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"Gyl found him by the forest, Mother Theodora," Mara explains as Muninn wings into the tavern to land on the young woman's shoulder. "Rolly here says the man's name is Yuln Oerstag - he was with the last caravan. There's a number of small slashes and puncture wounds through his armor and flesh, although no signs of bolts or arrows and no exit wounds. And he's suffering from frostbite..." she lets the oddity of that last statement hang in the air.
Gylwinth of the Crimson Moon wrote: Slowly, Gylwinth recuperates. She sits up and offers: "Frostbite? It is odd, for it wasn't cold where I found him. Perhaps some wild creature using frost is hunting in the woods?" "I haven't heard of such creatures around here before," Mara replies with a frown. "Maybe Mother Theodora will know better than me."
"This man has frostbite," Mara announces incredulously. "Muninn, please fetch Mother Theodora. She has the healer's touch; I'm afraid there's not much more I can do for him." The raven perched on Mara's shoulder bobs its head and then takes wing, flapping out the open window.
"Rolly" Skullsplitter wrote: As the woman bursts into the room, Rolly chokes on the blackberry wine, spilling a bit more down his front. Mara slaps Rolly on the back and gives the dwarf a look with one eyebrow raised, giving the latest wine-stain on his shirt a meaningful glance. Gylwinth of the Crimson Moon wrote: Gylwinth accepts the hand offered and gets back to her feet, then blushes somewhat as she takes in the sight of Ben. She caches herself, drops her gaze and says: "I found him dying. He needs help!" The words are blurted and she turns to Mara for support. At Gylwinth's call Mara rushes over to tend to the injured man. "What happened, Gyl? Where did you find him?" the tavern girl asks without looking up from her patient. Heal check: 1d20 + 5 ⇒ (8) + 5 = 13
As she inspects the man's wounds, a midnight-black raven glides down from the rafters and perches on the young woman's shoulder, studying the wounded man as well with its beady eyes. Muninn's Perception check to learn anything about the source of the man's wounds: 1d20 + 4 ⇒ (18) + 4 = 22
"I'm fine," Mara replies, giving Rolly a half-hearted smile. "Just a strange... feeling... is all. Like something's not quite right... Or something's about to happen. Maybe it's Krepp's talk of giant white weasels or Farmer Dansby and his crops..." "Or maybe it's that last cask of wine I opened and just served to you - it smelled a little off," she adds, her expression regaining her usual mischievous grin.
DM Jam wrote:
"Rolly" Skullsplitter wrote: "Mara!" he yells out, not content to wait his turn. "Why dontcha bring me some o' that blackberry wine? An' don't be stingy, lass!" Mara huffs, blowing her raven-black hair out of her face to reveal the livid scar stretching across her right cheek as she picks up another tray of full wine goblets from the bar. "Just hold your horses, Rolly Skullsplitter! And if you think I'm being stingy with the wine, just wring some out of your shirt and into your cup!" she retorts. "Honestly! If you want to take some home with you, just buy a cask instead of pouring it all over your beard and clothes!" The young woman delivers her drinks throughout the common room, trying to avoid old farmer Dansby as he launches yet again into a tirade about his destroyed crops. Finally she deposits two full goblets before Rolly and Ben Shrike. "A temple shaped like a giant beetle?" she asks, picking up on the end of their conversation. "Let me guess - a dung beetle, right? I could see why that would interest both of you." Mara turns away and then suddenly staggers, hissing in a sharp breath as she clutches Ben's shoulder to keep her balance. "What is it Mother Theodora says? 'By the pricking of my thumbs, something wicked this way comes'," she whispers to herself. Seeing that she still grips Ben's shoulder, she quickly releases him and straightens. "Sorry. Just got a sudden... chill... Like someone just walked over my grave," she explains, smiling apologetically despite the worry evident in her eyes. "Anyone seen Gylwinth today?" Mara calls to her father as she makes her way back to the bar.
Gylwinth of the Crimson Moon wrote: It would male sense that there would be some sense of competition, though benign, then, no? I think that would definitely make sense. Mara is also the adopted daughter of Menander and Kale Garimos, owners of the Silver Stoat tavern, and she refers to the gnome carpenter Tengezil Frimbocket as her uncle.
Thanks for offering to run something, Jam! I'm currently in several AP PbP's: Age of Worms, Rise of the Runelords, Council of Thieves, two Kingmakers, and Carrion Crown; plus a Serpent's Skull game that's just died out near the beginning of the second book. I would definitely be up for Reign of Winter, Jade Regent, Curse of the Crimson Throne, Second Darkness, or Skull & Shackles. Oooh... Skull & Shackles... I could re-purpose Sister Mara as a pirate! Of course, with Reign of Winter, I could re-purpose her as a Winter Witch...
Sister Mara crouches in the doorway and trains her crossbow on the crates hiding the goblins. If possible, Mara takes any cover provided by the doorway, and readies an action to fire on the first goblin to become visible. Here are the rolls, if needed:
Sister Mara loads a bolt into her crossbow and steps over to the beam. "I'll go first and provide cover from the goblins. The next person to cross can secure a rope to help the ones following after," she suggests. Putting words to action, the inquisitor dashes nimbly across the beam and crouches in the doorway at the other end, training her crossbow on the crates hiding the goblins in the room beyond. DC 15 Acrobatics check to cross beam moving at full speed: 1d20 + 4 ⇒ (16) + 4 = 20 If possible, Mara takes any cover provided by the doorway, and readies an action to fire on the first goblin to become visible. Initiative (when needed): 1d20 + 6 ⇒ (12) + 6 = 18
"Kua? Are you alright?" Sister Mara calls to the Duskwarden as she retrieves her scimitar from the slain thug. She grimaces as she wipes her own blood from the finely crafted blade before replacing the weapon in its sheath on her belt. "I told you I would sing songs of your deeds if you tried to hinder us," Sister Mara mutters under her breath, sparing the slain Varisians one last glance. "May the Dawnflower's radiance illuminate your path to Pharasma's Hall of Judgment."
Sister Mara steps forward and tries again to hit the scimitar thief as he hides behind his shield. Assuming I'm flanking with Jhaik(?) - Hanbo Attack: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Sister Mara's AC: 17
Grimacing in pain, Sister Mara takes a step back and casts a spell to heal some of the damage inflicted on her by her own scimitar. 5 ft step back. Standard action to cast Cure Light Wounds on self.
Sister Mara's AC: 17
Round Three: Warden of Doors wrote: The thug grins, spinning the Sister's fine scimitar in his greasy hand. "Oh, that's a damn shame. How much d'you think this is worth, cousin?" "More than your life, now," Sister Mara growls in response as she draws her hanbo from her belt. The inquisitor begins to swing toward the thug's head, but nimbly ducks low to hook the weapon around the man's ankle instead. With a quick yank she attempts to pull the thug off of his feet. Move action to draw hanbo. Standard action to attempt to trip the thug. Trip Maneuver: 1d20 + 5 ⇒ (18) + 5 = 23 vs. Thug's CMD to knock prone. This maneuver provokes an AoO from the thug. Sister Mara's AC: 17
Round One: Not sure if Sister Mara had a chance to cast Guidance on herself as Kua was crossing the plank. If so, please add +1 to her Fortitude save.
"You've just forfeited the eight gold I was going to pay you," Sister Mara hisses at the treacherous man who cut her with her own scimitar. The inquisitor takes a step back and throws up her hand to unleash a scorching bolt of divine fire toward the offending thug. 5 ft step back. Standard action to use Fire Domain power to toss a Fire Bolt at the thug. If Mara is not sickened, she will also use a move action to draw her hanbo. Fire Bolt (ranged touch attack): 1d20 + 5 ⇒ (5) + 5 = 10
Sister Mara's AC: 17
"I'm beginning to think you don't trust us," Sister Mara replies to the thug's suggestion that the companions wait in the open street while he and his accomplice warn Natalya of their presence. "Here's an alternative. My friends and I will go with you to see Natalya, but we'll keep our weapons sheathed. If my friends agree, we'll promise not to attack your people unless they attack us first. By the holy radiance of the Dawnflower, you have my word," Sister Mara solemnly swears, placing her right hand upon the holy symbol of Sarenrae on her leather armor.
"Yes," Sister Mara says, ghosting out of the shadows behind the two Varisian thugs and pulling back the string of her crossbow with an audible 'CLICK'. "As my companion said, we're here to talk to her peacefully," she reiterates, before adding more in the Varisian tongue. Varisian speakers:
"This does not have to lead to bloodshed. In fact, allowing us to meet with Natalya could prove most profitable for you. 'Silver and gold are the same with eyes closed', I'm sure you will agree," she says in a carefully neutral tone. "Now it certainly wouldn't be worth a swim in the Fish Tank to block our way. But if you try, I will sing songs of your deeds... "
Intimidate check: 1d20 + 5 ⇒ (14) + 5 = 19 Warden of Doors:
Mara is implying that interfering with our group could land the thugs in trouble with the Gallowed.
Sister Mara joins Kua in scouting around the building, whispering a prayer to invoke a bit of her Goddess' divine guidance to aid in her inspection of the area. (Cast Guidance to aid with Perception.) Perception check: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Kua wrote: "Anyone know what to expect from these Szcarni? Are the generally reasonable or should we just skip diplomacy right off the bat?" "Any negative stereotype you've heard about Varisians is true about the Sczarni," Sister Mara advises. "Like any other bandits and thieves, you can negotiate with them - just be sure to count your fingers afterward if you shake their hand." Survival check once we get to the bad part of town: 1d20 + 6 ⇒ (4) + 6 = 10
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