Finding The Fall: Moral Decay in Taldor (Inactive)

Game Master Molech

A few goodly adventurers in the Duchy of Mulcrow in Taldor, though they begin their tale fighting for justice, benevolence, righteousness and tolerance, are doomed to become tainted and jaded through their ambitious adventures, only to tragically find that they have Fallen from grace into depravity, nefariousness, and villainy.


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Mature Pureblood Azlanti Adult **WIP**

Fort Save: 1d20 + 7 ⇒ (14) + 7 = 21

Grossly Incompetent Dark Slayer maybe but definitely can dodge pretty good ... lol

Cayosin assists Aerodus in searching with a frown on his face.


CG Dwarf Bloodrager - 4 {56}/60 {68}
Vitals:
AC: 21 {17} (T: 11 {7} FF: 20 {16}) || Fort: +9 {+11} Ref: +3 {+2} Will: +1 || Move: 20 ft.

Fort: 1d20 + 11 ⇒ (3) + 11 = 14

Raggo crouches down and ruffles through the dark slayers' belongings hoping to find some clue.


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

With the immediate problems finished Terra begins a prayer, one that takes longer than most and when she's done, touches the nearly dead woman's chest, the glow from her hands suffusing into the woman's body and healing some of the harm the poison did to her.

Lesser Restoration to heal the ability damage: 1d4 ⇒ 1


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:

Save vs poison: 1d20 + 6 ⇒ (11) + 6 = 17

Wulfrun moves herself outside for fresh air.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

fort: 1d20 + 7 ⇒ (1) + 7 = 8

Aliesah moves out to fresh air, coughing badly as the gas hits her.


In case you hadn't figured it out during the fight (Can we call it a fight considering how ineptly the monsters fought?), the Fort DC is 17.

It looks like many of you are down 3 CON.


Rudwilla's Hovel:

A spicy aroma fills the room.

The outer chamber, as described earlier, is 12 feet long and 8 feet wide. Doors at each end lead to the outside and into the circular, inner-chamber respectively. The outer chamber's (Foyer's) left wall has two alcoves, as does the right wall. The four alcoves are choked with cobwebs and each holds a bust of a man; the busts are labelled as Rudwilla's past four husbands. The Sin Spawn lies dead in the narrow door connecting the foyer and inner chamber. Her Holy Symbol, that of a well known Demon Lord, is as yet unidentified.

The circular, inner chamber can be lit by four copper torches. A huge, big-bellied cauldron squats in the center of the inner chamber.

Several potions, ingredients and objects clutter the inner chamber's circumference on two tables. Under the tables are three wooden chests and four smaller cauldrons. Two cots hang from the walls. Finally, also against the circumference of the inner chamber, stands a tall wooden cabinet.

It will take at least a few more minutes to go through everything,....
But you have identified a few items so far:
2 potions of Lesser Restoration
2 potions of Cure Moderate Wounds (CL 8)
5 potions of Cure Light Wounds (CL 8)
1 potion of Tree Shape (CL 8)
1 Elixir of Love
1 MWK Silver Dagger
several other as yet unidentified items

. . . .

On the Dark Slayers:
3 +1 Dark Swords (Slashing, 2d4 18-20 x3, can hold applied poisons several rounds, Exotic Weapon, the weapon has a -1 Attack & Damage in Daylight conditions)
3 +1 Silvered Daggers
6 potions
3 cloaks (magic)
3 boots (magic)
several onyx and topaz gems

This took approximately 2 minutes; there is still much more to search...


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

"So..." says Gregary, holding his torso and grimacing with pain. His throat and lungs hurt - that smoke had dealt some damage to him, even if he had managed to resist it twice. "Rudwilla's gone. Any of you trackers? And are any of you very hurt? We could stand to use a couple of those potions."

"Not that we should take any more than we need right now - the lesser restorations and maybe a couple of the cure lights could be useful, though."

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Aerodus lays all of the items on the table, before turning back to the room. "Anyone got any idea what the six potions off of the Stalkers were? And their boots and cloaks? They are magic unless I miss my guess! Aye I can track also, we will do that once we are ready to move out!"

He begins to search through the room once more, looking for anything useful.

Take 20


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Having restored as much damage as she could for now, Terra casts another spell, this time infusion the young woman with healing energy to try and bring her back to consciousness.

Cure Light: 1d8 + 4 ⇒ (1) + 4 = 5


Mature Pureblood Azlanti Adult **WIP**

Cayosin nods too, "I can track or assist as well. My guess the stalker potions are either poison or healing, or maybe something else?" Cayosin picks up (2) of the (3) Dark Swords and can feel their balance but he can tell that they will need some practice. He begins to like their feel and not liking that feeling, he places the swords down."Perhaps someone with Detect Magic and spellcraft can figure out hat the potions and other items are?"


It is quickly darkening outside; nightfall will occur in minutes. You know that checking for tracks now would be prudent but following them should wait 'till daylight.


Cora
Rudwilla's orphaned apprentice
.
.
.
Barely awakening and still quite staggered with a glazed look over her eyes--
Wha- ...Who- ...Ma? ...Where's Rudwilla? What happened?

It is obvious that Cora is very young, maybe 11-14, somewhat unkempt and ugly. Her last bath may have been as a toddler. But she is confused, dangerously weak and very afraid.


Looking around the inner chamber of Rudwilla's hovel, and considering the design of the foyer and the walls and floors themselves, not to mention old, mostly gone frescoes on the ceiling, you my get the feeling that this structure was built for a specific purpose, however long, long ago...

Knowledge Religion DC 29 AND/OR
Knowledge Planes DC 26


While searching the items on the table it may be possible to notice something hiding...

Stealth: 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Giving up on his search momentarily, Alejandro takes a step outside, before beginning to focus. He turned his attention to the ground and began to search out tracks, hoping to find a general direction they could follow come the morning.

Perception 1d20 + 9 ⇒ (10) + 9 = 19


Aerodus find tracks made by Cora and, most likely, Rudwilla, but none from a Sin Spawn or three Dark Slayers. Rudwilla's tracks lead out into the wilderness and are very fresh; she has not been gone long a all.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

perception: 1d20 + 11 ⇒ (7) + 11 = 18


Aliesah Leafborn does NOT see a mischievous little Gremlin hiding in one of the small cauldrons under the table!

.
.
.

Metagame:
So this is an interesting topic for our Discussion Thread: Do you guys like occasionally getting some info that your PC doesn't have, such as this case where Aliesah doesn't see the Stealthy gremlin but I've allowed the Player, Chillblame, to know it? In O-t-T homegames I do this when I feel it could add something to the game: You know it; your PC doesn't. .... But I don't know how it feels coming across in a PbP. What are your opinions? (In the Discussion Thread)


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:

Wulfrun pulls her helm off and takes in a large breath while waiting outside for her heart to stop pounding. She leaves the others to ransack the house and claim the spoils.


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Re-roll the 1 from cure light: 1d8 + 4 ⇒ (2) + 4 = 6

When the young woman wakes up and begins asking questions, she finds Terra kneeling over her. The aasimar replies, "We came here to speak to Rudwilla but found that hideous creature and the three dark ones inside with you unconscious and bound in goo. As the dark ones died they turned to a poisonous gas, I drug you outside to keep you alive. Can you tell me anything about what happened?"


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

Gregary can't make any of those rolls, so Gregary will be doing something else.

Taking Cayosin's word (and a nod to the dragonborn) he sits cross-legged on the floor in front of their pile of new loot and begins to scan and attempt to identify each item that's garnered.

Cast detect magic. Concentrate, begin to identify items. Rolls below.

Spellcraft Rolls:
Stalker Potion 1: 1d20 + 10 ⇒ (20) + 10 = 30
Stalker Potion 2: 1d20 + 10 ⇒ (18) + 10 = 28
Stalker Potion 3: 1d20 + 10 ⇒ (14) + 10 = 24
Stalker Potion 4: 1d20 + 10 ⇒ (19) + 10 = 29
Stalker Potion 5: 1d20 + 10 ⇒ (1) + 10 = 11
Stalker Potion 6: 1d20 + 10 ⇒ (3) + 10 = 13
Cloak 1: 1d20 + 10 ⇒ (8) + 10 = 18
Cloak 2: 1d20 + 10 ⇒ (12) + 10 = 22
Cloak 3: 1d20 + 10 ⇒ (18) + 10 = 28
Boots 1: 1d20 + 10 ⇒ (20) + 10 = 30
Boots 2: 1d20 + 10 ⇒ (6) + 10 = 16
Boots 3: 1d20 + 10 ⇒ (10) + 10 = 20


CG Dwarf Bloodrager - 4 {56}/60 {68}
Vitals:
AC: 21 {17} (T: 11 {7} FF: 20 {16}) || Fort: +9 {+11} Ref: +3 {+2} Will: +1 || Move: 20 ft.

perception: 1d20 + 4 ⇒ (6) + 4 = 10


Mature Pureblood Azlanti Adult **WIP**

Cayosin follows Aerodus out of the house, "Aerodus, like old times, I'll assist you indirectly looking for tracks. Once we find what we are looking for, I am going to comb the house one more time." While searching for tracks, Cayosin can not get the feeling of those Dark Swords in his hands out of his mind.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

remember, this house is not ours. Careful what you take, witches can be irritable.


Realy? Even the ones with the words "Go away" etched into the front door?


Three of the potions that the Dark Slayers carry are potions of Cure Moderate Wounds. One of them is a potion of Gaseous Form and, though Gregary is unable to identify the other two, they seem remarkably similar to the other potion of Gaseous Form. It's likely that each Dark Slayer had one of Cure Mod & one of Gaseous Form. The three Cloaks each give magical protection against sunlight, allowing the wearer to reduce any penalty associated with Daylight conditions. The Boots give the wearer an enhancement when climbing: +4.


Cora
Rudwilla's orphaned apprentice
.
.
.
Barely awakening and still quite staggered with a glazed look over her eyes--
Wha- ...Who- ...Ma? ...Where's Rudwilla? What happened?

It is obvious that Cora is very young, maybe 11-14, somewhat unkempt and ugly. Her last bath may have been as a toddler. But she is confused, dangerously weak and very afraid.

.... I don't know, My Lady; Rudwilla had only left a few minutes ago to collect some ingredients for a special recipe -- the buds only keep good magic if they are plucked at twilight, else they don't retain their magic so well.
Then that hideous red lady was here and I tried to stop her from coming in but, oh--
...And Cora cries back into hysterics.


No one outside has yet found any tracks for the Sin Spawn or Dark Slayers.
.

No one inside has yet taken any of Rudwilla's property or tried to open the chests or cabinet. However, in the process of fully searching the Inner Chamber, you have now found several ingredients, regents and spell components, a Bag of Holding II, two Wands, a magical spoon, and a magical broom. The chests and cabinet are all locked and magically warded.
....This has taken another two minutes of searching and there are still a few areas to search; it will likely take another minute or so.
.

No one has yet searched the Sin Spawn, but, assuming you do, she has the following items:
Magical Cloak
Magical Ring
Magical Amulet
Bag of Holding I
+1 Silver Dagger
Magical Boots

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Hearing Cora tell Terra that Rudwilla was going to pick ingredients by night, Aerodus turns to Cayosin. "How is your nightvision friend? Does the night appear as if the day?" Aerodus gestures around himself. "I am filled with the blessings of the Dawn, thus my eyes do perceive what they will, even at night. I could follow these tracks and we could guard the woman and return her here, lest there are nastier things lurking!"

"Raggo!" He calls in to the house. "We need your Dwarven eyes!"


CG Dwarf Bloodrager - 4 {56}/60 {68}
Vitals:
AC: 21 {17} (T: 11 {7} FF: 20 {16}) || Fort: +9 {+11} Ref: +3 {+2} Will: +1 || Move: 20 ft.

"Aye, Aerodus I bet ya do!"
Raggo hurries out of the hut and joins his friends.


Naswig
The Fremlin Gremlin
.
.
.
Hearing everyone leave, the Fremlin silently counts to 6 and quietly comes out of his hiding spot in one of the small cauldrons.
Little does he know that one person remains, Gregary, Lord Crowley IV.

Ach, a man --I hide.

And seeing Gregary begin to look up from his magic-item identification at the slight noise, falls face-first on the floor and squeezes his eyes shut, lying as still as he can.

Turning his head Gregary sees a small gremlin-kin lying face down under the table trying desperately to look inconspicuous and dead.


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

Wait, is everybody leaving or just our darkvision squad - Terra, Raggo, Cayosin and Aerodus? Leaving me, Wulfrun, and Aliesah.

Gregary finishes identifying the first group of items and moves on to the sinspawn's items - he stands up and begins to walk over to the sinspawn's corpse, but while checking it out he sees movement.

He looks up to see a tiny creature lying on the ground, eyes squeezed tightly shut, and his face contorts with frustration. Gremlins.

"You!" he shouts, "You're going to tell me what happened here and you're going to tell me right now."

Intimidate: 1d20 + 9 ⇒ (6) + 9 = 15


I looked through the last posts of the PCs (I thought carefully) and I'm pretty sure everyone is just outside either getting some fresh air, looking at Rudwilla's tracks or tending to Cora. Except Gregary.


Naswig
The Fremlin Gremlin
.
.
.
eek

You're confident the gremlin-kin is quite intimidated and vainly hoping that you're talking to someone else. He stays face down.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Yeah the only one who hadn't stepped outside, in character, was Gregary. And how I wish Aerodus hadn't now because that Gremlin is FREAKING ADORABLE! Haha Man I wish I had a Gremlin buddy!

Aerodus turned to the group and smiles. "So it appears to me that there be at least three, if not four of our party who can see in the night. I propose then that those of us who need no light to travel by would go track Rudwilla whilst those of us who require light, and the young lady Cora, would stay back here and protect the hut, and keep an eye on our mounts of course!" He nodded.

"What say you?"


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Terra gives the girl a hug and says, "Don't worry, a few of our group will stay here with you, the rest of us will see if we can find her and bring her back safely." At Aerodus suggestion Terra nods in agreement, "A good plan, I can see just as well in the dark as you can so I'll go along. Besides, someones gotta keep you all in one piece."


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

Gregary strides over to the tiny creature and tries to lift it up by its collarbone. "I'm speaking to you, gremlin. And you will tell me what I want to know."

He's got his sword in one hand, ready for any...mischief.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Gremlins...just don't feed them after midnight, and no water

Aliesah looks in at the sound of stern ordering.

gregary, what are you doing?


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

"I found this tiny creature spying on me." Gregary says, indicating the quivering gremlin in his hands. "It must have been in the house for awhile. It's likely that it knows what happened to Rudwilla and these stalkers."


Naswig
The Fremlin Gremlin
.
.
.
Sensing that the human is less likely to kill him if he talks and gaining confidence from the fact that he wasn't attacked while prone, Naswig answers.

Me Mistress be back soon. I'ms just Naswig who helps Mistress. Please don't tell her I hide from the evil thieves; they too strong for Naswig. Me weak.


CG Dwarf Bloodrager - 4 {56}/60 {68}
Vitals:
AC: 21 {17} (T: 11 {7} FF: 20 {16}) || Fort: +9 {+11} Ref: +3 {+2} Will: +1 || Move: 20 ft.

Raggo looks at his dark vision companions each in turn.
"Well let's get movin' then!"


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

"Where did these creatures come from?" says Gregary, gesturing to the corpses around him. "From what I hear from my friends outside, there aren't any tracks outside from these creatures. Did they come from underground? Were they created or housed here?"


Naswig
The Fremlin Gremlin
.
.
.
They came through the front door -- why would we house evil monsters?!

I don't know anything else, honest!


Rudwilla Grumb
Changeling Witch
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.
.
As the night-visioned members of your troupe begin following the freshest of tracks that must belong to Rudwilla, they all notice a lanky, long-faced woman with one dark brown eye and one vibrant hazel eye and big white teeth framed under tangled,silver hair.

The withered crone trots gracelessly toward you on her way to her opened front door:

Didn't you see the sign!
Go Away!
No bothersome beggars, merchants, or relatives wanted!


Cora
Rudwilla's orphaned apprentice
.
.
.
Mama Help!


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:

Wulfrun hastily returns at Cora's call for help, dropping her helmet, "What's happening here?!"


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

Gregary narrows his eyes, but he recognizes at least that this creature likely isn't going to tell him anything else that he wants to know, so he drops the little thing and proceeds outside. Somebody called for help.

When he sees the situation - the witch coming back, the girl calling for help, seven armed individuals standing near her house...well, shit. This could go poorly.

Gregary sheathes his weapon.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Sense Motive1d20 + 9 ⇒ (1) + 9 = 10

Yup, definetly Rudwilla and not a Sin Spawn in Disguise, I hope. :-P

"How about dashing heroes who come seeking advice and happen to save your daughter, and your posessions in the process?" Aerodus smiled, stretching his jet white wings and stepping forward in to a bow. "You must be the Wise Woman of this house, Rudwilla yes? Greetings, I am Aerodus Aluain. We come seeking information about Blue Sprites and the Kidnappings that occurred near here. May we have a moment of your time?"

Diplomacy1d20 + 10 ⇒ (18) + 10 = 28


Rudwilla Grumb
Changeling Witch
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.
.
After only a quick glance at Cora and another at the various strangers, apparently Rudwilla comes to a decision regarding the trespassers as she hurries into her home.

Haphazardly casting Lesser Restoration on Cora and making eye contact with Aliesah Leafborn, "I know who you are, friend of Hibiscus. Harumph!," the changeling Witch plods to each individual, looks intently at you, and asks a serious, deeply personal question as to determine the veracity of your innocence.

And then she hobbles to another without waiting for response, to stare, sniff, and burp at another personage before asking that individual an equally intense question.

NOTE: Well done on the Diplomacy, Aerodus; it has affected Rudwilla appropriately.

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