Artemis Entreri

Nayr Trebrot's page

Organized Play Member. 41 posts (10,630 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 15 aliases.


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I had only posted the result of Kib's action, since Tess said specifically that she'd like to wait to see the result of said action.

Now, I can recap the rest.


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Guys, sorry for this, but I'm headed out of town tomorrow till Sunday. I'll be able to post by phone only


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Marius, just ideas, but to "Seek" is an action; hearing from Grunyar that there may be a control panel, viable actions would be to use actions to look for it. Just let me know and roll perception if you like.


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Sorry again, but I think things have stabilized slightly. Ithariel and Lief are up!


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Sorry guys, work has been killing me. Crazy busy, and will catch up when I can.


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Thanks for the submissions guys; this was a super fast turnaround and I sent PM's to the accepted players. Thanks again!


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I'll be out on vacation from 3/26 - 4/1 and unable to post.


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Sorry, missed that

will save: 1d20 + 6 ⇒ (6) + 6 = 12

This is revenge for that corpse spew, isn't it?

The captain can't get the discordant sounds out of his head! He loses the spell he was casting as he also loses his lunch!


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Indeed; I know he's got a lot on his plate right now. I'll bot him to keep story going, but I've actually been taking my time since we're going to have a new player jump in - been working on those details;)


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Oh boy, this'll be interesting. The opposing ship is at 110 feet away right now. This turn, Jack will be loading the Ballista again - it will be ready to fire next round. Sunyata let me know if there's anything you'd like to do to prepare.

As you approach, it's apparent that the other captain actually knows what he's doing. The longship bears down at speed, ramming conditions perfect. What isn't perfect - for them - is that the Oncoming Storm seems to shift to the side as Rush expertly tacks at a slight angle, out of the course of the approaching ship. Then, at an alternate angle, Rush barrels in with the new, glistening ram pointed directly at the forward port quadrant of the ship.

Roll ramming damage!


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Ques thinks it's a fire elemental under effects of a polymorph spell


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Male Human Kineticist 3 HP 30/30 AC 15(17)/12 Touch/13(15) FF Init + 7 Perc + 6 Saves F-7/R-5/W-1 CMD 15

I know how this goes...we're dying before the morning;)


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Cool, thanks Nuktik! It was superbly effective - imagine some drunk farmers in a fight then a shotgun goes off a foot from their heads...I'd be reeling too!


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After an hour of recess, the gong sounds, ushering back in the justices. The defense and prosecution stand, as does the herald and the majority of the court and the bystanders.

Up to you if you'd like to stand or sit, though it seems as if standing is expected.

Chief Justice Khard comes forth to announce the verdict.

We have heard the evidence presented before us, and thank Pharasma we did so, for without this trial there would have been a most terrible miscarriage of justice. There are many cruelties in the world, but to lie and blame another for one's crimes is the most terrible of sins. We have asked ourselves a question - who is the monster here? Is it this creature before us, with its broken body and terrible form, or is it we, the people of Lepidstadt, with our bigotry and lies?

He pauses, to let those words sink in, then raises his voice for the verdict.

The Beast is innocent!

Immediately, the crowd mostly screams in anger at the verdict, and the guards draw weapons to keep them at bay. Charlie seems to understand the verdict, and he stands a bit straighter, his huge form causing the bonds about him to strain. Some of the guards show a bit of fear at this, but they still stand near him, keeping guard.

The gong rings again and again, calling for order.

Gustav turns to you, smiling. He shakes hands in turn, but seems almost shell-shocked, as if he had no idea this would happen. You wonder if he ever truly believed in Charlie's innocence.

The area about the courtroom is a mess, with the majority of the crowd pressing in against the guards, railing against the perceived injustice. It looks like the guards are going to have a hard time getting Charlie out of here...unless they just let the big guy run out...which could undo all of the good work you've done in defending him.


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Okay, so the more I've read about this, the more I realize we need to make a small change. So, this is how I plan to run the caravan battles - you, the PC's will have your own battles on the side that will of course impact the final results of the caravan encounter. At the end of the round, the enemy and the caravan will act. So, basically using the modified caravan rules I linked above. The caravan action will be the "Hero Combat" type, where you can attack, defend, rally, or perform battlefield repairs.

So, that said, here's how we start this:

You start with 3 wagons:
1 covered wagon
1 fortune-teller's wagon
1 supply wagon

You start with 3 points to spend among your primary stats - offense, defense, mobility, and morale. All of these start at 1

You start with 3 drivers - Sandru, and two Varisian brothers named Bevelek and Vankor, who work for Sandru.

You get 1 feat to select when you start

You will also have:
Ameiko
Shalelu
Koya
You

And, Ameiko is donating 2,000 GP for upgrades, which you get to select. There are things to think about like speed, consumption rate, etc - so...have at it!


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So, now here we go - Caravans! If you could, please review the Caravan section of the Player's Guide, and say a quick prayer for me.

You're going to have 2K gold, donated by Ameiko, for purchasing supplies, new wagons, enhancements, and wages for additional travelers. You can of course add your own, but don't go nuts, as I'm not sure how keen we'll all be on this caravan business anyway.

Expect trouble though, because no matter what, we're trying this caravan combat! I need to know if it works, even if I miss on all the random encounter rolls;)


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Yes sir! Belliott snaps too, his chest still heaving, as he'd entered a rage at some point during the combat. He begins ushering the new recruits across and begins bellowing out instructions.

Elyas nods his thanks. You have my thanks, sir...these are good men, not fit for a death by fire. When they go, I'd see it at the end of a sword, or by the teeth of the very sea that we live by.

Ain't a whole lot to tell. That's our ship, there...officers are all long dead. Most of us are cooks, swabs, or were working the bilges, so we weren't up in the original fighting. These ones came up on us fast and hit hard...their captain was like a ghost of death, the way she waded through us. Formally trained, if yer askin.'


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No worries! We'll sort it out. Here's my take on it:

Round one - you took a stride action and then raised your shield...and panicked;)

Round two - if we take the above into account, you'd do this: Move to just south of the northern X'd out wolf, drop your shield, and attack. Would you be attacking the little wolf who just bit Kuntaxl's shield, or the big bad which is, as you noted, the one that looks different, to the north of where you'd be. You'd have to get one more space to the left to attack the one by Kuntaxl, but you'd be setting yourself up for a doggie-flank. See the map - I indicated where I think you'd currently be.


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Bort laughs at that. Gods, indeed! Why, have I ever told you about the time I met the Lady of Graves herself? He pauses for a moment, but doesn't seem to be actually looking for a reply.

One day, when crossin' the waters of Lake Encarthan, my boat was set upon by a mighty storm, and we capsized! As the sea took, me I grabbed hold of one of my lock boxes before I slid beneath the waves. I dunno why...reflex I guess...but I was lucky I did!

I awoke there in front of Pharasma, ready to be judged. But...the poor lady of death couldn't decide my fate 'cause the wicked storm was tusslin' her hair all about! It was a tangled mess; so, not wanting to be inconsiderate, I fished through my lockbox and found a silver comb. I gave it to the Lady, and she used it to tame her hair.

He leans in close, as if telling a secret, and his grin takes up his whole face. Why, wouldn't you know it - she was so impressed by the gift, she returned me and my whole crew to the shores of the lake, alive and well! Now...that's what the gods can do for you my friend - pull you up from a burial at sea!


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Guys, feel free to join my discord to chat about the game or life

https://discord.gg/ZGkG42

Just PM me if that link expires


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Guys, feel free to join my discord to chat about the game or life

https://discord.gg/ZGkG42

Just PM me if that link expires


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The chest...Explodes!...is untrapped, and opens freely, if with a loud creak. The interior is velvet lines, with slots for many vials...though several of them are empty. Still, there are 10 potions, a ring, and a wand that show as magical. There are also 11 Desnan candles, a masterwork chain shirt and cold iron wakizashi - both in Tien design, and a horde of coins and jewels.

Loot!:
3,820 SP, 421 GP, and various pieces of Tien fine jewelry that are no doubt worth quite a bit.


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Male Gnome Summoner / 3 HP: 25/25 AC: 15/13/13 Perception +2 Initiative +2 Sense motive + 0 Saves F3/R3/W3 TOOT - AC 18 HP 25/25

Happy Easter everyone!


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Judge Daramid watches as Silas brings the fellow back into the world of the living, then holds up a hand to stop any further action. Watching the odd man, she leaves the room, out towards the front foyer, leaving you to your presumably grisly work.

The "man" is perhaps not that at all. He's small in stature with stark white skin and various old scars crossing his face. His hair is fiery red, and he wears a dark brown cloak, heavy and thick gray gloves and sturdy boots. He wears a holy symbol that Silas immediately identifies as that of Norgorber, patron of assassins. It's typically tucked under his thick cloak but no longer, since Gur hit him at range with a massive thrown axe and split open his lapel...among other things.

Dura speaks up as she watches Cassidia's preparations. We think that this is Mister Grine, of Vorkstag and Grine. The pair own Vorkstag and Grine's Chymic Works, to which we were directed upon finding some notes in the burnt remains of the Sanctuary at Karb Isle. Charlie is being tried for that arson tomorrow, and we were seeking evidence to the contrary. We followed the lead to the Works, but weren't allowed entry.

We...well...we forced our way in. She winces. We were attached by some constructs that appeared as dogs, odd humanoid workers, and the pair of alchemists themselves. Vorkstag...well, his is the headless corpse in the basement. This is Grine, his partner.

After searching the Works, we found a cabinet filled with skins, many of which were from some of the unsolved crimes here in the city. Ultimately, while this is a great find, we need to link this man with the crimes for which Charlie is being accused.

After the healing, Grine sputters awake, spitting blood. He wheezes as he looks up at the gathered crowd, but says nothing.


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Male Gnome Summoner / 3 HP: 25/25 AC: 15/13/13 Perception +2 Initiative +2 Sense motive + 0 Saves F3/R3/W3 TOOT - AC 18 HP 25/25

Yup, Bumbo will take it! UMD +8

Bumbo looks down the stairs from behind, and whispers. This place is huge! Toot doesn't seem to share the sentiment, and heads down towards the room, not passing the edge of the light.


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By the way, in case you wondered how important having the right number of crew is - you need 20 just for the basic functions of the ship - like movement. If you only had 20, then you wouldn't be able to allocate anyone to fire the siege engines at all - you'd have to pick between ramming or stopping movement and firing.


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Madir leads the way, with White at his side, and continues through the narrow passage. Unfortunately, the passage is just narrow enough for Gruhx to squeeze through, the massive Trox scraping along the side walls and the ceiling. The passage comes to an intersection with branches to the north and south. Ember growls at the north, while you can see two side passages along the southern path that head west.

Squeezing:
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.

When a Large creature (which normally takes up 4 squares) squeezes into a space that’s 1 square wide, the creature’s miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past a creature while moving but it can’t end its movement in an occupied square.


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Well, holy...that's a fairly epic move

The inevitable force that is Gur will not be denied. The hound lowers its front down and tries to drive itself back with its powerful back legs, but inch by inch it is drawn forward. Finally, its front legs go over the lip of walkway, and without those two additional points of contact, it is swiftly overcome. Gur drags and drops the beast; it falls, without a sound, to splash into the vat below.

Initial fall damage: 3d6 ⇒ (4, 1, 5) = 10
Acid damage: 1d6 ⇒ 3

Dura finally reaches Gur's position and, seeing his wounds, heals the orc. CMW: 2d8 + 5 ⇒ (4, 7) + 5 = 16

The man above sees the frightening display of Gur's strength, and drinks one more potion, then brings his morningstar up and ready, its spikes glistening with some greenish fluid. After he drinks the potion, his cheeks puff up as if he'd just taken a deep breath.

Behind him, another, smaller figure appears, though he's still cloaked in shadow.

Zazaria, at the base of the ladder, moves to the side of Leeoli at the base of the vats. I think these down here are cowed, but Gur may need help! Holding action

The hound attempts to scramble up and out of the vat. It fails, and slips back down into the acid.
Climb: 1d20 + 5 ⇒ (12) + 5 = 17
Additional acid damage - will come up on Gur's next turn: 1d6 ⇒ 5

Initiative bold you're up:
Rufus
Leeoli
Gur
Dura
New Guy
Grine...supposedly
Hound
Zazaria holding


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Ah, thanks! I have to kill her off quickly, as I will constantly forget that;)


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Jack slashes away at the creature near the railing, and scores a hit! The shark-man responds with a swipe of its trident. Attack: 1d20 + 9 ⇒ (6) + 9 = 15 He slips his blade in, oriented vertically with the hilt held high, and moves his body just enough that the trident slips past harmlessly. Then, Jack responds by stepping back with his off-let and slashing up with the tip of his blade, parting the skin of the shark snout of the creature. It lets out a very human howl with an odd gurgling background. Jack gets the feeling, though...that this creature resisted some of the damage, for the strikes should have done more damage.

The shark-man then leans in to attempt to bite at Jack. Bite: 1d20 + 2 ⇒ (13) + 2 = 15

Near Sunyata, the shark man goes into a frenzy, attacking wildly with trident and bite at Sunyata. His weapon comes out in a sweeping blow, seeming to strike out at his opponents in a line. Sunyata has none of it though, and steps in to stop the swing at the creature's elbow with her own forearm, completely stalling the swing.

Using great cleave. Edit...dangit.

Trident: 1d20 + 9 ⇒ (4) + 9 = 13

The sharkman to the rear of the ship lashes out at the pirate before it with a wicked combination of trident and bite. His trident impales the poor man and the creature uses it to lift him up and into a bite that takes off half of the man's face. The pirate...one of your crew...drops lifelessly to the deck.

Trident: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Bite: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

To Tilly's dismay, a truly frightening creature tops the railing to climb onto the deck. Looking much like the fish-eyed creatures from the first wave, this one has four arms ending in claws, and is thickly muscled. It gurgles out an odd war cry, spitting salt water all over the deck before it pulls itself over and onto the Oncoming Storm.

Ha, one down! Only a few dozen to go.

Initiative bold you're up:
Jack
Rush
Taptap
Fishy fishies
Sunyata
Pirates
Tilly


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Sunyatta looks down at her flail with disdain, and hurls it down to the deck. Seeing the creature before her, she slips in with a swift combination, following a feint to its face with a swift kick to its knee. She then knifes her body sideways, spinning quickly to let fly a knife hand chop at its neck.

Flurry of blows
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Confirm crit: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 ⇒ 6


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Anytime! So, here's your net:

14,362 GP
2,810 SP
42 PP

Plus, sale of your plunder:
5,000 GP

Here's what I kept for you; please change the loot sheet to just this:
Amulet of natural armor
Bracers of armor
Heavy MW mace
1 dose black adder venom
4 doses oil of taggit
1 dose dark reaver powder
10ea. Xbow bolts +1
1ea. potion of spider climb
1ea. potion of disguise other
1ea. bolt of screaming
1ea. ring of swimming
1ea. spell storing rune
1ea. wand of true strike - 20 charges
1ea. scroll of buoyancy


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The youth seems perplexed, then it dawns upon him. Oh! Yeah, yeah...dey was alive, not shamblin' monsters or anythin'. My cap'n was one Captain Musemad (moose-a-mod.) He was pretty young - not much older than me, and had been a merchant's son who was fed up with the family business.

He turns to Jack. The Rock is a fortified tower house some seventy feet tall, built on a big stone shingle. The heavy front door is at the top of a ten foot stone stair, the stone shingle shear below it. The water below at high tide comes just up to the stoop!

See, the captain didn't account for three things - damned fool - arrows, ballisae, and fire. I dunno' if they have some new weapon in there or if someone is a wizard, but when our men got close, a burst of fire roasted 'em in their armor...which they had needed ta' get through the hail of arrows.


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Sunyata enters a vestibule area that leads to a paper thin wall of opaque screens framing an ornate pair of doors with full height pulls. It's a massive vestibule, and on each side is a long bar with stools, many of them filled. Some others mill about - people of all sorts, some appearing rich and others poor. Ladies in finery dance among them, often flitting from one to another to check in on them.

Taking a seat, you order a drink your choice, and the bartender, a busty woman with her ample assets proudly displayed as they burst out of her frilly shirt, smiles as she approaches with your drink. Here you are, my dear. What's your pleasure this evening?

--------------------------------------------------------------------

Tap, in his stupor, takes several moments to focus on the man shouting at him. The baker seems to be holding a long stick...no...a baguette...as if it were a club.

Now you buy my goat!

No, that wasn't it...

You have a fine throat!

Still not right....

Get off my boat!

-------------------------------------------------------------------

Jack and Rush enter the Tin Hare, and the smell assails them first. Pungent and only recognizable as foul, the scent drifts out of the tavern and into the street. Entering, you can see that these are the poor wretches who have taken their drink too far. These sorry few wallow in their cups, often to the point of finding a corner to puke or piss in. Two men lie on the floor near the hearth where it looks like they attacked each other. One may be dead.

A warty, fat man behind a dirty counter calls out. 'Ey! In 'er out...we don't take ta' vagrants...yer drinkin' or its tha street!


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I think if you enter that place, Rufus won't be coming out lol.

Employee of the month!


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Rufus, Zazaria, wanna try? If not, can we proceed down the obviously safe hole?


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After Tap's jovial nature and rousing song, Captain Vesgal seems to be quite at ease. He tenses when his son is offered a position, but only slightly so. He does not try to influence his son, though Bemmie looks to him after the proposal. Clearing his throat, Bemmie looks back up to the pirate captain. Well, sorry me...lord...but I don't feel that the piratin' life is quite for me. Got a girl I'm sweet on at home, and after my term, I have a local guard post that's bound ta' keep me by home and startin' a family. He obviously thinks this may be an affront, for he quickly adds...That is, if that's okay with yer...um pirate-ship. Pun intended by GM but not Bemmie

Captain Vesgal furrows his brow, considering this odd type of piracy. He cannot refute the claim, especially as the looming form of Belliott stands in one corner of the captain's cabin, prepared to crush masts or chew coral. I can't say that's a bad type of arrangement, me cap'n. I can say that the major lane runs between Motaku Isle and the mainland, as ships make the run north and south runnin' to Port Peril. An' Port Peril - well Jeopardy Bay is always choked with ships of all types. Aside from that, there are southern lanes, though not well traveled to the south of Motaku. Shark Island has some trade - good fishin' out there, but it's a long trip from the mainland. If yer lookin' fer loose ships, that may be a good place ta' keep a low profile, if'n ya' know what I mean.

Motaku itself, though....Quent here is crowded, as ye'll soon see. Not a place ta' keep a low profile. Place filled with rumors, too...we sailors hear all of 'em, but it doesn't scare us away, right lad? He slams his son on the back and guffaws as Bemmie chokes a bit on his rum.

Rush can tell little of the Ballista, save for what it is. He can tell that it will take someone with carpentry or siege engine related skills to properly mount and care for it.


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The Captain agrees, grudgingly, his worried expression showing that he did not expect to make it through the night alive. Still, with little other choice, he and one of his men row over to the Oncoming Storm once again before darkness takes them. Both ships have dropped anchor at this point.

Once on deck, he shakes Tap's hand, and inclines his head to the man at his side. Vesgal Falkirk at yer service, cap'n. This 'ere's me son, Bemmie. E's on leave for now - a marine by trade. I been teachin' 'im tha' trade. Hope you don't mind him coming over.

Think I failed to mention that Vesgal and his son are dwarves

The captain looks at Jack and gives a half-hearted smile. Naw, but appreciate ya' noticin'. I been sailin' all me life, and had ta' shake tha' tail of dozens a' pi....err, enterprising gentlemen like yerself.

He clears his throat. Err, after you, good cap'n.

Fishguts had thought it would be in poor taste to cook the fish that you had just stolen from him, so he had been out crabbing earlier, requesting that they move the ship closer to the coast in order to get a good haul. It made for quite good conversation food, what with having to crack the bones and suck out the juicy bits.

Vesgal soon is comfortable, convinced after the first few sips of rum. His son, Bemmie, continually eyes Jack's sword as if expecting to be run through at any time.

So, cap'n...I ain't hear a' The Oncoming Storm round these parts. Where ya' hail from?


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Quick summary of where we stand:
You awoke from a horrible dream to find your memories wiped, though your skills remain. You've found you're in an Asylum that has suffered some sort of earthquake that crumbled many areas, and now the place is infested with ghouls and with an odd cult that dresses in yellow. This cult apparently follows someone named Ulver Zandalas, who is a former patient (see handout.)

Winter and her people are former employees and patients constantly under attack from the cultists and ghouls alike. They cannot escape, as outside there is a sickly yellow fog filled with terrors. You've found and killed two creatures that were spewing the fog, and the fog lessened.

Now, as far as you know, there are only two areas unexplored - a courtyard on the east side into which you never entered, and the upstairs level, which you have to walk through the cultists camp to get to. You've done it once already, but if you get upstairs, you'll have all of the cultists right beneath you - behind enemy lines, so to speak.

As for your memories...still a mystery. See the other handout about how a certain Count may have something to do with this...


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Yup; it's an odd, congested area. I added a map of the Mwangi expanse to the campaign tab that shows it, and bloodcove. to show the relation to where you are, check this out.


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Gotcha; and if you remember - Tap negotiated 500 GP off and 5% off of future dealings for your taking care of their poisoned water.

There was also quite the haul of items that you took away from the Charau-ka cavern, including that +1 set of full plate, which bought new is around 5K if I remember right

We're at the point at which we're going to get into some sandbox ship stuff soon; there are many encounters you can have on the open seas, but it'll be largely up to you. Keep in mind that you always have Fishguts and Sandara for advise - they've certainly been around the isles before. Just let me know how you plan to settle up, what if anything you plan to sell, and when you're ready to go...and where you're headed...that's all....


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At another glance guys, you are short about 4 crew members, 3 if you include Sunyata

I updated the ship stats in the campaign tab under "Oncoming Storm"


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The Sheriff gives an uncharacteristic grin. That's the spirit; glad to have adventurers like yourselves that can help with the town's defense. You can leave at any time, though I doubt you'd want to travel through the night. From here, it'll be about a half day's walk down Lost Coast Road, then there's a trail that will take you into the Marsh. No one's ever really bothered to make a map of the place, but if anyone knows his way around, it'd be that eccentric halfling Walthus Proudstump. Fellow calls himself the "warden" of the swamp. You can take the old fishing trail west from the Lost Coast Road directly to his shack. The sheriff looks around the room. [b]Anyone else brave enough to accompany these two?


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Hmmm...well, not really sure, to be honest. The lake was the closest landmark to us. We've sent some of our guys out before, deeper into the island, but...well, they never came back. Hard ta' tell these days, we're pirates by heart ya know. Could be they found something better - more coin, an easier job, or maybe they didn't make it.

He shakes his head. Nah, I'd not want ya' wasting your lives fer nothin. Sides, we keep going like this and I'll be working for free. He looks at Jack. Well, while I don't have someone for ya', I can tell ya' that ma' boys here are all free men. Ya' find someone at the tavern who wants to join up, and ya' have my blessing.

He looks to Sunyata. Gonna' be about time for ya' to take a shift at the watchtower, you up for it?


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Jack whistles a tune as he gathers the dangerous fungi, seeming in fine spirits. He even takes delight in being able to reprimand his own Captain for Tap's clumsy work with the mushrooms.

All told, quite the bounty is gathered, and Rush documents the various locations of the plants in addition to the surrounding landscape.

Map created, and enough mushrooms gathered to use in...well, however you want to use them. Feel free to get creative; they cause confusion as per the spell. Heading back now?


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I'd rather use nat 1's as not instant failures. I think that, logically, if you're a good swimmer, you should need to roll constantly just to swim through calm waters. So...no, you don't have to roll it every time;)


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Male Half Elf Crusader 3 / Divine Champion 1 HP 29/29 AC 19 / 11 touch / 19 FF Init +0 Perc + 8 Save 6 F / 1 R / 9 W

I'll be away on family vacation from 4/13 - 4/19; I'll post by phone, but it'll be sporadic. Please bot as needed


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Hi MrA - absolutely, Z would be welcome to come back! She stayed with Kendra, I think, so it would just be a matter of getting her up to Lepidstadt and bringing her up to speed. If you want, we can just summarize her trip up and your discussion with Judge Embreth Daramid, which is what set the group on their current course.

If you want, just post in the game thread about your leaving Kendra and headed up, and I'll piggy-back on that to bring you up to speed:)

You'll be level 4; feel free to update and/or change anything with Z. Level 5 will be coming soon, assuming we don't have a TPK.


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Sorry I skipped you Cerio - the attack wasn't needed. We've been way behind on XP - my fault. So...that being said, welcome to level 3! Please level up post haste...before the ghouls' buddies come a runnin.


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Daniel is afforded a nice, enclosed, and secured stable for him and him alone...not near the horse stables.

Sorry, that'd be a stretch;)

A few moments after everyone is seated, a trio of guards enters, leading the massive form of the Beast into the court. The huge figure hands his head low and submits himself as the guards shackle him to an iron chair in the center of the courtroom.

A perpetual chorus of jeers follows the Beast as he makes his walk through the large room. After several moments, the crowd quiets down, and the proceedings begin. Chief Justice Ambrose Khard commences proceedings by laying out the rules of the court in a lengthy speech, interspersed with gong-strikes by the Herald. After about ten minutes of this, he closes his speech with a statement after a brief pause for effect.

The good people of Lepidstadt have suffered many acts of terror and barbarity at the hands of the Beast for many years, and that while the Beast is doubtless responsible for numerous murders, we must focus on the three recent cases being discussed, and only those.

There is another moment of silence while the Chief Justice sits, then Prosecutor Otto Heiger stands for his opening statements. He alleges that the Beast is responsible for the murder of 10 people in the village of Morast a year ago, in addition to two other horrendous crimes that will be described as the trial continues.

Barrister Gustav Kaple then makes his case for the Beast's innocence, a half-hearted attempt full of stutters and awkward pauses, all the while being jeered and booed by the baying mob in the gallery.

During this time, the Beast sits, solemnly hanging his head and watching his massive, pieced together boots. At exactly 11:00, a gong strike heralds in the witnesses for the prosecution - three locals from Morast. The two young women and one man take the stand and describe events as they saw them. In summary - over a series of nights, the Beast came to the village and took people away; a trap was finally laid, the Beast driven into the swamp and, they assumed, killed.

Otto then calls the village elder, Lazne, whom you know all too well. The lecherous old man sneers at the Beast, and seems ready to attack it, or spit on it at least. He is instead directed to the stand, where he confirms everything said by his fellow villagers, adding expletives and descriptions of his own courage wherever he can.

At 12:30, a gong strikes again, and Gustav stands. The d...d...defense c...c...calls its w...w...witnesses to th...the.... His last words are consumed in the loud jeering of the crowd, as some cry foul or disparage those who would defend such a creature. Gustav seems to drift a bit closer to the protection of the massive Gur as he looks...to you.

Please include diplomacy checks with any speech or presentation. I'll be tallying and averaging and applying bonuses where warranted. Who's up?

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