory is that the healer is responsible for the missing people. We need to learn more about this woman, the symbol around her neck and her oversized companions. We should also see if we can determine if anyone met with the healer after we left, and if so if it was Gary or someone else. As he ponders this memories of the occult they stopped and the possible new branch that broke off enter his mind. Feeling suddenly overwhelmed he shakes his head to clear him mind and finishes his coffee.

We need to sit down and go over our plans for the day. We should try to gather some more information and on this healer and the symbol she wears, verify Jeb's health and identity, and determine if Gary or anyone else visited the healer after we left.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy 
Tuesday December 21st, 2010 6:11:06 PM

Ransy: I think you mean Jack's health and identity. I think, about the holy symbol, if we go to the healer's place and meet Jack, then we can ask the people there what deity she's serving.

Zeoll (HP14, AC17) [PF Zeoll]  d20+12=27 ; d20+12=22 ; d20+12=18 ; d20+12=31 ; d20+12=23 ; d20+1=13 ; d20+1=10 ; d20+1=15 ; d20+1=10 ; d20+1=4 ;
Tuesday December 21st, 2010 6:27:43 PM

Bad weather rolls! Use as needed!

Survival checks: 27, 22, 18, 31, 23. Not too shabby.

Fort saves: 13, 10, 15, 10, 4. Ugh. Hope I don't need those!

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Tuesday December 21st, 2010 7:24:16 PM

Beriothian spends the night in mediation, and emerges early in the morning feeling refreshed. If anything, the energy of the storm imbued new energy in the often stagnant surroundings of Mud Town. Beri heads into the kitchen and puts on the first pot of coffee.

We need to be prepared for anything today. It is likely that nobody showed up for the exchange last night, but sooner or later word will reach the mastermind of this kidnapping ring. We need to find him before he finds a new set of stooges to do his bidding.

As the group files in Beri listens as they discuss the days plans.
I believe that we should head to the priestess as soon as possible. Word that Gary never showed is bound to spread fast, and we don't want to give the leader of the kidnappers time to cover their tracks.

Thankful to be alive/DM Buzz 
Wednesday December 22nd, 2010 10:22:03 AM

The morning finally comes, but not before terrible things happen to the people around the adventurers store.

As the rest of the group is hunkered down last evening, in a nice, somewhat safe environment Zeoll takes action when he hears the cries of the innocent that were having such a hard time in the weather.

Zeoll onlyHighlight to display spoiler: { AS you dash away leaving your plants momentarily, you see a man, vainly attempting to tie down a corner of his tent, when you see it rip apart in his hands, badly cutting his arm and exposing his wife and young daughter to the extreme elements. You are able to stop his bleeding as well as get them into the shop until the morning, when they too can see what they have left to sell to Hook City. The man is grateful and offers you a gift. because they don't have any money to spare, they give you a full set of porcelain dining ware. Hand made by the mans father. It is worth fifty gold pieces, but can be sold for double that in the market. As well, you are a hero to these people. Please give yourself one hero point and the associated experience to go with it.}

In the morning, everyone gets to meet Berol, his wife Suzi and their four your old daughter Amber, all of whom do not seem to have got much sleep last night. They are seen to thank Zeoll for the night before and after a brief farewell give him a medium sized box from the many crates they have packed into their two wagons. The liontaur literally looks as though he was beaten up last evening. The wind buffeted his Gazebo and parts of it, like the rest of the store, failed, but most, if not all of his plants were saved (Nice roll on the Survival) and due to his advanced metabolism only took non lethal damage, which will prove a quick recovery. (4 non lethal damage Zeoll)

Ransy asks Jeb if he slept well and he is almost groveling in gratitude for allowing him to stay in the store last night, "I slept like a baby Lord Ransy. The Sargrass was surely looking out for me and Jeb, for he is alive and after last night, I am too. Youngsters? Yep, I hear AND see them, but not just the young. Mud Town is a place where people don't got to be proper all the time. Some few come out here to let their hair down, then get cleaned up and go home as if nothing happened. Wrong time of year for it though I tell ya. What can you do? Human nature can't be bred outta ya, no matter how hard they try."

Bosk finds Sanji cooking and Jeb packing a very excited barbarians gear. When asked about his health, Jeb smiles and nods, being much warmer then he has been in days. A plan must be hatched to continue, he believes.

Beri thinks the group should plan on the road. News travels fast and he doesn't want to lose any leads on Gary or this third party, both Heather and Gary have in common.

The ground has about five inches of snow on it. The majority blown away in the storm, this last layer followed on the tail of the mighty Sargrass's cold breath.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=4 ; d20+4=16 ; d20+3=12 ; d20+3=12 ; d20+3=10 ; d20+3=21 ; d20+3=8 ; d20+3=19 ;
Wednesday December 22nd, 2010 2:54:57 PM

The Horned Cleric nods his head in agreement to Beri's comment. Your right. It will take us a while to reach the healer's and we can plan on the way as long as we're carefull not to be overheard. We should bring Jeb with us and I can ask the healer about her holy symbol in person when we get there. I'll also try to determine if anyone wen't to the healer's last night and determine where they came from.

Listen check = 4
Spot Check = 16
Survival Track = 12,12,10,21,8,19 (Survival check of 5 is needed for fresh snow) I also recieve a +2 bonus if the tracks were left by a human.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy  d20+2=15 ; d20+2=8 ;
Wednesday December 22nd, 2010 4:05:47 PM

Ransy nods to Jeb and asks: so you don't know anyone here in Mudtown who has regular dealings with youngsters? For example, selling liquor or drugs to them?

Ransy: If you, Bosk, speak to the healer, then I will talk to Jack and the other patients. Perhaps one of them knows about that holy symbol. She might not tell you the whole truth.

When they get near to the crossing, Ransy will listen and look around for anything out of the ordinary.
listen = 15
spot = 8

OOC: My plan is: assuming that the healer's siblings are still standing in front of the healer's place, Ransy approaches them with Jeb (and the others?) and asks to visit the patients, especially Jeb's friend Jack.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Wednesday December 22nd, 2010 4:38:26 PM

Be careful. They are a jumpy bunch, and I don't know if they'll let anyone other than Jeb in to see Jack.

Zeoll (HP14, AC17) [PF Zeoll] 
Wednesday December 22nd, 2010 5:10:31 PM

Zeoll wishes the family well and thanks them kindly. "I will trreasurre yourr gift all my days, and think of you when I use it," he says.

Then he turns to his friends.

"If it werre done when 'tis done, then 'twerre well it werre done quickly..." says Zeoll, quoting an ancient bard. "Do let's go now and have a chat with these folks."

Beriothian (Will)-- AC:18/15/13 HP:20/20 
Wednesday December 22nd, 2010 7:06:19 PM

I'm ready to head out when you guys are, though I think I'll let somebody else do the talking today. I've apparently lost my ability to talk to people without them wanting to kill me.

Put to work/DM Buzz 
Thursday December 23rd, 2010 1:29:41 PM

Stepping outside, the visual assault of chaos and destruction is prevalent as those that made it through the night attempt to salvage their lives and get into Hook City as soon as possible. The crunch of fresh snow under foot, paw and hoof is quite audible until a main trail is reached, made by others earlier and fortunately the earth is still hard from the freeze and easier to walk upon. The man in the gray coat and robes that is recently hired walks with his head high, with pride. He wears his self esteem well, as one that does want better for himself, even if he would sacrifice everything for someone he cares about.

Casualties are everywhere. Many tent poles came down last night and a few people were impaled by hanging lanterns, when their pavilions collapsed. As well, the cold took the lives of some. Frozen bodies lie near the edge of the road, some covered in vain against the cold. The Sargrass is one to keep balance and for those that come here unprepared, they will be tested, with failure costing the ignorant their lives.

The walk is easy enough. The roads are not used much as the numbers for today are already lined up, while everyone else tries to rest, as they seem very tired and beat up like the druid bard that would rather sleep in a snow storm, then under a roof with walls.

Approaching the warehouse, you see dozens of people outside as a long table is set up with tools and utensils. At the head of the table, holding a scalpel, you see a medium sized woman with dark brown hair in white bloody robes. A man is under her knife as Gat holds the subject and pins him firmly to the table, all the while, the stranger being cut screams. It would appear to be something out of a horror story or something you would see as you enter some dark temple, but in fact, the man is seen to have a compound fracture of his clavicle and she attempts to set it. You see others of her family talking to the wounded lined up to receive her attentions. Jimbim strides up to the group. He wears a smile and a black eye. "Can't blame you for not coming back last night. Is this your friend that knows Jack? You can come with me and you can talk to him." He says to Jeb before turning to the group, "You said you were willing to help, well here is your chance. If you have healing skills, go attend the priestess, if you don't, go collect the wounded and dead in this area, from last night and bring them here. If you need money, we will talk about that later."

He moves away with Jeb, looking him over a bit.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Thursday December 23rd, 2010 2:31:09 PM

ooc: How many people are injured?

DM Buzz: That is not a very specific question, so I will answer all of the ones I can see you asking.

In Mud Town, likely hundreds of varying severity.

On your walk to the crossroads area, dozens of varying severity.

Just around the warehouse vicinity, at least a score, again, of varying severity.




Beriothian (Will)-- AC:18/15/13 HP:20/20 
Thursday December 23rd, 2010 4:04:09 PM

Beriothian walks up to the priestess.
I'm afraid I am inept when it comes to tending wounds, but I would like to do my part to help. I have a wand of CLW with plenty of charges that I would like to offer you. Please make good use of it, the wand will be far more effective in the hands of a true healer than it ever could be in my own untrained hands. I know it isn't strong, but it it should be enough to quickly stabilize those in desperate need of triage.

Ransy, AC 21/12/20 Hp 41 /41; PF_Ransy  d20+8=17 ; d20+8=22 ; d20+8=23 ;
Thursday December 23rd, 2010 4:41:49 PM

Ransy walks after Beri towards the priestess.
"I am Ransy Stormhide and I somewhat skilled in healing and I have a healing kit. I also, like my friend here, have a wand of light healing, which I can use myself, as I am a paladin. I would like to help you in curing these injured people. "

Ransy will use his healing skill to diagnose and help people find a cure. If it seems reasonable, he will use his wand of CLW to heal those who're seriously injured and in danger of contacting an infection.
Healing skill rolls: 17, 22, 23.

AFter he has healed them, he'll ask the patients if they know the holy symbol of the healer.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Friday December 24th, 2010 10:12:39 AM

The Horned cleric also offers his assistance, and his wand, to help heal those most in need on the way to the healer in addition to those at the healers. As be works he watches the healer to see if her abillities are mundane or stemming from the power of some god. In addition he will offer his services to move or hold down patients as necessary.

Merry Christmas/DM Buzz 
Friday December 24th, 2010 11:25:30 AM

Happy Christmas Eve everyone. I hope this time of year is magical for you.

DM posts will resume the morning of the 26th.

Have a great couple of days!

Merry Christmas/DM Buzz 
Sunday December 26th, 2010 9:54:21 AM

Oops, I lied to you all. DM post to come on the 27th.

I hope everyone is having a great weekend!

Zeoll (HP14, AC17) [PF Zeoll]  d20+3=18 ; d20+3=19 ; d20+3=15 ;
Monday December 27th, 2010 9:53:45 AM

Zeoll offers what aid he can give, untrained. Aid Another rolls: 18, 19, 15. Not too shabby.

"I should learrn morre about the healing arrts," Zeoll thinks as he helps others. "Though it would probably help to be able to actually rread medical texts."

He will use his last cure cantrip if needed to save a life. Otherwise he will save it.

Druid Spells:
Level 0: Cure Minor Wounds x2 (one used), Guidance
Level 1: Cure Light Wounds, Entangle

Bard Spells
1 of 3 Level 0 spells used (1 ghost sound used)
1 of 2 Level 1 spells (1 minor image used)

Bard music: 0 of 4 used

That was one long day/DM Buzz 
Monday December 27th, 2010 9:57:53 AM


Bosk is busy trying to help people on the way to the priestess. He can see clearly, his wand and services could be greatly used and if he does decide to stop and help everyone, he would never make it to the priestess to question her. He does what he can as the group moves along, tending to only those with life threatening injuries or illness.

The group approaches the priestess named Heather and offer her their assistance, in varying fashions. She seems to ignore the party at first, as she is concentrating, but what appears a pendant hangs adorned around her neck and falls about four inches from her chin, is an exquisite and perfectly shaped eyeball. She finishes the job as an audible snap brings the two pieces of bone back together and the man on the table sighs in relief before passing out. This is the first time the group has been close to Gat and even though he is not a taur, he is considered enormous for his race. His two large hands could almost span the length of the patients body, if he but spread his fingers. Still, despite his size and brute strength, when Heather tells Gat to take him and put him with the others, a gentleness comes over the man, as though he was a child playing with a sick doll.

With that, she looks up and turns to the group with a smile. Her face is not pretty and rather plain, if not for her left eye lids being sewn shut. "The spirits tell me that a group of four would come to test my faith today. I could take it one of two ways, you have come to cause me harm or you will make my faith stronger. I have decided, it will be the latter, so you may stay and help as long as you do not get in my way."

When Beriothian offers her the wand, she curls her lips up at it, "I am not allowed to use magic for the purposes of helping others. In all things but my own protection, nature must take it's course and that includes the living and dying. It is alright if you or someone else uses it however."

When the trained paladin, Ransy offers his service, she responds, "Indeed, my siblings are doing triage, but their skills are limited. Please assist them and always bring me the worst first. Please don't be like my younger sibling and bring me whom you think is the prettiest, but the most injured." She says this with a glance over at her brother the rogue, who must have over heard her. He shrugs his shoulders and smiles, as if he has a date later.

Trying not to get in the way, Zeoll aids his friends and thinks about going into the medical field, or at least learning a bit more about it. The various anatomy's might prove difficult to learn without being able to read, but who knows, if Jeb can show Maikill, maybe he will teach the liontaur also?

The priestess does indeed use her mundane knowledge to help the people in the area. She does not once cast a spell of any type and her hands seem skilled, likely from sewing up her family and others for so long, she makes it appear almost easy.

The day is quickly gone as the dead are piled up behind the warehouse, with some respect and the injured that is able to go back to camp do so. During the day, the group had a chance to go into the ware house. There doesn't seem to be suspicions from the Brodery family when this is done. You are sent in on errands, "take this person here, get me this ointment on this shelf", kind of work. The down stairs has a small infirmary and a large kitchen where food seems to be constantly cooked. It appears, from before last night, she had six patients, one of which was Jack, whom still has a cough, but feels much better if not still pale. Jeb is very happy to see his friend and helps out in the area also. For a middle aged guy, he is pretty strong, but cloth and leather isn't light either, so it stands to reason he can move his product when he needs too. The upstairs of the warehouse is roped off and considered the private quarters of the family. There is a large dunb waiter that leads to the side of the stairs and large enough for cargo that needs to be stored above. In the kitchen, there are three enormous vats where the family also makes their own booze. It smells like a strong blonde ale.

No one really knows much about the priestess. She has been here for several months now, is all that is really known. She has a strange Southern Continent religion is all that can be told by those that do not know her, but appreciate her services.

Thermo is soon to once again leave the face of the Wold and everyone is tired after the long day. Jimbim pulls himself a big mug of the ale and offers the group one also as a fire is lit in the hearth for the evening.

Heather addresses the group once again, "You have all done well today. Your service is appreciated. Have you received all the answers you were looking for today on me and my siblings? If not, feel free to ask them, we have nothing to hide and have done nothing wrong."

How many charges in your wands are you all willing to use? Will you use the entire wand to help those injured?

Alright, I will need a Knowledge Nature DC 15 or a Survival DC 20, not both, only roll once. If you roll a low Knowledge nature, you can't next roll your Survival. Results will be sent in an email, if successful.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells  d20+3=12 ; d20+3=11 ;
Monday December 27th, 2010 10:54:59 AM

Bosk does his best to help those most near death and with the most severe injuries, expending 25 charges from his wand to heal the storm victims. After the group is finished assisting the healer Bosk takes a moment to observe his surroundings. One thing he tries to determine is if the eye around the priestess neck is a symbol or an actual eye (possibly her own, perception check 11). He will also ask her about where she learned her art and what spirits spoke to her to tell of their coming and if she has a patron helping to pay for the collection of the sick and the healing herbs. I hope the spirits spoke true of deepening your faith, for your work seems to be generous in nature.

Perception checks 12, 11


Zeoll (HP14, AC17) [PF Zeoll]  d20+12=25 ;
Monday December 27th, 2010 1:06:16 PM

Know Nature 25, more later.

Bosk (James) AC: 18/11/17 HP 41 of 41 Spells 
Monday December 27th, 2010 2:31:07 PM

ooc: meant spot not perception check.

ooc: 3.5/DM Buzz 
Monday December 27th, 2010 4:29:29 PM

Note to all. Until I hear from the PTB, we will continue to use 3.5 rules. Please send me a copy of your sheets in private email, so I can look at them while off line. Thank you.

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=18 ;
Monday December 27th, 2010 7:51:26 PM

survival = 18 (untrained knowledge is capped at 10, so I didn't use that one)

Post is coming....

Beriothian (Will)-- AC:18/15/13 HP:20/20  d20+3=21 ; d20+8=22 ;
Monday December 27th, 2010 8:17:19 PM

Since the priestess has no use for a wand of CLW Beri will let one of the clerics use it, knowing that the clerics training would not only prevent numerous wasted charges but also that his caster levels would result in a more potent spell. Beri, however, makes a conscious effort to avoid using what limited magical devices he has so as not to offend the priestess or her siblings. He instead will spend the day doing the more physical tasks so that true healers can focus their efforts where they are more needed, though he will still try to stabilize those that he can.

The morning is spent sorting among the injured, bringing the worst off to the priestess or calling on one of the clerics to tend to them. He makes numerous trips to grab supplies, move bodies, and lend a hand wherever he can. As he works, the rogue keeps an ear out for rumors related to the events of last night and the kidnappings, specifically probing for rumors of the missing Twice when he has a free moment (Gather information = 21).

The horned cleric is seen periodically switches between Beri's wand and his own, and at the end of the day he receives his wand back, 25 charges shorter than it had started with. Eventually the masses of wounded are taken care of, and Beri joins the group indoors. He graciously takes the ale and sits it down next to him.

Priestess Heather, I would like to thank you for trusting in us today after you had received that warning about a party of 4. I assure you that none of us would knowingly test your faith, though in all honesty I'm not even certain which faith that is. My most sincere apologies if we did in fact do something you found trying, this was not our intent.

Diplomacy = 22

Zeoll (HP14, AC17) [PF Zeoll]  d20+17=19 ;
Tuesday December 28th, 2010 9:15:37 AM


Zeoll watches through the day, and sees that the priestess has a deep store of herbal lore that she puts to good use. At the end of the very long day -- made even longer for Zeoll by the very little sleep he had the night before -- he takes the mug of ale and sips gratefully.

He engages Heather in conversation, hoping to learn more about her. "Neverr did I see Burrrow Bush used in such a fashion, and the application of the cactus you used was remarrkable. Can you tell me morre, good lady, of yourr herrbal lorre and how you came to masterr it?"

He hopes to draw her out, and to learn more about her philosophy that keeps her from using magic to cure others. And about her strange religion.

Finally, he tells her that the party has been investigating the disappearance of people in Mudtown. Has she heard anything about that?

Diplomacy 19

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