The Twisted Closet (Inactive)

Game Master I'm Hiding In Your Closet

The Impossible Forest


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Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

The half elf hands over the weapon begrundinlgy.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

"Well, now that we've handed over all our weapons, are we free to explore your lovely town?" Corwyn asks with a studiously innocent expression on his handsome face. After the sheriff leaves, he turns to the others. "Sounds like we should take a look at Amenira's house. I don't like breaking and entering anymore than the next fellow, but if she's been gone for two months, something is terribly wrong, I should think. Maybe there are clues to be found there."

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

The paladin nods.


The Immortal Conundrum: maps, etc.

The sheriff collects the remaining weapons with a nod. “We have a guesthouse for visitors, I'll take you there. We pray and attend temple twice daily, once at sunrise and once just after sundown. We ask that you stay inside the guesthouse from 1 hour before sunset until 1 hour after sunrise. That gives you 10 hours each day to wander around. When you hear the triple bell you can leave the guesthouse, and when the triple bells ring again, return to the guesthouse and draw the curtains. Curfew begins shortly - but there's still a bit of time if you've got any other questions.”

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Curfew!? I like this place. I'll bet the crime rate is low.

She follows the sheriff, baggage in tow.

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Thornberry crinkles his nose at all the unnecessary rules Why all the bells and the strict curfew? Do the Mana Wastes act up at that time or something?

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

"Okay... well that's... strange... very strange... Triple bells? Really? Why not just one bell? Or two bells, even? Why three? Do you regularly ring the bell once around sunset and sunrise so that it might cause confusion? Oh! I'll bet you ring the bells for your... church service, right? Who is that you all worship? Do you allow visitors?" The swashbuckler is actually more than a bit suspicious of the sheriff's curfew and tries to get the local lawman to let slip a clue of some kind by trying to confuse him with a bunch of questions. Not that he's actually interested in having them answered. Well... perhaps he's a little curious.

Bluff Check DRR:: 1d20 + 6 ⇒ (7) + 6 = 13

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)
Thornberry wrote:
Thornberry crinkles his nose at all the unnecessary rules Why all the bells and the strict curfew? Do the Mana Wastes act up at that time or something?

"I'm sure it keeps the riff raff in line. A curfew is good for everyone. Besides, there's plenty to keep one occupied indoors."

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Keep one occupied indoors? Thornberry seems to be having some sort of PTSD flashback.

INDOORS!?! What sort of strange air creature are you that you like to be cooped up. Walls are tyranny!


The Immortal Conundrum: maps, etc.

The sheriff answers your questions as he leads you to the guesthouse.

Thornberry wrote:
Thornberry crinkles his nose at all the unnecessary rules Why all the bells and the strict curfew? Do the Mana Wastes act up at that time or something?

“The people of Mercy are a private sort, and we don’t want outsiders meddling in our ceremonies.”

Sense Motive DC 15:
The sheriff is telling the truth...but it feels like there's more to it than that.

Corwyn Silvermane wrote:
"Okay... well that's... strange... very strange... Triple bells? Really? Why not just one bell? Or two bells, even? Why three? Do you regularly ring the bell once around sunset and sunrise so that it might cause confusion?"

"Ex...cuse me?"

Corwyn Silvermane wrote:
"Oh! I'll bet you ring the bells for your... church service, right? Who is that you all worship? Do you allow visitors?"

"Now you've got it. We worship Robori, the God of Trees. He grows at the center of the village and protects the town with his blessed Circle of Life. You can speak with the priests if you would like to convert."

Sense Motive DC 20:
You notice that he does not say Robori’s name with particular reverence.

Thornberry wrote:
"Walls are tyranny!"

"I...don't believe I've heard that one before. I'm sorry you feel that way." His voice is not unkind, but remains firm.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

"I sleep at night normally anyway. Curfew shouldn't be a problem."
Ardain finds the curfew odd. Well, not the curfew itself so much, rather the draw the curtains thing. It implied, don't look out, though the sheriff had not said as much. What could be going on outside that the villagers didn't want seen?

Edit/sense motive

Sense motive: 1d20 + 3 ⇒ (7) + 3 = 10

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

"Any chance to meet this Robori and learn directly what his teachings are that we may make an informed decision?"

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Sense Motive: 1d20 + 8 ⇒ (7) + 8 = 15

Thronberries tattoos swirled as his mind raced. This captain was a good sort, but he had just let a clue slip. Ceremonies...I didn't say anything about ceremonies. The key to all of this must reside with this strange god of theirs.

Thornberry simply turns away from the sheriff a plan brewing in his mind to visit their temple as soon as possible.

But then he treated the god like it was no big deal - invited us to all visit the temple. What were these people trying to hide exactly? Curious and curiouser. Thornberry resolved right then and there to sneak out at the first opportunity.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)
I'm DMing In Your Closet wrote:
"Now you've got it. We worship Robori, the God of Trees. He grows at the center of the village and protects the town with his blessed Circle of Life. You can speak with the priests if you would like to convert."

"You, uh... you worship a... tree? OK. Is it a really big tree? Oh! It talks, doesn't it? Hm... well, you know I'm not really into the whole worshipping thing myself. Well, I mean sometimes I call out to Desna for help if there's a bad storm at sea, or if I'm throwing the bones, or if I need that inside run when playing cards. But other than that, I sort of expect the gods to mind their own business and let me mind my own. You know?"

Sense Motive Check DRR:: 1d20 - 1 ⇒ (5) - 1 = 4

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Interesting. Is there anyone that we can have a theological discussion with concerning the liturgical practices of the followers of Robori. One never knows when more adherents might be gained. he says with interest.


The Immortal Conundrum: maps, etc.

“Three things I don’t discuss with strangers: politics, religion, or marriage. No offense, but you outsiders usually give weird advice.” The sheriff shakes his head in bewilderment.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Corwyn shrugs and follows the sheriff to whatever building he has in mind. The swashbuckler is already of the mind that he won't be staying within its walls all night long, as the man seems to think they should. Too many questions need answers...

What time of day is it, at the moment? How many hours before sunset?


The Immortal Conundrum: maps, etc.

As I said, you reached town about an hour before sunset.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Corwyn lapses into unusual silence, taking note of his surroundings in a general sort of way as they get closer to their 'guest house' - other houses and farmsteads they might pass, trees that might provide good cover for a night-time sneakabout, abandoned-looking buildings and the like.

Thanks DM, I missed that little nugget of info.


The Immortal Conundrum: maps, etc.

The locals appear to slowly be trickling in from the fields and groves in anticipation of evening services. You notice that everyone seems to dress the same: Matching tunics and slacks in the same garish orange shade as the sheriff's, often with yellowish-orange scarves and belts.

Looking out into the surrounding cashew groves, you see what look like giant gingerbread men, or small wood golems, harvesting cashews - wait, no, they're as human as everyone else around here. It's just that with the wooden armor, full helmets, and thick leather greaves and gloves they're all wearing out there, they look more like they're outfitted for war than for picking nuts.

Knowledge (Nature) DC 18:
There's actually a very good reason for their defenses: Juice from the cashew fruit is acidic enough to burn flesh.

Wisdom check DC 15:
Here's one thing you don't see: Children. Not one.

Any other questions before you reach the guesthouse for the evening?

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

know nature dc 18: 1d20 + 8 + 1d6 ⇒ (5) + 8 + (1) = 14

wisdom dc 15: 1d20 ⇒ 9

those were bad

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Wisdom Check DRR: 1d20 - 1 ⇒ (13) - 1 = 12 vs DC 15 = Nope!

Corwyn gazes at the townsfolk with mild curiosity, but gains no insights. He whistles tunelessly as the sheriff leads them to the guesthouse that will apparently be serving as their jail for the night.

No further actions for me!

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

"I feel like I'm being sequestered... I don't like the idea.. they're hiding something." Jack says when they are finally alone.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Know Nature: 1d20 + 8 ⇒ (4) + 8 = 12
Wisdom: 1d20 ⇒ 1
Uh, nope

Yanda is interested in one thing only, getting set up with her lab and experimenting with green blood goo.

"Probably. Everyone is hiding something."

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Wisdom check: 1d20 + 1 ⇒ (19) + 1 = 20

Ardain doesn't ask the sheriff about the lack of children, the question can be asked later. Or, perhaps the answer will manifest itself.

He does mention it, once they are alone in the hostel.
"Did anyone notice any children? Normally they are everywhere, making a ruckus. Any village I've ever been in... None to be seen here though."
Ardain studies the layout of the hostel as best he can. Front door, back door. Windows, number of stories, does the place have an attic? Does it have a basement. Any 'off-limits' areas.


The Immortal Conundrum: maps, etc.

Kristoff? Talondreal? Thornberry?

Scarab Sages

Male Tengu (+2Dex, +2Wis, -2Con) Tengu Hunter1/ Zen Archer1 HP:13/13Initiative:+3AC:17, T:17, FF:14, CMB:+2, CMD :19, Fort: +5, Ref: +7. Will: +6, Perception: +10, Sense Motive +8 Melee: Falchion +2(2d4+3, 18-20x2), Beak +2(1d3+3,x2) Ranged: MW Composite Longbow +4(1d8+2, x3)

Know Nature: 1d20 + 5 ⇒ (20) + 5 = 25
Wisdom: 1d20 + 4 ⇒ (6) + 4 = 10
Huh, I wouldn’t think too much about it, maybe they keep kids in the church cuz everything going on, or maybe the sheriff has a problem with children too.Kristoff continues to grumble, seemingly upset by giving up not only his bow, but also his sword.
Now look at those guys all decked out in armor out there, cashews are acidic so I guess that’s sort of practical, but they seem more prepared for battle though...I feel like we should’ve stayed in the cave instead of this place completely defenseless.


The Immortal Conundrum: maps, etc.
Kristoff Briarheart wrote:


Now look at those guys all decked out in armor out there, cashews are acidic so I guess that’s sort of practical, but they seem more prepared for battle though...I feel like we should’ve stayed in the cave instead of this place completely defenseless.

You seem to be misreading a little; the part about "they seem prepared for battle" assumes a layperson's impression, but since you DID make the Knowledge check, it's supposed to make sense to you simply as "Xtreme nut-picking" gear, because that's really all it is in their case.

Scarab Sages

Male Tengu (+2Dex, +2Wis, -2Con) Tengu Hunter1/ Zen Archer1 HP:13/13Initiative:+3AC:17, T:17, FF:14, CMB:+2, CMD :19, Fort: +5, Ref: +7. Will: +6, Perception: +10, Sense Motive +8 Melee: Falchion +2(2d4+3, 18-20x2), Beak +2(1d3+3,x2) Ranged: MW Composite Longbow +4(1d8+2, x3)

I think Kristoff would view the full on Armor as a bit of an overkill, that was kinda why I worded it the way I did. Thank you for informing though, because I did misread that slightly.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Wisdom check 1d20 ⇒ 5

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

i conned too hard this weekend!

Know Nature: 1d20 + 7 ⇒ (17) + 7 = 24

Wisdom: 1d20 + 1 ⇒ (18) + 1 = 19

Thornberry delights in noticing how wonderfullu vicious the local cashew plants are. Are those cashews even safe for consumption after being that acidic during harvest? He asks curiously.

Then he notices the lack of children and the fact that theyre not gnomes or elves.

Say fellow what year do you happen to think it is?

Thornberry was sure of it. This town was trapped in time. No one could age or have children - the price they paid for being safe from the mana wastes was with their very souls and time itself.


The Immortal Conundrum: maps, etc.

The sheriff looks at Thornberry with a slightly amused expression.

Thornberry wrote:

Thornberry delights in noticing how wonderfullu vicious the local cashew plants are. Are those cashews even safe for consumption after being that acidic during harvest? He asks curiously.

"What, you know about the acid but not how to treat them? It's all in the shells. They roast them, then they wash them, then they crack them. Most outisders have no idea how much work goes into them."

Thornberry wrote:


Say fellow what year do you happen to think it is?

He correctly states the present year.

With that, you reach the guesthouse, a large building at the edge of town. It's a bit austere, but it's nice. "You're our only visitors at the moment," He tells you, "So you've got the place all to yourselves."

He points out a large box next to the guesthouse’s front door with an orange flag in it. "This is the message box. We always provide for our visitors. Food will be delivered here three times a day. Also, if you need anything outside of curfew, you can signal me or whoever else is around just by putting the flag on the box."

With that, he leaves. A few minutes later, you hear an extended shuffling and rustling outside, followed by a quick knock. When you open the door, whoever was there was gone, but you see that true to the sheriff's word, you have been provided with dinner: fresh raw vegetables, berries, onion bread, jugs filled with both cashew milk and fresh water, and a lot of cashews.

So: Spend the night, or play hooky?

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

Play hooky

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Of course we want to play hookie. My problem is figuring out how to justify Yanda doing so. She's very reluctant.

Yanda immediately gets busy stashing her stuff and setting up her portable lab. Before long the odors get beyond reasonable. She has goggles on and is messing with the green goo and testing various alchemical reactions to it.

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

"That smells awful... do you have to do that in here? Can't it wait til tomorrow when we can get out of here?" Are there any windows we can open?, if so, Jack will open windows to clear out the smell.


The Immortal Conundrum: maps, etc.

You were instructed to keep the curtains drawn, and where there are curtains, there are of course windows.

Dark Archive

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 | wayang investigator (empiricist)/2 | -22 *
skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

thanks

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Were there other wildlife in the town - birds for instance?

Scarab Sages

Male Tengu (+2Dex, +2Wis, -2Con) Tengu Hunter1/ Zen Archer1 HP:13/13Initiative:+3AC:17, T:17, FF:14, CMB:+2, CMD :19, Fort: +5, Ref: +7. Will: +6, Perception: +10, Sense Motive +8 Melee: Falchion +2(2d4+3, 18-20x2), Beak +2(1d3+3,x2) Ranged: MW Composite Longbow +4(1d8+2, x3)

Great trapped inside, with all these toxins in the air, we woulda been better off dealing with the mana wastes. Say what do you all make of this? I’m not liking it at all, and don’t you find it strange about the lack of kids, the dolls in the cave...I dunno this doesn’t make sense, we need to find Amenira in less it’s too late. Kristoff will walk over to the food and water and cast Detect Poison on everything.


The Immortal Conundrum: maps, etc.

The food and drink are immaculate. Almost unnaturally so.

Spellcraft DC 10:
It looks like somebody went so far as to cast purify food and drink on it all.

Thornberry wrote:
Were there other wildlife in the town - birds for instance?

Nothing out of the ordinary, given the area.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Corwyn frowns, his normally amused grin replaced by a troubled expression. "Something is definitely wrong here, though I can't really say why. You all have noticed more than I. While I dislike the idea of staying cooped up in this house, it might be better to do so tonight and avoid trouble for now. It sounds as though they intend to watch us tonight. Tomorrow morning we can take a look at Amenira's house and go from there."

Wondering if we should just take it easy tonight and get the lay of the land first before we go looking for trouble, after that last comment by the sheriff. But if we want to head out, I'm up for that as well.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Yanda is hyper-focusing. It will take a bit more than complaining to get her to pay attention.

I'm taking 1 on that spellcraft check (yes, a 1 - did I mention that she is hyper-focusing?).

In spite of her obsessive experimentations, Yanda realizes the extra magical freshness of the food and comes out of her mental fog just long enough to say,

"Hmmm. I wonder if they freshen the food with magic because it gets poisoned by the mana waste."

Though her statement does not seem to be directed at anyone and her focus immediately returns to her experiments.

Grand Lodge

Male Human Wizard/1| AC 13 [17] T 13 FF 10 | HP 6/8 |Fort +1 Ref +2 Will +3 | Per +6 | Init +2 |HotA 5/6

Spellcraft: 1d20 + 7 ⇒ (15) + 7 = 22

"Seems a likely guess."

The Concordance

M Gnome Druid (leshy warden/wild whisperer) HP: 15/15 | AC: 19 CMD: 10 | F: 5 R: 2 W: 3 | lowlight vision, Per + 9 SM +2 init +2

Thornberry looks around for animals - birds or mice or rats to speak to and ask if there are young hairless bipedals about.

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

The paladin will spend time detecting evil to see what he might discern.


The Immortal Conundrum: maps, etc.

You are indoors in a well-kept building. You find no animals.

Talondreal, however, senses deep and abiding Evil...in a chair over by the wall.

Scarab Sages

Male Tengu (+2Dex, +2Wis, -2Con) Tengu Hunter1/ Zen Archer1 HP:13/13Initiative:+3AC:17, T:17, FF:14, CMB:+2, CMD :19, Fort: +5, Ref: +7. Will: +6, Perception: +10, Sense Motive +8 Melee: Falchion +2(2d4+3, 18-20x2), Beak +2(1d3+3,x2) Ranged: MW Composite Longbow +4(1d8+2, x3)

Ya I agree with Corwyn, that Sheriff is really keeping an eye on us tonight, I don’t think we should test them tonight...

Silver Crusade

Init +2; Senses low-light vision; Perception +13 Aura courage (10 ft.) ————— Defense ————— AC 20, touch 10, flat-footed 16 (+6 armor +1 Nat Armor) hp 55 Fort +12, Ref +6, Will +12; +2 vs. enchantments, Perception +13

There is something here, something evil. Coming from the chair he says as he stands.

Sovereign Court

Init: +6 | AC: 18, Touch: 14, FF: 14, CMD: 16 | HP: 21 (of 21) | Speed: 30’ | Fort: +4, Ref: +8, Will: +0 | Perception: +4, Low-Light Vision | Grit/Panache Used: 0 (of 4)

Corwyn's response to Talndreal's words is to immediately draw his rapier, its business end pointed toward the chair. The swashbuckler cocks his head as he stares in confusion at his target. "Huh. Is it... invisible? Or the chair itself? Wait! Is it a ghost? Is there a ghost sitting in that chair? Amenira? Is it you? What have they done to you? Speak, apparition!"

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

That gets Yanda's attention. Particularly since she was considering pulling the chair over near her lab and taking a seat. She slowly lowers her gear and slowly starts wheeling her lab AWAY from the chair.

"Evil, huh. How can you tell?"

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