Lost Memories of Sorrow (Inactive)

Game Master BinkyBo

Will reactivate if and when needed.


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HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

*Scamper, scamper, scamper, scamper*


No more skeletons emerge as Sunny and Corum first move to lead the way back to the village of Doyle's Run, you do however feel slight tremors in the ground below.. After moving a few hundred feet, you no longer feel the tremors.

When you get back to Doyle's Run, you see two lantern-bearing watchmen patrolling on opposite sides of the market square. The sky is clear now, and first glow of the coming dawn is on the horizon. Just after you enter, you pass a few slow-moving hunched older women with empty buckets and yokes...heading from a large boarding house to the fountain in the center of the market square. They move aside and slow even more to let you pass.

Where to? Town Hall to speak with Warden?
Errik's House to question Mayor and witch child, look through items confiscated from captives?


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

I suggest the Town Hall to speak with the Warden. The better to organize things with the defense of the town. Thence looking for the
Witch child' then, maybe after more fighting, we check out the shiny. (^_^)


"Let us update the warden at the town hall."
Corum begins to give the watchmen orders.
"The town is in danger. Rouse the guard captain and the mayor and have them meet us at the town hall NOW! Tell that dwarf inquisitor to bring his prisoners and meet us there too. He may be grumpy, but do it anyway."

He looks around. "We can put the town on alert and with Karthak to organize their defenses, they should do quite well."


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny nods in agreement, speaking up to aid Corum in rousing and organising the town's folk. Though she is slightly distracted as she looks about for Suny.


The watchman's eyes immediately go to Braxton. He then leans in to smell Corum's breath, and shrugs. "Wardens up... I'll be sure to let him know yer lookin for em. Headin that way anyway... shifts just about up. You all have a nice mornin." His gaze lingers on Braxton for a moment before he turns toward the town hall.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny shakes her head at the fellow's comments, even as she bounces from foot to foot,

"Here! Matey? Did ye happen ta' see an Elf lass? Blond? About so high?" Sunny asks, holding her hand flat on the top of her own head.

"She come ta' talk ta' peoples at tha' meetin' earlier."


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian watches the watchman, hiding a half-smile when the fellow tries to smell Corum's breath... Then he heads for the town hall for the meeting.


The watchman turns back "The meeting? You mean the town meeting? That's hours from now, miss. And sorry... no I haven't seen any elves this shift... apart from you, miss." He starts to go again but stops "Uhp.. there's the warden." He points across the empty market square to the town hall. Warden Horne is just stepping out... visible between the two lamps hanging on the front of the town hall building. He approaches at the watchman's gesturing.


"Morning... you're all up early... any news?" he pats the watchman on the shoulder and cocks his head toward the town hall to dismiss him.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny frets and frowns even as she runs off in search of her friend/companion.

"Now where tha' scamp get herself too...?" She mutters as she races away.


After Corum recounts the events to Warden Horne, he speaks finally with a hint of authoritative law man. "Alright... Time to work this out. We are sitting down with Doyle and getting to the bottom of this. People keep getting me riled up about crap they can't explain... Lets go."

The other watchman was about to clock out stops by the fountain before reaching the town hall. He lends his lantern light to the three old women filling their buckets with water.

I'll take a perception check... if it is 19 or above roll it again please.

(Sunny - Suny should be at Errik's house with the Karthak and the captives... that is where you left her.

>map of Doyle's Run.< You just entered town through the alley north of E on the map. You are currently halfway between E and D(the fountain)


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

perception: 1d20 + 8 ⇒ (12) + 8 = 20

over 19, so rolling again

perception: 1d20 + 8 ⇒ (14) + 8 = 22


Varian two perceptions:

You hear one of the old woman repeat an unheard whisper to the other two as you stand with the warden.
"He holds the key"
This draws your attention enough to notice a gesture from the old woman which would seem like she is shooing a small bird from the fountain, but it was more... dramatic. The little bird flies a bit then hops about... innocently pecking at the ground. It moves in your general direction while the old woman go gather water in their buckets.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian takes a few steps toward the little bird, cautiously so as not to frighten it, and stoops down, waiting for the little fellow to come closer if it will...


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny waves and scampers off to where her friend should be waiting. (^_^)

Perception:1d20 + 3 ⇒ (11) + 3 = 14


Warden Horne takes a slow deep breath as his attempt to be authoritative was immediately followed by Sunny scooting, and Varian creeping off... looking like he is trying to make friends with a bird.
He motions the direction Sunny goes... "Well... that is where we are heading at least. Brother Sverin performed some sort of divine ritual with the body found in Room 3. It appears it had been the man who was thought to be renting the room... a Mr Nigel Rittenhaus. Among other wares distribution, he handled shipping of the lumber from Doyle's tree farm. The body had been magicked to look like Master Holfstedt Moranni."
Warden Horne steels himself, and maintains a firm tone. "I have come to the realization that these inexplicable murders and arcane tamperings have one purpose... to confuse. So we are going to sit down and work it out right now."

The bird does not fly away... but whenever Varian comes within ten feet, it hops to a safer distance and continues to peck at bits lying around the flagstone.


Dwarven Druid ~ HP 13/17 ~ AC16, tch 12, ff 15 ~ Fort+6, Ref+4, Will+7 ~ CMD 14 ~ Init+2 , Per+7 , Darkvision 60'

Sunny beats the group to the door of Errik's house. A well-dressed half-orc answers the door.
"You must be Sunny. May name is Drulsk. Please come in. Your sister is inside. I was just taking breakfast orders... shall I put you down for anything?"


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny grins brightly,

"Aye! 'Shrooms if'n ye please." She replies happily before scooting past and seeking out her 'sister'.


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian sighs and turns to Corum, whispers to him very softly. "The old woman at the well whispered "He holds the key" Not sure who she meant by 'he', then she shooed this bird from her towards us... it won't let me approach, but isn't leaving either. Not sure what to do with what she said, or the bird... any ideas?"

sorry, just not sure how to proceed at this point, so calling in help, lol. maybe someone else has a better idea.


Corum nods to Varian. "Quite suspicious. If it is one thing I have learned here, be on alert at all times. I would consider myself paranoid if everything wasn't out to get me."

The elf's statement is more truth than joke.

Corum casts a quick cantrip to detect magic and looks closely at the bird.
spellcraft: 1d20 + 14 ⇒ (9) + 14 = 23

Corum looks at Warden Horne and asks directly:
"Warden, would you now anything about a key."

Although no inquisitor, Corum is naturally suspicious
sense motive: 1d20 + 10 ⇒ (15) + 10 = 25


One of the old women moves over... the other two follow behind - each carrying a bucket. The watchman who had been on his way to the town hall is now carrying the remaining four buckets over his shoulders on a yoke.

The old woman out front quickens her pace, scoops some pebbles from the ground, and tosses them toward the bird. "Diseased things... best stay away." The bird takes flight and circles before flying off to the west.

Warden Horne shrugs at Corum's question. "Nothing special that I can think of... What sort of key are we talking about?"

The old woman snaps a look at the warden. Her gaze then quickly pans over the rest of you before she turns her eyes down, and continues... passing you toward the boarding house they exited just as you were entering town.
All three woman have similar short stocky builds, simple muted color dresses and stockings, and shawls which appear identical. They look like normal matronly old women who have had a long life of hard work.

Corum:

The bird emits an aura. That is all you can determine before the woman shoos it away.
You sense no deception from the warden

Varian + Corum:

Her eyes linger on the two of you, and the Mayor's cane Corum carries.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

When Sunny finds Suny there is much hugging, laughing, giggling and bouncing as the pair re-unite. (^_^)

For DM Frogfoot:
Sunny will be ecstatic that Suny is safe and quickly get her (Suny's) views on what has been happening in town while she (Sunny) has been out playing in the forest with the Dark-Dwarves. Thence lots of discussion about the digging undead and town plans and who's possibly a double (Or even a tripe. :P)

Not to forget the 'Squee-ing' and above rapid fire conversation in Elvish. (^_^)


Corum understands suddenly. He talks to the group and warden in private indoors.
"Varian, this is the key."

He is me.
Corum displays the cane taken from the mayor.

"Warden, you need to have buckets of water ready and stout clubs. We saw a fiery skeleton that was first of many targeting the town. We have to meet up with some evil creatures and unravel more of their plan. We need you and Karthak to rally the town."


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian nods as he gets the same idea at the same time as COrum. He whispers back. "I think you're right. You are 'he' and that," he nods to the cane, "is the key"


The warden pulls out the note again which had arrived - pinned to the villager who had ridden into town with his head removed. He reads it again...

"The mindwiper is dead. Your minds are your own... as are your choices. Choose wisely. Release my child, and those who submit will be spared. Deny me this, and your souls will be reaped on the harvest moon. Signed Gilvorgione.."

"That is three nights away. Are you suggesting the attack will come before then?"


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sorry, a little distracted. Is Sunny & Suny at the same place as every one else? Also, does Suny have anything new to tell people's? Am just wondering how to have a 'serious' conversation without dispelling the 'Suny' mystique
. (^_^)


Corum points out:"Evil may not be sticking to their schedule. We will be back in three days. But, if they come early, make sure you are ready."

The mage looks around: "We ready to move back out and meet the bad guys? Where is that other elf?"


They are just northeast of the house you are in. Warden Horne is trying to herd them into the house.

Sunny:

Suny releases from the hug, then salutes "Nothing new to report! Well... nothing other than that girl really is a little witch... How bout you?"
Just then, you hear Drulsk the half-orc "Whoa!" in the main hall, and you see a small bird fly into the room you are in. Tilda, the little witch is already by the adjoining door - as if she had been ready. She turns the knob to open the door, and the bird flits around like it is waiting for Tilda to open it.

The other two old women come closer... on their way to the boarding house west of you. They each carry a full bucket with two hands, the watchman follows them with the rest... already looking half-asleep.

all but Sunny... another perception check DC14:

You see the small bird again... possibly just a similar one. It dives out of your view on the south side of Errik's house... where the front door is. (You are northeast of the house)


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

perception: 1d20 + 8 ⇒ (15) + 8 = 23


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian nods toward the bird and looks to Corum, to see if he noticed... points it out to him if he didn't. He whispers, "Perhaps the little bird is a spy?"


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

DM Bloodgargler:
Sunny fills Suny in with everything that has happened (In Elvish) quickly before skipping over, with Suny in tow -being dragged by one brown arm- to the young lass with the friendly little birdy.

"Hey-YA there!" Sunny exclaims, "I be 'Sunny' an' this be 'Suny' as well.". (^_^)

"Suny says yer name be 'Tilda'? Would that wee lil' tich," And Sunny indicates the small finch (?) that is flitting about the place, "Be a friend of yours as well?"

(^_^)


Corum is glad he had the meeting inside.

"Most likely. The last one radiated magic. Time to go. Next bird gets chased down!"


Sunny:

"Mhmm" Tilda opens the door, the black and white rose-breasted bird flies into the room for a moment then back out. The bird chirps, and Tilda answers "Six guards... two are sleeping."
The bird chirps.
"Yea, I'm ready." She spits a ring out of her mouth, and puts it on her finger. The bird drops down to the ground next to her, then "explodes" into a lean hunched red winged devil... nodding and grinning furiously at you and Suny.

The warden grows impatient... "What are you two talking about? Come... lets move inside and find out what we can from Doyle to clear this all up."
The first sliver of the sun makes it over the horizon. Two more birds fly from the west to Errik's house.

The old woman who had already passed you, turns back and speaks loudly in a haggard shrill voice... "Doyle and the child are inside!"
The old woman closest to the watchman carrying the buckets says to him in a kind voice... "Don't let them hurt us, valiant member of the watch." He drops the yoke of buckets, and a look of genuine concern - with a hint of confusion, comes over his face.

>map<

roll initiative and take one action for surprise round please.


NPCsInits:

watchman: 1d20 + 1 ⇒ (17) + 1 = 18
hags/tilda: 1d20 + 2 ⇒ (18) + 2 = 20
warden: 1d20 + 2 ⇒ (1) + 2 = 3
Drulsk: 1d20 + 2 ⇒ (14) + 2 = 16
birds/imps: 1d20 + 3 ⇒ (5) + 3 = 8

The old women push back their shawls... they all look the same... like hag sisters. The center hag speaks "The child is one of us... you will hold her no longer. Warden... you look tired..."


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny blinks, "Dafaq...?" Is about the most coherent thing she can say for the moment.

Spoiler:
She glances from Suny...to Tilda...to the...um...'Devil'. "So...your critters do that a lot 'round here?" She asks Tilda, still slightly confused.

"Um...Tilda? You got some esplainin' ta' do..." Sunny admonishes the young girl, even as she gently pushes Suny behind herself.

Talking is a free action. Moving Suny behind herself I suppose counts as Sunny's action so far. Actually...swapping Suny to L-9 with Sunny in L-10 would seem the most valiant thing for Sunny to do atm.

Perception:1d20 + 3 ⇒ (2) + 3 = 5

"Here, Suny, you got maybe some insight ta' whut be goin' on about now?" Sunny asks over her shoulder, though she's not taking her eyes off Tilda or the transforming critter.


Sunny:
Suny shrugs.
Tilda steps forward, and the little imp flies up ... (accidentally made it look medium size on map... it is actually tiny)
They bump rings, and Tilda says to it "Don't fight... just go." and cocks her head to the barred window.
The flying little red devil zips over to the bars, and slowly starts squeezing through the bars.
Tilda answers after a mischievous grin "Tell the dorf bye from me. I'm outta here."
initiative please


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

DM Bloodgargler:
Initiative:1d20 + 4 ⇒ (8) + 4 = 12

"No, no, no, no! Ye can't go! Ye need ta' es'plain whut's goin' on." Sunny pleads.

"Who be yer kin? Who be yer family? Whut be ye doin' in'a town? Can ye ehlp folks with all'a thing whut might be goin' on about tha' place?"

Diplomacy:1d20 + 4 ⇒ (2) + 4 = 6

Then Sunny tilts her head, "Whut Dwarf? I seen lots of 'em lately. Least I thunk they wus Dwarfs...t'is not like I actually bin introduced, all formal like, ta' any Dwarf in particular..." Sunny asks, still puzzled. Though now by something in addition to every thing else she's puzzled about.

(^_^)


Round 1

initiatives:

Braxton: 1d20 + 2 ⇒ (10) + 2 = 12

Corum: 1d20 + 3 ⇒ (14) + 3 = 17
Gromsch: 1d20 + 4 ⇒ (9) + 4 = 13
Lyrralt: 1d20 + 9 ⇒ (18) + 9 = 27
Sunny - 12
Varian: 1d20 + 2 ⇒ (13) + 2 = 15
Zed: 1d20 + 9 ⇒ (5) + 9 = 14

Unsure what exactly is going on here, Lyrralt lifts his hands from his weapons, and backs away a few feet.
The hag furthest west slowly moves south heading out of view past the corner of the house.

The hag nearest to the oddly compliant and vacant eyed watchman says to him. "They have our child inside... go fetch her. Suuurely they would not be so brazen as to stop a noble law man as yourself. You would be forced to draw steel against them.." The watchman nods and starts making his way through the group. Lyrralt makes merely a motion to protest. The hag in the center immediately tosses her bucket in front of her... spilling water around Lyrralt's feet. She points a gnarled finger at him... "I send you... to the deep..."

Lyrralt Will DC16 vs sleep SLA:

go ahead and roll if you are still around :) If you aren't I guess I am talking to myself.
roll if needed...: 1d20 + 4 ⇒ (2) + 4 = 6

Inside...

Tilda plops down on the bed while the chubby imp continues to struggle through the bars in the window. "That is a lot of questions, and my elders are about to pop me outta here. You should talk to Doyle while you have the chance. Here is how it is... As you know... . Ugothols are shapeshifters made in a ritual which requires the ingredient of two humans recently dead from drowning... Consciousness can be transferred to a ugothol. Ugothols can be frozen into a form... losing their innate abilities, and becoming what they remember from the blood..."
She talks quickly... rubbing her ring with her thumb.

Lyrralt - X
Witches/Tilda - X
charmed? watchman - X
Corum
Drulsk
Varian
Zed
Gromsch
Sunny
birds/imps
Warden Horne


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

DM Bloodgargler:
(Wow, you sure live up to your handle in this game! :P)

Sunny nods, even as she gently slips an arm around Suny for emotional support as Tilda explains some rather gruesome details.

"Okeys. So, ye be all keen ta' run off with these folks whut come ta' claim ya', then? Also, why should there be a problem talkin' ta' Mr Doyle?" Sunny replies, smiling happily now that conversation is moving along smoothly. She glances at the wiggling imp.

"Um...I think tha' little feller needs a help." She points out.

Diplomacy:1d20 + 3 ⇒ (12) + 3 = 15


Corum casts, and mirror images of himself surround him when he sees a problem.Surprise round
mirror image: 1d4 ⇒ 2

Then he sees the guard charmed and he detonates a ball of fire engulfing only the two witches closest to him.

Four Corum's seem to speak together.
"Don't take this any further, it will end badly for the child witch."

fireball damage DC19 reflex: 6d6 ⇒ (6, 3, 2, 4, 6, 3) = 24

Corum is firmly grasping his rod as he casts. The lingering fire damage seems to interfere with the witches magic.
Casting requires concentration DC22

fball:

School evocation [fire]; Level sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M (a ball of bat guano and sulfur)

Range long (400 ft. + 40 ft./level)

Area 20-ft.-radius spread

Duration instantaneous

Saving Throw Reflex half; Spell Resistance yes

A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.


Round 1 cont'd (Drulsk's actions not in LoS)

You hear a male voice from within the house just before the fiery explosion. "Imps! Blasted imps! These birds are filthy imps!"

The two witch screech in the roaring flames as the growing ball of fire from Corum hits with a boom. They struggle with their gestures as the licks of flame continue to affect them.

Ref save: 1d20 + 4 ⇒ (8) + 4 = 12
Ref save: 1d20 + 4 ⇒ (6) + 4 = 10

Lyrralt - X
Witches/Tilda - X
charmed? watchman - X
Corum - X
Drulsk - X
Varian
Zed
Gromsch
Sunny
birds/imps
Warden Horne


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed moves to the front line, taking a swing at the nearest one...

Attack: 1d20 + 6 ⇒ (2) + 6 = 8

Missing badly


AC 11/t11/ff10; hp 16/16; saves: F 1 R 3 W 5; bab 0, melee 1, ranged 1; CMB 1, CMD 13; speed 30; init +1 half-elf investigator/1 wizard 1
skills:
Acro 2, appraise 4, bluff 8, craft alchemy 13, diplomacy 8, disable 5 k arc 10, k nature 8, k local 8, k hist 9, k plns 9, k relgn 8, k dung 8, k engrg 8, perc 7, spellcraft 9, stealth 1

Varian moves somewhat forward and swift action creates a lucerne hammer, endowing it with lead blades.

staying about 10' back from the witches


Gromsch:

After spending the night in a village northwest of Ashwood Forest, you came to the last river in your path... south of Claybottom Lake. You find passage across from a fisherman just after first light.
As he pulls up to the pier at Doyle's Run, you see a flash of flame... and hear an explosion - at least equal to that of your explosive bombs.
The fisherman waves off the charge in order to get away from whatever is going on. The blast looked to be about 120-150 feet to the northwest.

Lyrralt stands as if stunned, and clutches his throat as if choking. He then falls limp on his back.. splashing as he lands in the puddle of water.


Half-Orc Alchemist (Grenadier) 5 | AC 17 T 12 FF 15 | HP 19/28 | F +5 R +7 W +3 | Init +2 | Perc +11

Hearing the explosion, Gromsch begins to run. When he reaches the Boarding house, he looks around the corner of it to get an impression of what is going on.

Full Round Action: Run
Perception: 1d20 + 11 ⇒ (3) + 11 = 14


Dwarven Druid ~ HP 13/17 ~ AC16, tch 12, ff 15 ~ Fort+6, Ref+4, Will+7 ~ CMD 14 ~ Init+2 , Per+7 , Darkvision 60'

Gromsch sees the front door of Errik's house swing open. A pale-skinned dark-featured half-orc - dressed as a scholar - tosses an imp down forcefully enough that it nearly smacks into the flagstone before stabilizing into a hover. Another imp floats in the doorway behind him.

Gromsch:

You recognize the half-orc as Drulsk.
On the north side of the house,(You are approaching from the southeast) you see the skirmish taking place. There appear to be a couple watchmen, a few hag-like old women, and several others bearing weapons or arcane rods.
(you will be on map... 30' away at the start of your next turn.)


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

?

Not sure what's going on with Sunny...


Sunny:

After Tilda the child witch touched rings with the imp, it started trying to get out through the bars in the window (and likely will on its turn if no one stops it).
Though Tilda said she is getting out of there, she is just sitting and telling you about the shapeshifters. (a good deal of her attention is focused on the fleeing imp, and the ring on her finger she is fiddling with.)
You can hear Drulsk (the half-orc who let you in) fighting with other imps at the frontdoor, and you just heard a fairly large explosion outside.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

DM Bloodgargler:
*Nods* Yup, I got all that. Was kind of waiting for Tilda to explain what her position is. As in,

1) Is she happy/looking forwards to going with the people come to collect her?

2)Is the Sheriff/Mayor or any one else in town unhappy with what she's doing?

Sunny is actually quite convivial for Tilda to run off and seek her destiny. But getting an idea on where others might stand is more what she's trying to do atm.

Suny walks over and pokes the Imp in the rump to give it some motivation at getting through the bars/window.

:P

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