The Twisted Closet (Inactive)

Game Master I'm Hiding In Your Closet

The Impossible Forest


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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

"Interesting name... Roboria." Ardain squints at the girl. "A magical effect perhaps?" The wizard casts detect magic, focuses on the girl-plant to see if she is surrounded by magic auras. He spends a moment on the salve jar too.

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's eyes grow wide and he throws his arms around Roboria enthusiastically Oh my goodness, the people in this town are part plants! That's amazing!

Thornberry's pale green hair has turned a deep seafoam You are already beautiful Roboria! Do all the people in this town have this miracle? Or is your daughter special?

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)

kristoff sits back and takes it all in, letting the talkers get information. He thinks to himself:"Hmm this is so strange, if the children are plant people, and they only eat fruit and vegetebales...what in the heck is going on here?! We need to see whats going on in this ceremony!" On that thought Kristoff will quickly check if he sees any sort of fruit or vegetable growing on Roboria.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Kristoff will also examine Erebi.
Knowledge Nat: 1d20 + 5 ⇒ (12) + 5 = 17
Drawing the connection between vampires and bats, and seeing how the child is made up of plants, he turns to Thornberry and says in sylvan:

Sylvan:
Look it's the first animal we've seen since that hyena, you talk to animals and such don't ya? Think maybe it may know anything?

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

Jack shakes his head as if in a fog sorry I've missed so much... the holiday and then other obligations have had me running around like a crazy person the last few days... haven't had time to update games for a bit... "This is all very confusing. Why does she look like a small plant? Is this normal for children in your town? Will she outgrow it in time? Why will it all seem more beautiful 'in time'? What happens when she gets older?"

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)

"And what is the ointment for?"

Which is really what Yanda is most interested in. Given a chance she will check it out.

craft alchemy: 1d20 + 10 ⇒ (7) + 10 = 17

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 is dumbstruck when he walks into the house. Why is the girl a plant? Is this normal? What does it have to do with the mana storms? And the vampire? The questions swirl in his head, seeking release.

The swashbuckler steps forward, trying to help despite his confusion. "We are here to help, if we can. Will you start from the beginning? Why is your child a... plant of some kind? Will she transform entirely given time?" He echoes Jack's questions, and suspects he already knows the answer, given the mother's words, but he wonders if the parents are truly fine with the idea or if they have somehow been brainwashed... "Does the big tree have something to do with all of this? Does the ointment somehow assist with this transformation?" Corwyn's voice is smooth and charming, despite his inner turmoil.

Diplomacy Check DRR: 1d20 + 6 ⇒ (17) + 6 = 23


The Immortal Conundrum: maps, etc.

Very sorry to keep you all waiting for so long....

Ardain Castlyn wrote:
"Interesting name... Roboria." Ardain squints at the girl. "A magical effect perhaps?" The wizard casts detect magic, focuses on the girl-plant to see if she is surrounded by magic auras. He spends a moment on the salve jar too.

Ardain perceives no magic.

Thornberry wrote:

Thornberry's eyes grow wide and he throws his arms around Roboria enthusiastically Oh my goodness, the people in this town are part plants! That's amazing!

Thornberry's pale green hair has turned a deep seafoam You are already beautiful Roboria! Do all the people in this town have this miracle? Or is your daughter special?

A surprised and visibly embarrassed Roboria shrugs awkwardly. "It's just part of being Human, I guess. Why don't you ask your friends back there? Some of them are Human, too...I think."

Kristoff Briarheart wrote:

kristoff sits back and takes it all in, letting the talkers get information. He thinks to himself:"Hmm this is so strange, if the children are plant people, and they only eat fruit and vegetebales...what in the heck is going on here?! We need to see whats going on in this ceremony!" On that thought Kristoff will quickly check if he sees any sort of fruit or vegetable growing on Roboria.

[dice=Perception]1d20+10
Kristoff will also examine Erebi.
[dice=Knowledge Nat]1d20+5

Despite the wide array of strange growths, Kristoff doesn't recognize anything that Humans would consider edible.

Erebi appears to be a normal fruit bat.

Firewarden Yanda wrote:

"And what is the ointment for?"

Which is really what Yanda is most interested in. Given a chance she will check it out.

As an Alchemist, Yanda knew the jar's contents practically from the moment she looked at it: It's just a variety of ordinary anti-itching ointment, simple but effective.

'Jack of Shadows' wrote:
Jack shakes his head as if in a fog sorry I've missed so much... the holiday and then other obligations have had me running around like a crazy person the last few days... haven't had time to update games for a bit... "This is all very confusing. Why does she look like a small plant? Is this normal for children in your town? Will she outgrow it in time? Why will it all seem more beautiful 'in time'? What happens when she gets older?"

About this time, you hear a deep sigh coming from the steps of the house, and the familiar, calm yet audibly frustrated, voice of Sheriff Molume:

“Outsiders never understand...and always fear the worst. It’s none of their business anyway."

Between the family's discomfort with you, and the Sheriff's tone, you get the sense that you've seen enough here - perhaps more than enough. The Sheriff tips his hat through the doorway at Kato and Efua, peeks in to give Roboria a kind smile, and escorts you back out before gently closing the door and giving you all a stern look - but tempered with what almost looks like sadness.

"Since you clearly didn't leave well enough alone, I’ll tell you this much — its just part of how we grow up here in Mercy. We *all* went through that part of our lives, and came out stronger than before. Why don’t you ask people in Alkenstar what they think of people with the touch of the Wastes about them? I’m sure they’d be more than happy to fill your ears with hateful drivel about ‘mutants.’ We’re different than what you see out deep in the Wastes...but would they understand that?”

...

After a moment, his expression changes to one of puzzlement, as though suddenly alerted to something amiss by his lawman senses. He looks over in the direction of the garden...and Talondreal. "Pardon me, sir, but what in blazes are you doing with that nice family's squash?!?"

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

"Is squash squashing a crime in this town?" Ardain quickly interposes himself between the Sheriff and unfortunate paladin. "I'm sure he will be happy to pay for any of the vegetables that were stomped."
The wizard can't help but smirk a little bit, but then the levity fades from his face.
"We don't leave well enough alone. Or, perhaps we do, once we know that well enough is indeed, well enough. On that vein, did you know that your sacred tree is dying of root rot? Some of my companions are very knowledgeable on such things. They assure me this is so."
Ardain pauses to see what the Sheriff has to say about that.


The Immortal Conundrum: maps, etc.

At that last piece of news, the Sheriff's expression again finds cause to abruptly shift (one might not think a face like his could be so malleable; Ardain and Thornberry are both put in mind of the stone shape spell); a combination of surprise, with subtle notes of alarm, but also more than a hint of an 'it figures' kind of joyless smirk.

"I...um...thanks for telling me. Have you informed High Priestess Zuri? That's who really needs to know."

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)

Deciding that the sheriff at least seems a bit forthcoming than he was earlier, Corwyn decides to be a bit more... direct about their reasons for coming here. "As the others have said, we are here to help, if we can, and to look for our missing friend Amenira. We have reason to believe she has... well... um... 'changed' somehow. Into a doll, in fact. Is such a thing possible? If you could provide us with answers, it would mean a lot to her family to know what truly happened to her."

I rolled a Diplomacy check above that doesn't seem to have been factored in yet, if that's any help?

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 sorely disappointed in the ointment and just hands it over.

"all of your children go through this? But none of you look like plants. Do you all change back eventually? Apparently so. Ho marvelous! People CAN be so closed minded about such things, but not me."


The Immortal Conundrum: maps, etc.
Corwyn Silvermane wrote:

"As the others have said, we are here to help, if we can, and to look for our missing friend Amenira. We have reason to believe she has... well... um... 'changed' somehow. Into a doll, in fact. Is such a thing possible? If you could provide us with answers, it would mean a lot to her family to know what truly happened to her."

The Sheriff blinks, swivels his eyes in Thornberry's direction, then at Yanda, then at Talondreal, then back to Corwyn, then back at Talondreal, then back to Corwyn again. He sighs and puts his hand to his face.

"How am I supposed to know what's 'possible?' I'm sorry, folks; I really am. I've told you all I know about Amenira." He looks at the horizon; there are a few bats visible in the air. "It's starting to get dark. Why don't you show Zuri and I this root rot you saw?" He points his thumb back in the temple's direction.

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

For all that we know, the squash could be a member of a verdant family, which it seems people in this town are he replies.

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 nods at the Sheriff Yeah, come see it. Roboria may be real but that rotten old relic isn't him

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 marches out of the cottage, all business. Anyone who fails to keep up gets something along th elines of a terse "Unless you want to be out here at night, kick up those heels."

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)

Hmm, seems we should be goin, i'll see my way out, thanks for the information everyone. Kristoff follows on behind Yanda and thinks to himself. I'm suprised the Sheriff hasnt thrown us out yet...It's a shame...

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

Jack has to hustle to keep up with the others, and while the dark doesn't frighten him, in fact it makes him more comfortable, he doesn't want to get left behind and miss something important.

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)

With a shrug, Corwyn follows after. There are still a lot of unanswered questions. He wonders if a plant creature would have a different definition of 'vampire' than a flesh and blood creature.

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

Ardain shrugs and follows along. Being outside after dark had seemed necessary all along. Now, if they could get the Sheriff's blessing... And their weapons back; that would be better.


The Immortal Conundrum: maps, etc.

You make your way to the temple and (Tim Curry: "to make a long story short..." Everyone else: "TOO LATE!") point out the strange, hay-scented blight at Robori's roots. The Sheriff sniffs closely at the roots, and mentions something to Zuri about sacred oils that they've apparently been using in their rituals (since you haven't seen them, but he has); Zuri looks simultaneously distraught and grateful at this news, apologizes profusely to Robori, then turns around to thank you - in fact, for your service, she dubs you "Blessed Children of Robori."

That comes with a +4 bonus henceforth to Diplomacy checks to influence citizens of Mercy!

Around this time, you hear the curfew bells, so you head back to the guesthouse (you were getting hungry anyways, having had nothing since breakfast) - only to stumble into 'a scene' in the adjacent square:

Screeches fill the air, accompanied by the sound of thousands of wings crashing through leaves and branches, and the occasional “thud” of something hitting the ground from a great height. The people of Mercy are out in the square, slinging rocks into the trees to frighten away the mass of bats attacking the town. There are four lit torches in sconces on the wall outside the guesthouse - you might be able to use them against the bats. You can detach a torch as a move action.
A swirling collection of shadows appears along the wall of the carriage house. As the people in the square cry out in surprise, the shadows collect themselves into distinct forms. On the far side of the square you spot a figure wearing a large, dark cape.

Spellcraft DC 16:
The shadowy forms are nothing more than basic illusions.

Perception DC 26:
That black tarp covering a market stall over there - it's alive!

Perform DC 15 or Sense Motive DC 17 ONLY IF you made the above Perception check:
The dancing shadows seem like some sort of performance...some sort of attempt to communicate....

DM screen:
I:
DSSoF: 1d20 + 7 ⇒ (7) + 7 = 14
s: 1d20 + 2 ⇒ (16) + 2 = 18
Jack: 1d20 + 3 ⇒ (14) + 3 = 17
Talondreal: 1d20 + 3 ⇒ (16) + 3 = 19
Kristoff: 1d20 + 5 ⇒ (6) + 5 = 11
Ardain: 1d20 + 2 ⇒ (13) + 2 = 15
Corwyn: 1d20 + 4 ⇒ (20) + 4 = 24
Yanda: 1d20 + 3 ⇒ (16) + 3 = 19
Thornberry: 1d20 + 2 ⇒ (3) + 2 = 5
Nira: 1d20 + 6 ⇒ (14) + 6 = 20

Talondreal roll-off: 1d20 ⇒ 19
Yanda roll-off: 1d20 ⇒ 7

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

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Perform: 1d20 + 12 ⇒ (7) + 12 = 19

Thornberry's light up like he was just shown a portal to the first world that was labeled GNOMES WELCOME and struts proudly and happily up to the living stall and produces his set of pan pipes and begins to play, trying to get the creature to speak about its motives and continue telling its story - now with some accompaniment!


The Immortal Conundrum: maps, etc.

Uh...okay. We'll say Thornberry gets that as his very own surprise round action!

Nira doesn't look nearly as happy as Thornberry as he drags her with her under the tarp...she points a finger upward and calls out a single word:
"Murder."

This might be when Thornberry notices the leering toothy maw and glaring red eyes on the 'tarp's' underside.

Corwyn
__________________
Nira
__________________
Talondreal, Yanda
__________________
swarm
__________________
Jack, Ardain
__________________
IT'S A TARP!
__________________
Kristoff, Thornberry

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

Perception 1d20 + 3 ⇒ (5) + 3 = 8

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)

Spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Looks like Yanda is clueless, again.

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

We are a clueless bunch, lol

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 looks around. "What's going on? Is that the vampire?" The swashbuckler points toward the caped figure briefly, then he doffs his backpack and reaches in to grab the cold iron chakram he'd purchased from the blacksmith earlier.

That is my action for this round. No bothering to roll Perception to figure out what's going on, as my modifier is only +1!


The Immortal Conundrum: maps, etc.

Nira leaps from Thornberry's grasp and begins running as fast as she can toward the guesthouse!

Corwyn
__________________
Nira
__________________
Talondreal, Yanda
__________________
swarm
__________________
Jack, Ardain
__________________
IT'S A...TARP?
__________________
Kristoff, Thornberry

@Yanda: Remember you still have ALL your alchemical equipment!

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)

"I was wondering the same thing. Now why is everyone running in different directions?"

Yanda looks toward Thornby, then towards Nira, all confused, shakes her head, marches forward and launches a bomb at the bats like an underhand fastball softball pitcher.

To hit ranged touch: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 2d6 + 5 ⇒ (5, 6) + 5 = 16

Crit?: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 5 ⇒ (2) + 5 = 7

A nice solid fiery splash of a hit is the result.


The Immortal Conundrum: maps, etc.

There is a big, bright explosion, followed by the odor of well-cooked bat as diminutive charred corpses rain down upon the town square. This is followed after only an eye-blink's pause by a sound like a sheet whipping through gale wind filling the air, accompanied by a deep, inhuman moan as the tarp atop the market stall that Thornberry has been so transfixed by suddenly flies into the air, revealing its terrible face to the rest of you before fleeing into the night sky! The various shadows, and the cloaked figure in the distance, disappear.

You may make a Knowledge (Dungeoneering) check to identify what you just saw.

The ambient townspeople are beginning to panic. Many of them are screaming about the "vampire." Some of them are staring at you - many in confusion and disbelief, a few in hope...and some in anger.

Fortunately, about now is when Sheriff Robori and Zuri show up, standing between you and the townsfolk. Zuri addresses the crowd, assuring them of your beneficence and informing them of your "service to Robori," while the Sheriff turns to you with a joyless nod.

“Let me get everyone calmed down and settled at home. I’ll come by the guesthouse in half an hour and talk to you in private.”

You make your way to the guesthouse, partake of the dinner (and lunch) that's been left you - more of the same fresh produce, purified water, vegetable bread, and myriad cashew products as before - and almost precisely on schedule, the Sheriff enters, as weary as you've yet seen him.

He sighs. “The world out there is full of evil and terrible things —undead horrors that live for thousands of years, dragons the size of cities, forces from beyond our world that try to ruin everything they touch..." He looks across to the far end of room with narrowed eyes. "...and that one damned chair over there. Something about it I just don't like. BUT NEVERMIND THAT," He seems to say as much to himself as to you, then looks at each of you in turn, his usual air of sardonic authority replaced with one of humility and concern. "I’m grateful for whatever it is that shields Mercy from storms, keeps us healthy, makes our crops grow, and protects us from monsters like whatever that thing was that swooped overhead today. Does Robori watch over us? Honestly, I’m not so sure, but I’m not as willing as most people around here to leave matters in the hands of faith alone. We need your help. I’m asking YOU to deal with that monster. Vampire or not, if it can make bats attack like that, it’s a danger to our town, and I can’t risk going off into the Wastes and leaving folk here undefended. I've been keeping your weapons in the carriage house. Just say you'll do this for us, and I'll get 'em for you.”

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 collects some of the bat guano gleefully for use a spell component later on Oh yes absolutely, he was a great story teller so I am certain following him and dealing with him will be a delight

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)

Always practical and a bit self serving, Yanda is not about to go chasing a vampire unless there is something in it for her.

"We did come here mostly to find out what happened to Amenira. If you can help us, I don't see why we cannot help you."

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

sheriff robori?

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

Jack nods at Yanda's words, emphatically agreeing with her... "I think we can be of aid against this thing... Yanda here obviously intimidated it into fleeing... we just have to find it and deal with it so it's no longer a threat to your town. Of course we still have to determine what happened to Amenira before we can leave Mercy."


The Immortal Conundrum: maps, etc.
'Jack of Shadows' wrote:

sheriff robori?

Yes - SURPRISE!!! He was a GOD the whole time, what a TWIST! GAZE UPON HIS TRUE FORM, AND DESPAI...

...

...er. No. Not really. /facepalm - in fact, /PICARDfacepalm

Once Sheriff MOLUME goes off to fetch your things, Nira addresses you:

"I'm starting to remember m-m-mur-more. That thing, he...I think...I want to go with you. Please let me go with you. I can help you hunt it down...." Limited as Nira's range of expression might be, you now see a new one on her: Her delicate hands are balled into fists, and her walnut-shell eyelids are narrowed, as if in anger.

The carriage house actually isn't that far away from the guesthouse, so some of you start to wonder why he's taking a bit longer with your things than you think he ought to. When he returns, however, you see what might have been keeping him: In addition to a long, low locker containing your weapons (and a bunch of packing hay), he also brings in a tall, thin barrel containing additional equipment: a longspear, a scroll of scorching ray, a wand of bless (20 charges remaining), and a single glowing arrow.

"That thing that was out there, I think I've seen it flying with the bats quite a few times over the last few years, but it’s never acted up like that, and I didn’t want to worry the townsfolk. The bats'll be busy all night; I'd suggest following them back to wherever they roost." He gingerly takes the glowing arrow out of the barrel, and holds it up with a sad smile. “This arrow has been handed down in my family for generations. My great-grandmother used an arrow just like this one to strike through the heart of a wild creature that was trying to tempt people to a watery grave. It wouldn’t feel right not to give you everything I can to help you defend Mercy.” It is a +2 Cold Iron Fey-Bane Arrow.

"Good luck."

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 Dungeoneering: 1d20 + 5 ⇒ (10) + 5 = 15
Well sheriff, it seems I misjudged you, and when i'm wrong i'll be the first to say it. I'll gladly hunt that thing down, and i'll make sure that arrow there is the one to do the trick! Thank you for serving this town and thanks for your hospitality. Kristoff sprints over to his bow and picks it up, and it starts to get a tid bid awkward as he begins to talk to it and stroke it ever so softly.Did they hurt you baby? Oh i missed you come lets be off, we have a target to hunt down,Says kristoff to himself. It's then he begins to notice how awkward that may have been and he slings the quiver over his shoulder, slides the new arrow in and waits for the others to follow suit.

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

Jack takes only his own meager equipment, not having any use real use for the other items... however he does state... "I have a good chance of using the wand and scroll if no one else can activate them."

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's very tattoos swirl in a sad mournful pattern at hearing of the story of the arrow that was just handed over

We will be sure to use it wisely

Thornberry, unable to use neither wand nor scroll allows jack to take the items.

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 ⇒ (14) + 7 = 21

"The shadows were illusions. Seems like that thing was trying to communicate with its illusions. Strange."

K, dungeoneering: 1d20 + 7 ⇒ (16) + 7 = 23

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Sense motive: 1d20 + 3 ⇒ (15) + 3 = 18

Scary. I'm not used to rolling so many good rolls in a row."


The Immortal Conundrum: maps, etc.

What Ardain had guessed earlier based on Zuri's description of the "vampire," he and Kristoff have confirmed for themselves with their own eyes: The thing was a rare and strange cthonic organism known as a cloaker. Ardain also knows that they have power over ambient darkness to defend themselves and deceive others, just as they saw demonstrated in the town square.

Ardain is also permitted to know one more thing about them.

Do you allow Nira to come with you, or not? It's up to you.

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 absolutely wants to take Nira with him.

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 happy with her trusty alchemical weapons and has no use for clerical blessings or wizard blasting when she has mutagens and bombs.

"Not interested in any of those things. So. I suppose your people really don't know what happened to Nira and that cloaker thing is our best lead anyway. Nice show of faith, sheriff. These things are very valuable. We'll try to return them to you in good shape."

IF we return. Though that thing seemed a bit skittish. Maybe it will just keep running away.

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 is bewildered at first, but then seems to focus his attention and nods his understanding as the others impart their knowledge and the sheriff seems to come around in helping them rather than hindering. "I'm not one to let a vampire terrorize innocent townfolk. I'll offer my help in putting that thing down, whatever it is." When the doll begins to speak, the swashbuckler looks at Nira with troubled eyes. "Did that thing... that cloaker kill you? Did it somehow turn you into this?"

Whatever the answer, Corwyn regards the others thoughtfully. "That cave we found had tracks outside belonging to something like Nira here. You think maybe that's where this cloaker lairs?" Turning to Ardain, he asks. "Can normal weapons hurt something like this? I've heard you need silver to hurt vampires. Or is that a werewolf?" He strokes his finely groomed mustache thoughtfully, trying to recall the details and momentarily forgetting his question...

Hmm... seems to me that maybe cold iron might be needed here. If the blacksmith has a cold iron rapier to sell, Corwyn will purchase that. If not, even a cold iron short sword will do.

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
Corwyn Silvermane wrote:
"Can normal weapons hurt something like this?

I'll take the answer to this question for Ardain's additional knowledge.

"I have no problem with you coming along Nira." Ardain eyes the scroll, it contains a spell he would love to have in his spellbook, but he knows it's too intricate of a casting for him without more practice.


The Immortal Conundrum: maps, etc.
Ardain Castlyn wrote:
Ardain eyes the scroll, it contains a spell he would love to have in his spellbook, but he knows it's too intricate of a casting for him without more practice.

Well, that's not precisely true; you'd just need to make a DC 4 caster level check to use it, and if you failed that, a DC 5 Wisdom check to avoid WACKINESS!

Ardain Castlyn wrote:
Corwyn Silvermane wrote:
"Can normal weapons hurt something like this?

I'll take the answer to this question for Ardain's additional knowledge.

While cloakers can defend themselves with ambient darkness, common steel is perfectly good against them.

Last call: Anyone opposed to Nira coming along?

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 ambivalent to the mannequins presence and makes an off-hand wave in acceptance.

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. "Let the doll come along, maybe she'll be able to figure out what's going on, if her memory continues to return as it seems to be doing. But we need to figure out where to start looking, first. The cave? Or someplace else?"

Will keep current weaponry, then.


The Immortal Conundrum: maps, etc.

"The Sheriff suggested we follow the bats..."

So you do. It turns out that, once you are able to spot a camp of bats making their way out of the cashew orchards, their flight path is very easy to follow. They ultimately lead you five miles south of Mercy, where a dark crevice splits open the landscape. An oppressive heat pours out of the fracture, and the area smells like rotting flesh.

Looking down into the crevice, it is pitch-dark, but Jack and Yanda are able to discern that it's about 30 feet to the bottom; while the first 15 feet down should not bee too difficult a climb (DC 5), masses of slippery and tangled foliage will make the latter leg of the climb more difficult (DC 10).

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 grins at the others. "I can see well enough in the dark, but this is ridiculous." The swashbuckler reaches into his backpack and withdraws a slim rod that he ignites, light flaring from the sunrod brightly. He drops it into the crevice, lighting up the area so he and other others without darkvision can make the descent. The climb doesn't look terribly difficult so long as he takes his time, so after taking a moment to make certain that there are no bats or cloakers rushing hiding down there, he starts down.

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

If there are no threats present (that he can see anyway), will 'Take 10' to climb down, giving him a modified Climb check of 11. Once at the bottom, he draws his rapier and readied his buckler, picking up the sunrod with his buckler hand and taking another look around.

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

Ardain looks around for something to tie his rope on to. Safety first.


The Immortal Conundrum: maps, etc.
Ardain Castlyn wrote:
Ardain looks around for something to tie his rope on to. Safety first.

Funnily enough, there's a short but stout olive tree looming over the fracture. Even though its trunk is rooted several feet away from it, it has grown, for whatever reason, in a decidedly bent direction toward the hole. You are eerily reminded of an anthropoid bending over to sniff a nice flower.

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