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GM Storycrafter's page

323 posts. Alias of Storycrafter.


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I may not be able to post again until Sunday -- I'll be travelling tomorrow with a layover in Munich. I arrive back in the US late on Friday and this is a holiday weekend to boot.

May your weekend be relaxing and if it's Easter (or Pascha) for you, may it be full of rejoicing.


Peredur checks around the small city, finding a teamster who is willing to rent a medium wagon with two horses to the party for 5 gold for a day, or 5 horses for 10gp.

The wind picks up some as Peredur is locating transportation. Leaves float in small swirls as gusts blow through the city streets.


In the interest of moving this along after such a long pause, let's assume that Sour Heck purchased all the he wished, sans Eloise's desired wand of Magic Missile. I'll also assume that the party will be concluding their interview with Andrew

Andrew responds that he does not know of the three women that you mention.

The windmill where the sisters are located is about 20 minutes walk outside of Lepidstadt. Hergstag is roughly 15 miles away -- a much longer hike.

A chill wind descends unexpectedly on the town as the group shops for their items.


Also still here. I could try to pick this back up with you guys or you could find another GM. Up to you. I won't be offended if you find someone else, or even begin looking passively while I try to get back in the swing.

I'm in Italy this week at a client's office, so I'll post later this Italian evening when I get some time at the hotel.


Andrew will appear unusually dour. The shackles to his wrists and ankles still in evidence, apparently necessary despite the large cage he is currently in.

"No care about jokels. No care about humans. Little swamp man say wrong things about me. Not true."

"Andrew was living near a lake. Then little girl came to visit. We become friends. She was gentle. She was kind. Told girl not to tell anyone about me. Girl's family might not like Andrew.[b]"

"[b]One day saw girl go near small cave outside of town. Saw her go in cave, she was following another child. Other child was white. She went in cave. I went in, too, thought it was dangerous. Saw horrible man. He was also white. Knew he was going to hurt girl. Hurt Ellsa. Tried to stop him, but couldn't touch him. He touched girl and killed her. Took body back to village, to give to father. But they attack Andrew. Think wrong thing. Think Andrew kill girl."


And we're back. Sorry about the delay. Not a great week last week.

Anyone attending GaryCon at the end of this month by chance?

Good luck with the other campaign.


Down the hall, and to the right, the party will find doors slightly ajar which lead to a large room with a shrine. Pews of darkwood lie tipped over and covered in dust on either side of this ancient shrine. At the far end sits a large ceremonial anvil, but its surface is defaced and ruined.


And we're back. Sorry about the delay. Not a great week last week. We're close, I should think, to getting the last shrooms.

Anyone attending GaryCon at the end of this month by chance?


A deliberate search of the desk will reveal a few scraps of ancient parchment and an old quill. Tobian will notice a secret compartment inside one of the drawers. Inside this compartment you will find a handaxe, a small pouch containing 100pp, and a prayer book, apparently written in a Dwarvish script. After some careful parsing, you believe it might read "Torag is no longer worthy of our devotion. Only Droskar can deliver us from the failings of King Garbold". The prayer book may be worth something to a scholar.

You won't find anything else of value in this room, besides, perhaps, the pelt from the dead wolf.

There are several rooms to the south. You still need to collect a few mushrooms.


Gustav will inform you that the three witnesses, the sisters, can be found at a small windmill on the outskirts of Lepidstadt. He will also lead you back down the the jail and cage that you first met Andrew at.


Baring any other testimony that Sour Heck will offer, Gustav will conclude with his defense and the Chief Justice Khard will call for a recess for the day at around 2pm.

The Justices leave the courtroom first, followed by the prosecution and the Sister of Justice. Finally, Andrew is led from the courtroom, and at this point, a cacophony of jeers rises up from the gallery, with a large number of insults and curses hurled at the back of the creature's hulking form as he leaves the courtroom.

Gustav will call the group into his chambers afterward.

"Tomorrow is Hergs-s-s-stag, where Andres is accused of murdering 6 children. It's here, in the the Dipplemere Swamp" he says, a look of worry passing over his face. He draws a map for you to follow.


The large wolf continues its retreat, howling as it leaves.

In the room here you have your unconscious but stabilized friend (he had stabilized earlier in the fight), some debris, some chewed bones, and the desk.


+4 hilarity bonus on that first testimony. Thanks, I needed that laugh after this morning.


Sour Heck, please give me a diplomacy check for the testimony you just gave, and for your testimony for each of the following questions

Gustav will present the physical evidence at this time, allowing the judges to view and inspect the shovel, bag, and other items the group has found. A murmur will ripple through the crowd after this.

"Did you find any other m-m-materials at the site, say something resembling a m-m-m-ask?"

Gustav will also ask about the tools, "D-d-did you find any tools nearby, b-b-b-beside the shovel?"

"In your opinion, if the c-c-caiman had attacked Andrew, would it have left lasting scars? Do you see any scars resembling a c-c-ccaiman on the defendant?"

The robed woman, whom you will now know as the Holy Sister of Justice, will turn to Eloise and stare. As she catches Eloise's eye, she will shake her head in a disapproving and warning way.


Jameson's attack finally lands, slashing the creature's flank. It howls loudly in pain, and turns to flee.

Everyone may take an attack of opportunity.

Belrick will swing
attack: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
damage: 1d6 ⇒ 4

and miss.

You could also give chase, of course, although the Word looks quite fast


The defense:

Gustav will call upon Sour Heck to present any evidence that the group has found.

Assuming that you have had a moment to confer with Gustav, he'll ask leading questions. After key questions, or after you offer any physical evidence, I'll ask for a diplomacy check. Make your standard roll, I'll add modifiers as appropriate

After Sour Heck has taken the witness stand (a small, waist-height rail enclosing a simple chair in front of the judges and facing the court), Gustav will ask, "What did you find on the island regarding the graves there?"


The prosecution:

Otto will initially call three witnesses to the stand. Two young women a man describe events as they saw them -- that over a series of nights, the Beast came to the village and took people away. A trap was finally laid for the Beast, and the Beast was driven into the swamp. They assumed the Beast was killed by a large blood crocodile.

Otto will then call the village elder, Lazne, to the stand. He will confirm the events related by the three villagers.


On second thought, I think I'll share the main courtroom action without spoilers. I'll trust that Sour Heck remembers that he's sequestered.

The judge in the center (known as Kasp Aldaar) bangs his gavel and asks for order in the courtroom. He announces, in a very loud, commanding voice, the rules of the court. After each rule, the court herald (the plated man) will ring a gong for good measure. He will conclude his speech by announcing that the good people of Lepidstadt have suffered many acts of terror and barbarity at the hands of the Beast of Lepidstadt for many years, and that while the Beast is doubtless responsible for numerous murders, the prosecution will focus on three recent cases to prove the Beasts guilt during the trial.

The prosecution's main lawyer, Otto Heiger, a very handsome middle aged man, begins with some opening remarks. "The prosecution will prove, beyond a shadow of a doubt, that this creature" (pointing at Andrew) "did take the lives of at least 10 people in the village of Morast a year ago, in addition to two horrendous crims that will be described as the trial continues."

Gustav Kaple will also offer some remarks, a half hearted attempt at a defense for the Beasts's innocence full of stutters and awkward pauses. All the while, the crowd in the mob will jeer and boo.


While there is some question at the door by the guard regarding daggers, studded armors and chain shirts ("Battle dress?! You 'specting a fight?!"), Embreth will pass through at that moment, pausing briefly to nod to the guards to let the group keep minimal gear. She will will nod to the group and continue onward ahead without pausing for discussion.

Assuming, then, that Sour Heck is the only one giving testimony

Those in the defense room:
The room is empty except for you. Gustav will enter, smile at you briefly, and ask if you are ready. He will not stay long, acting worried and bustling back out. He asks you to stay here, perhaps entertain yourself with some of the law books adoring a large barrister's bookcase at the back of the room, and then leaves.

"I'll call for you soon as the prosecution's d-d-d-done presenting their ev-v-v-v-idence." are his last words.

In the gallery:
The noise in the court continues for about 20 more minutes while the court continues to fill. At some point, all of the seats appear to be taken, and several people begin standing in the back of the main floor.

The noise of a throat clearing rings out from the front of the court -- the large figure in half-plate booms out in a thick male voice "bring out the prisoner!"

Several men lead Andrew in from a side entrance. They are holding chains which lead to manacles on his wrists and feet. Several other men are carrying a large cage, apparently newly constructed. They place the cage in the center of the courtroom, just behind the plaintiff and defendant desks. Andrew is lead into the large cage, and his chains are passed through the bars and fastened to large hooks fastened in the floors. It's obvious the cage and hooks in the floor were built and placed newly for this prisoner.

A moment later, the half-plate figure shouts again, "Attention! The honorable justices enter!". Three figures enter, dressed in voluminous flowing black robes, with starched ruffs and wearing enormous powdered wigs that tower over their heads. Embreth is at the last, preceded by two other men, both who appear a bit older than her.

Standing to the left of the large judges bench is the robed woman. She appears to be scanning the courtroom, holding one of her hands out in front of her, palm outward, and the other hand clutching a small silver symbol hung on a long necklace at her chest.


Belrick will swing at the worg.

Belrick attack: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Belrick damage: 1d6 ⇒ 3

And miss badly as well.

The fox nips again.

Fox nip: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
The teeth that bite: 1d3 - 1 ⇒ (2) - 1 = 1

It's down to Jameson.


GM Screen:

1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 7 ⇒ (20) + 7 = 27
1d6 + 4 ⇒ (2) + 4 = 6
1d20 + 7 ⇒ (5) + 7 = 12

After Tobian's flame singes the creatures tough hide (it narrowly avoides half of the flame), and as Belrick's blade is cutting it, it lunges at Belrick, biting him severely for 6 points of damage (nearly critically wounding him).

The worg looks very wounded. Perhaps its morale will be tested if the pressure is kept up.

Top of Round 8
Jameson
Patch of fur (flanking worg)
Tobian
Oswin (prone and unconscious)
Belrick (flanking worg)
Worg

All PC's may act


As the group approaches the courthouse in the morning, they will be asked to leave their weapons with the guard, as well as any heavy armor or other armaments.

Any who enter to give testimony will be escorted to a small room to the side of the large courtroom - the same room that they met with Gustav earlier. As they are led up the stairs and through the courtroom, they will notice several well dressed people sitting in the seats in the public area. Three large chairs loom over a long, low bench at one end of the courtroom, currently vacant. A tall figure in black half-plate armor stands at attention near the long bench. In one of the public benches sits a rather handsome woman in long robes, sitting placidly and seeming to ignore the current small din that fills the courtroom.

Two desks sit between the large public bench seats and the long bench at the head of the courtroom. At the left desk stands a man dressed in fine clothes who is currently bent over and engrossed in conversation with two other men sitting at the desk. He occasionally looks about the room and smiles to other well dressed people who are entering and seat themselves in the public area.

Any evidence that is checked in will be recorded by any one of five elderly, pale, and bookish clerks who legally accept the evidence and fastidiously record it in a journal. They are currently present in the courtroom, sitting another long desk to the right of the courtroom, opposite the room the party will be lead to.

There is a gallery above and to the back of the court, filled with members of the general public. Those dressed with less finery, and likely representing the lower class.

Almost everyone, save the long robed woman and the figure in armor will be conversing with their neighbors, apparently discussing the upcoming case or perhaps other matters. For the moment, it appears that court is not quite yet in session.

Who will be escorted to the defense room to give testimony and who will be merely watching?


GM Screen:

fox attack: 1d20 + 2 ⇒ (2) + 2 = 4
Belrick attack: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Belrick damage: 1d6 ⇒ 2

The fox growls and snaps at the Worg's heels, missing badly. Belrick takes a swing and slices at the Worg, causing a gash on it's flank.

Tobian is up


Assuming that the group will likely be bringing back much of what they have found as evidence, they will eventually find themselves back at Ghoran's.

Gustav will have explained to you that you must present your evidence to the Clerk of the Court before 10AM. You will be sequestered in a chamber for the defense until called upon to give testimony. Your skills in diplomacy may be required to be convincing to the judges.

You were also admonished not to use subterfuge or spells, which are forbidden. Besides, there will be a priestess there to ensure the complete lack of magic involved.

It is quite late in the evening, so you may either attend to the local color or retire for the night and be well rested for your performances at court in the morning.


GM Screen:

Belrick Attack: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Belrick damage: 1d6 ⇒ 6
worg save: 1d20 + 6 ⇒ (14) + 6 = 20
worg attack: 1d20 + 7 ⇒ (3) + 7 = 10
worg damage: 1d6 + 4 ⇒ (1) + 4 = 5

The worg narrowly avoids half of the fire damage, its quick reflexes evident despite its size.

Belrick swings again, connecting solidy with the worg, severely lacerating its shoulder. The worg, perhaps too busy dodging fire and dealing with its new pain, misses Belrick by a mile.

Round 7
Jameson
Patch of fur (flanking worg)
Tobian
Oswin (prone and unconscious)
Belrick (flanking worg)
Worg

Jameson may act


At this point, the party seems to have safely deduced that the surgeons tools aren't for Andrew. You also seemed to have surmised that it's almost impossible for Andrew to have been attacked by the blood caiman, which will be Lazne's testimony tomorrow.

The moon is rising as night draws in. Do you plan to head back to town? The trial starts in the morning, and Lazne will be traveling to Lepidstadt at some point to offer his testimony.


Root canal does not sound like fun. Knock on wood, no cavities in my life, and no major teeth problems that I know of.

I'll pray for you, if that matters to you.

And yes, still here. Sorry about the delay. Family matters and some computer issues dealt with and I'm back.


GM Screen:

1d20 + 1 ⇒ (8) + 1 = 9
1d3 - 1 ⇒ (2) - 1 = 1

Jameson connects solidly with the wolf, causing it to yelp in pain as it crumples to the floor, the pain evident in its eyes as they begin to glaze over.

This causes the Worg, watching its mate fall, to scream, "You shall pay for that!"

The fox continues to nip at the large wolf's heels, but misses this round.

All PC's may act


Peredur, as for the length of time the things have been here, it looks like many months. Possibly a year or more.

To Iesha: "Nope, we don' bury 'em here no more. Not since that night. Damn beast's blood tainted the ground, so's to spoil it. We abandoned this place and moved the buryin' elsewhere."

"Can't say we saw anything amiss about our boneyard before the Beast started attacking people. People went missing over a few weeks before we decided to set our trap"

"As for that face, it does look just a little bit like a woman named Nan Klebem. She was a poacher who'd come by the village 'bout once a month. Odd. Haven't seen her in quite a while. Durn near a year, come to think of it."

Some additional things our heroes may know or safely deduce.

DC 15 Knowledge (nature):
The blood caiman would have left serious scars on its victim, the way that Lazne describes the attack. You recall none on the "Beast" during your interview with him.

Eloise:
For some of your earlier good rolls, Eloise might be inspired to think of asking around the University about certain things alchemical or surgical. Asking around might take some time, however.

The graves do look like they have been excavated and re-covered, sans bodies (hence the dimpling).

"Andrew" has huge, rough hands.


GM Screen:

Belrick attack: 1d20 + 4 ⇒ (15) + 4 = 19
Belrick damage: 1d6 ⇒ 2
worg attack: 1d20 + 7 ⇒ (7) + 7 = 14
worg damage: 1d6 + 4 ⇒ (6) + 4 = 10
worg save: 1d20 + 6 ⇒ (12) + 6 = 18

Tobian's fire strikes the large wolf, burning it. It seems to have dodged some of the flame, however, and does not catch fire.

Belrick swings again at the black wolf, causing it to howl in pain as he slashes its flank.

Round 6
Jameson (flanking black wolf)
Black wolf (flanking Belrick)
Patch of fur (flanking worg)
Tobian
Oswin (prone and unconscious)
Belrick
Large wolf

Jameson may act


"Very well could be. Does look like the one we saw him fleein' in, anyhow." Lazne says, after a cursory look at the boat.

GM Screen:

Strength check: 1d20 + 2 ⇒ (15) + 2 = 17
Perception check: 1d20 + 7 ⇒ (8) + 7 = 15

The boat contains an oar, a moldy leather travel bag with a damp artisan's outfit, and a vile object -- what appears to be a detached human face. There is also, upon close inspection, a bit of dried blood in the bottom of the boat.

As Sour Heck drags the boat up the shore to the north, he will notice the boat is attached to a length of rope which stretches into the water below. Sour Heck is able to easily pull the rope up, and finds a heavy sack attached at the other end. The sack is big enough to hold a medium sized humanoid inside. There is dried blood soaked into the fabric of the sack. Inside the sack you will find some rope, a gag, a rusted lantern, a trio of heavy knives, and a rusted shovel.

GM Screen:

Peredur 1d20 + 14 ⇒ (13) + 14 = 27
Iesha 1d20 + 6 ⇒ (8) + 6 = 14
Sour Heck 1d20 + 7 ⇒ (10) + 7 = 17
Talia 1d20 ⇒ 6
Eloise 1d20 + 2 ⇒ (10) + 2 = 12

Peredur will notice something odd while searching graves near the boat -- he will find a leatherbound case with fine tools inside. Made of silver with amethyst handles. He will also notice a small symbol on the handle depicting a raven.

DC 20 Heal Check:
These are surgical tools used by physicians and chirurgeons

After looking closer at the graves, you will find a total of 6 graves which have wide depressions in the muddy earth.

To the south, you see the remains of a small firepit. Near the firepit are a waterskin (half full of something), the aged remains of some trail rations, and a curious glass vial.

DC 20 Craft (alchemy) or Knowledge (alchemy):
The vial contains not a poition, but an alchemists darkvision extract

Eloise:
Those are some very fine rolls in there! I'd rather see if your group can put some of these possible clues together before giving much more with where you were heading. I'll let you keep one of those rolls and provide you a hint if you still need it after all of the wonderful finds your group has just made.


GM Screen:

wolf attack: 1d20 + 2 ⇒ (1) + 2 = 3
wolf damage: 1d6 + 1 ⇒ (1) + 1 = 2
wolf trip: 1d20 + 2 ⇒ (16) + 2 = 18
fox attack: 1d20 + 1 ⇒ (14) + 1 = 15
fox damage: 1d3 - 1 ⇒ (2) - 1 = 1

The black wolf lunges at Belrick again, and misses.

At the same moment that the black wolf is lunging at Belrick, a small yip can be heard from outside the doorway. A small patch of brown fur and teeth can be barely seen nipping at the big wolf's heels (and connecting).

Round 4
Jameson (acted, flanking)
Black wolf (acted)
Patch of fur (acted)
Tobian
Oswin (prone and unconscious)
Belrick
Large wolf

What does the fox say?


Sour Heck notices a small boat (a coracle) hidden in the trees and bushes -- not far from where Lazne indicated was the final croc & creature battle spot.

GM Screen:

Iesha 1d20 + 6 ⇒ (13) + 6 = 19
Peredur 1d20 + 14 ⇒ (11) + 14 = 25 1d20 + 16 ⇒ (6) + 16 = 22 for undead
Talia 1d20 ⇒ 14
Eloise 1d20 + 2 ⇒ (9) + 2 = 11

To Peredur: "Don't rightly remember the curse words exactly. I can say they seemed other worldly. Some stuff I ain't never heard."

Peredur, your knowledge may tell you that the creature was almost certainly not natural -- likely a magical creature or even maybe extra planar?

Peredur, you will also notice that several graves seems strangely depressed and maybe even tampered with.

To Eloise: "Well, the swamp pretty much leaves the graves 'lone. It's like it knows that the place is sacred.". He casts his eyes about and nods, as if to himself.

Eloise, other than the items you've already seen, you sense nothing else magical about the island.


Thanks for the ping and the map update Tobian -- I didn't forget yas!

Belrick will stand, provoking attacks from the two wolves, both of whom will miss.

He will then swing wide with his sword, attempting to kill the black wolf, and miss.

The large wolf, seeing his prey standing tall before him, attempts a bite, and misses.

Jameson may act

Lots of misses. Had to compose this offline,so I guess using real dice not so hot tonight


Eloise:
The oil is certainly an oil of keen edge, while the package of dust is bodybalm

"Suit yerself", Lazne says to Sour Heck.

Lazne walks southward about 10 paces to a small clump of trees and says that he and the other villagers saw the beast attacked by the blood caiman there (he points near the shore). "Never heard so much cursing before in m'life, that nasty thing!" he says, spitting a gob of weed juice and looking back northward, nervously.

All around you are graves and the small effigies.


GM Screen:

Belrick attack: 1d20 + 4 ⇒ (20) + 4 = 24
Belrick damage: 1d6 ⇒ 2
Warg attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Warg damage: 1d6 + 4 ⇒ (5) + 4 = 9
black attack: 1d20 + 2 ⇒ (10) + 2 = 12
black damage: 1d6 + 1 ⇒ (4) + 1 = 5
black trip: 1d20 + 2 ⇒ (13) + 2 = 15
warg trip: 1d20 + 7 ⇒ (14) + 7 = 21

Oswin falls, unconscious, and luckily, his bleeding stops. Tobian steps forward for a flank on the black wolf, but misses badly. Belrick swings wildly at the black wolf, connecting solidly, although his blade may not have been perfectly aligned as he only does 2 points of damage.

The large wolf at the door lunges foward, ripping into Belrick and biting him for 9 points of damage. His teeth rip at Belrick's legs, tripping him. As Belrick falls, the black wolf tears at Belrick, missing him.

Jameson, now flanking the black wolf, tears at the creature with his dagger, missing.

Initiative round #4:

  • Jameson (acted, flanking)
  • Black wolf (acted)
  • Tobian (flanking)
  • Oswin (prone and unconscious)
  • Belrick (prone)
  • Large wolf

Tobian, Oswin, and Belrick may act

Wolf pack!


Eloise:

The shortsword gives no indication of any enchantment -- instead it appears very finely crafted. The wand, however, appears to be a wand of ghost sound


Good luck with your travels. And I hope you have fun. Maybe 2014 is a better year for CONs :)


GM Screen:

wolf #2 attack: 1d20 + 2 ⇒ (15) + 2 = 17
wolf #2 damage: 1d6 + 1 ⇒ (4) + 1 = 5
wolf #2 trip: 1d20 + 2 ⇒ (11) + 2 = 13
Greypelt intiative: 1d20 + 3 ⇒ (10) + 3 = 13

The grey wolf howls in pain as Oswin and Belrick proceed to hack at it. Blood flows freely as their blows land.

The black wolf springs into action and lands to the side of the grey wolf, just as Jameson's dagger splits the grey wolf's neck open in a huge spray of blood and gore. The black wolf lunges at Oswin, managing to catch his arm exposed, causing 5 points of damage. It narrowly missing tripping him as well.

Tobian's longsword attack misses completely.

At that moment, a growl is heard at the door. A rather fearsome wolf appears there, blocking it. Much larger than the original wolves in this room, its coat appears more mottled.

"How dare you attack my pack!" he barks.

Wolves advance!

Initiative round #3:


  • Jameson
  • Black wolf
  • Tobian
  • Oswin
  • Belrick
  • Large wolf

Tobian, Oswin, and Belrick may act

Tobian, thanks for trying to clean up the map. If you change the map, you have to click the "advance turn" button so that it generates a new URL, which you then have to copy and paste here. I updated it to show a more appropriate combat array. I took some liberties with the desk being there such that we wouldn't have to slice up the combat actions a great deal. It was a fantastic leap onto that short desk, I assure you. Probably why you missed -- you were too busy looking good during your leap.

In the future, if you want to move tokens, just be sure to click that advance button and copy the resulting URL here. I think the intent of the tool is that everyone make their own move action and update the map. I don't mind doing that for the remainder of this adventure, so it's not critical that everyone do it. Next adventure, I'm looking for a better tool


Well, that holiday can just pass into forgetful land. Other than my brother's wedding, all me and my family have to show for it is a really nasty cold. So hard to listen to my one year old so tired and sick he can't sleep.

It was a good Christmas for the kids, though. And the aforementioned wedding has increased the extended family so there's that.

Here's to a happy new years for you all.


As Peredur (or anyone else) climbs the rope to the large nest-like structure, they will being to smell the remains of a dwarf. It's tattered clothes appear shredded and several large spikes protrude from its body.

A search of the pockets of the patchwork cloak worn by the dwarf reveal the following:


  • a small vial of something oily
  • a small package of a yellow, smelly powder
  • a silver hip flask
  • a crimson felt purse

At Peredur's perch on the nest, they will note something glinting on the ground nearby. A careful search in that area will reveal a short sword and a wand.


4.5 hours for me. Anyone doing any crazy celebration?


GM Screen:

Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Trip: 1d20 + 2 ⇒ (2) + 2 = 4

Jameson's bolts sink deep into the wolf's flesh, causing it to howl in pain again.

The wolf spins to face Jameson, and with a leap lunges at Oswin. It sinks its teeth in, biting him deeply for 6 points of damage. It whips its head at the end of the bite in an attempt to rip Oswin's legs from under him, but fails.

All PCs may act


And weeee're back!

OK, my apologies for that delay. I had taken a whole week off thinking I'd get a lot of house work done and catch up on a zillion things. The week flew between cleaning house for Christmas and being in my brother's wedding this weekend. I need a week to recover now.

At any rate, Happy New Years to you all. May your celebrations be many, festive, and safe. May you also roll 20's all night.

With regard to the map links, I was talking about the links I've been leaving at the end of most turns. Next go round, I'll have to find another way to do maps -- the site I was using is nice and easy but I think the fog of war coverage got broken at some point.


GM Screen:

Wolf perception #1: 1d20 + 8 ⇒ (17) + 8 = 25
Wolf perception #2: 1d20 + 8 ⇒ (3) + 8 = 11
Belrick initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Oswin initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Tobian initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Jameson initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Wolf #1: 1d20 + 2 ⇒ (18) + 2 = 20
Wolf #2: 1d20 + 2 ⇒ (2) + 2 = 4

As Oswin turns the corner of the desk, he spots two wolves. One of them, a gray wolf, appears to be just waking from sleep, and at the sight of Oswin, lets out a massive howl. It then turns to Oswin with a growl, baring its teeth. The other wolf, a black colored wolf, is still prone and only just waking up.

Initiative, round 1:
Jameson
Grey wolf
Tobian
Oswin
Belrick

Wolfen! )(a map)

Jameson may act.


And weeee're back!

OK, my apologies for that delay. I had taken a whole week off thinking I'd get a lot of house work done and catch up on a zillion things. The week flew between cleaning house for Christmas and being in my brother's wedding this weekend. I need a week to recover now.

At any rate, Happy New Years to you all. May your celebrations be many, festive, and safe. May you also roll 20's all night.


The manticore screams in blind fury as it is hacked from cold steel from both Eloise and Peredur. The light in its eyes fades slowly, turning from fiery red to dull, dark grey.

It has died.

There are no more apparent threats for the moment. Lazne calls out after a moment, "Is it dead? Are ya sure?"


Same to you -- have a safe and Merry Christmas.


Is it me, or is the fog of war not showing up on the map links?


GM Screen:

Belrick perception: 1d20 + 8 ⇒ (11) + 8 = 19
Oswin: 1d20 + 3 ⇒ (17) + 3 = 20
Tobian: 1d20 + 5 ⇒ (16) + 5 = 21
Jameson: 1d20 + 5 ⇒ (3) + 5 = 8

This small study looks like it has been lived in recently. Gnawed bones litter the floor and tufts of gray fur can be seen here and there. An old stone desk sits in the center of the chamber, scratched and cracked in many places. The stench of wet fur hangs heavy in the air.

Oswin:

Out of the corner of his eye he catches a small, rhythmic movement from behind the desk.

Next room

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