[CORE] GM Chadius 's 7-12: Twisted Circle (Inactive)

Game Master chadius


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The Exchange

Male Human (Varisian) Rogue 2 | hp 19 | AC 17, T 13, FF 14 | CMD 15 | F +2, R +7, W -1 | Spd 30' | Init +7 | KnDun +7, KnLoc +7, Perc +6 (+7 trapfinding) |
GM chadius wrote:
Creat, you can get into melee with the Gnoll from here.

I just moved 60 ft. so probably not. If I could run I can get in position for next round though.


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The Gnoll sees Pau and Durin right in melee. She tries to skewer Pau with her spear and slam Durin with her tree arm.

Spear vs Pau: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Slam vs Durin: 1d20 - 1 ⇒ (2) - 1 = 1
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
If that hit, Make a Fort Save DC 13

While the tree arm catches nothing but air, the spear drives through Pau.

Round 4

Gnoll
Pau (17 damage)
Creat
Lannior (3 damage)
Durin
Nerisiel (Inspiring Courage! +1, 4 round)
Prisim

Your turn!

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau swings away at the gnoll, swinging both fists yet again, despite the monk's being a
bloody mess.

Inspired Attack 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Inspired Attack 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Damage1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Moving ever closer, Lannior continues to move up the path, stopping to fire yet another shot.

Composite Longbow w/ Precise Shoot+Inspire: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Silver Crusade

HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

Prisim loads her crossbow, and then points it at the mutant gnoll and fires.

ranged attack,inspire, into melee: 1d20 + 4 + 1 - 4 ⇒ (11) + 4 + 1 - 4 = 12
damage, inspire: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

"That is one tough critter!"

And then remembers her paladinic training.

"Glorious celestial Thunderbolts!" she cries out.

Scarab Sages

HP 11/11 | AC19 T12 FF17 | Init +2 Perc +9 (+2 Stone) CMB +1 CMD 13 | F+4 R+2 W+6 (+2 Poison, Spells) | N Dwarf | Cleric 1 | Warhammer +1; 1d8+1 (x3) | sheet

Round 4 Inspired
Durin notes that his spear is not as effective as it should be, so he drops it in favor of his hammer ...
War Hammer: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4 for Crushing: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
... apparently rushing the draw in the heat of battle.


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Pau decides glory over preservation and lands one solid blow, although the Gnoll resists some of it. Lannior's aim drives an arrow into the Gnoll's arm and she screams in pain.

Prisim's crossbow bolt fails to penetrate the Gnoll's armor, while Durin gets nothing but air.

Round 4

Gnoll (7 damage)
Pau (17 damage)
Creat
Lannior (3 damage)
Durin
Nerisiel (Inspiring Courage! +1, 4 rounds)
Prisim

The Exchange

Male Human (Varisian) Rogue 2 | hp 19 | AC 17, T 13, FF 14 | CMD 15 | F +2, R +7, W -1 | Spd 30' | Init +7 | KnDun +7, KnLoc +7, Perc +6 (+7 trapfinding) |

Creat dives for cover behind the rocks. He drops the bow and draws his sword while trying to be forgotten.

stealth: 1d20 + 7 ⇒ (5) + 7 = 12 Apparently, I should just roll d7s--because the dicebot doesn't seem to use any numbers higher than that today.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Runs up behind Pau maintaining bardic preformance
And I'm cursing the decision to go with 8 strength and not invest in a wand of clw


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Nerisiel closes in. Creat hopes the Gnoll isn't paying attention.
Perception: 1d20 ⇒ 14
But she does notice him run to the side.

With two targets in front of her, she wails at Durin and Pau again.

Who gets the spear? Even is Durin: 1d2 ⇒ 1

Spear: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Slam: 1d20 - 1 ⇒ (9) - 1 = 8
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Her blows fail to connect. She takes a 5 foot step away from her attackers, standing in front of a cave.

Round 5

Gnoll (7 damage)
Pau (17 damage)
Creat
Lannior (3 damage)
Durin
Nerisiel (Inspiring Courage! +1, 5 rounds)
Prisim

Scarab Sages

HP 11/11 | AC19 T12 FF17 | Init +2 Perc +9 (+2 Stone) CMB +1 CMD 13 | F+4 R+2 W+6 (+2 Poison, Spells) | N Dwarf | Cleric 1 | Warhammer +1; 1d8+1 (x3) | sheet

Round 5 Inspired
During steps up to follow the retreating Gnoll and smashing down hard with his hammer ...
War Hammer: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22 for Crushing: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Threat: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16 if Confirmed: 2d8 + 2 + 2 ⇒ (5, 3) + 2 + 2 = 12

Silver Crusade

HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

Crossbow out, Prisim tries it once again.

ranged attack into melee, inspired: 1d20 + 4 - 4 + 1 ⇒ (10) + 4 - 4 + 1 = 11
damage,inspired: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6


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D'oh! Sadly that does not convert. Apply DR, and...
What should have been a crushing blow is resisted completely by the Gnoll. Prisim's crossbow bolt flies into the cave.

Round 5

Gnoll (7 damage)
Pau (17 damage)
Creat
Lannior (3 damage)
Durin
Nerisiel (Inspiring Courage! +1, 5 rounds)
Prisim

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau moves forward, only swinging once this time, worried about being able to strike this beast.

Inspired Attack 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12

Damage 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Becoming concerned at the difficulty in dealing with this creature, nevertheless, Lannior continues his slow steady approach. Pausing to fire once more. Hoping to penetrate it's tough hide.

Composite Longbow w/ Precise Shoot+Inspire: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

The Exchange

Male Human (Varisian) Rogue 2 | hp 19 | AC 17, T 13, FF 14 | CMD 15 | F +2, R +7, W -1 | Spd 30' | Init +7 | KnDun +7, KnLoc +7, Perc +6 (+7 trapfinding) |

rapier: 1d20 + 4 ⇒ (1) + 4 = 5 1d6 + 1 ⇒ (5) + 1 = 6 pass.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Casts hideous laughter at the gnoll drops her bow and draws her whip maintains inspire courage "Show us your laugh hyena man" will save doc 13*

The Exchange

Male Human (Varisian) Rogue 2 | hp 19 | AC 17, T 13, FF 14 | CMD 15 | F +2, R +7, W -1 | Spd 30' | Init +7 | KnDun +7, KnLoc +7, Perc +6 (+7 trapfinding) |

"Umm, Hyena-woman."


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Pau continues to struggle against the gnoll. Creat makes his big entrance but fails to do much.
Lannior's arrow brings the hyena near death, spraying bright green blood across the ground.

Will Save vs different type: 1d20 + 4 + 4 ⇒ (8) + 4 + 4 = 16 She's an aberration, not a humanoid

Nerisiel commands the hyena to laugh, and she does. But she maintains full control and lashes out at Durin and Creat.

Spear target: Even is Creat: 1d2 ⇒ 2

Spear: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Slam: 1d20 - 1 ⇒ (15) - 1 = 14
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
If that hit, Fort Save DC 13 vs disease

Her spear goes through Creat's abdomen, almost bringing him down in a single blow.

Round 6

Gnoll (11 damage)
Pau (17 damage)
Creat (11 damage, disabled)
Lannior (3 damage)
Durin
Nerisiel
Prisim

Scarab Sages

HP 11/11 | AC19 T12 FF17 | Init +2 Perc +9 (+2 Stone) CMB +1 CMD 13 | F+4 R+2 W+6 (+2 Poison, Spells) | N Dwarf | Cleric 1 | Warhammer +1; 1d8+1 (x3) | sheet

Round 6 Inspired
During smashing with his hammer ...
War Hammer: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17 for Crushing: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Yeah ... this DR and AC seriously hurts at this level :-(

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Finally, getting close enough to get a point blank shot on the strange gnoll, Lannior looses an arrow hoping to drop it, before it drops his fellow Pathfinders.

Composite Longbow w/ Precise Shot/PBS+Inspire: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
Damage + PBS: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau again kicks out at this mongrel.

Atatck 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

Damage 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10


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Yeah, this encounter is better played at range and with magic. AC 17 + DR 5 is no fun.

With Lannior's arrow and Pau's punt, the gnoll dies, and you notice her blood is tainted with the same green fluid that trickles from her maw.

Combat Over

Prisim spends the next few minutes smelling like pine needles.

Status: Pau (17 damage), Creat (11 damage, disabled), Lannior (3 damage)

Gnoll Loot:

  • potion
  • Gear chain shirt
  • composite longbow (+2 Str) with 20 arrows
  • spear
  • climber’s kit
  • Spellcraft DC 16:
    The potion is a potion of Cure Light Wounds.

    You stand outside of a cave.

    DC 13 Survival:
    You notice footprints of a tiny humanoid wearing shoes leaving the nearby cave, perhaps a very young human or a halfling child. There is no corresponding set of footprints entering the cave.

    Pictographs on the walls of this shallow cave show an indistinct winged creature navigating through a sea of swirling patterns and black dots. A clumsily constructed altar sits at the center of the cave. Dozens of small niches are carved into the wall, most filled with an odd assortment of items; teeth, scraps of clothing, a jar of white liquid, a wooden staff, several pieces of parchment, a cloth pouch, a leather satchel, and several identical wooden dolls of exceptional quality.

    DC 15 Knowledge (religion):
    You know that this altar is dedicated to
    madness.

    DC 20 Knowledge (religion) or Knowledge (planes):
    You recognize that
    this is an altar of the Outer God Azathoth.

    Perception DC 15:
    You notice dried blood on the altar that has been
    sloppily wiped away. This blood has the same green tint the gnoll had.

    Looking at the quarterstaff, you notice a sigil inscribed on it. You also notice 2
    scrolls and several gunslinger bullets.

    DC 15 Knowledge (religion), DC 10 if you worship Nephys:
    The sigils on
    the staff are obscure symbols of Nethys.

    spellcraft DC 21, Scroll 1:
    This is a scroll of mount (CL 5th)

    spellcraft DC 21, Scroll 2:
    This is a scroll of speak with plants

    Craft(alchemy) or Spellcraft DC 16:
    The vial contains enough oil of silence for one usage. Useful for gunslingers.

    spellcraft DC 18, Bullet 1:
    You find three +1 seeker bullets.

    spellcraft DC 18, Bullet 2:
    You find a single tracer bullet.

    Sovereign Court

    Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

    Know. Religion 1d20 + 4 ⇒ (12) + 4 = 16
    Perception 1d20 + 7 ⇒ (13) + 7 = 20

    Pau shies away from that awful alter. "This altar is dedicated to
    madness. Leave it be or destroy it! Look, it has the same green tainted blood on it that the gnoll had. There is evil afoot here."

    "By the way, can anyone use my curing wand on me? That gnoll packed quite a punch."

    If healed:

    CLW 1d8 + 1 ⇒ (1) + 1 = 2
    CLW 1d8 + 1 ⇒ (5) + 1 = 6
    CLW 1d8 + 1 ⇒ (4) + 1 = 5
    CLW 1d8 + 1 ⇒ (6) + 1 = 7

    Scarab Sages

    HP 11/11 | AC19 T12 FF17 | Init +2 Perc +9 (+2 Stone) CMB +1 CMD 13 | F+4 R+2 W+6 (+2 Poison, Spells) | N Dwarf | Cleric 1 | Warhammer +1; 1d8+1 (x3) | sheet

    Durin glares at his weapons, a tinge of discussed in his visage.
    Brand new hammer and I already need to upgrade ... phah!

    Survival DC13: 1d20 + 4 ⇒ (2) + 4 = 6
    Perception DC15: 1d20 + 9 ⇒ (19) + 9 = 28

    "Strange ... green blood. On the Gnoll and the Alter as well. I'd guess someone ... or something ... has been tampering with nature here."

    Durin will help with any healing activities as requested ...
    Heal (if needed/desired): 1d20 + 4 ⇒ (7) + 4 = 11

    The Exchange

    Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

    Quite pleased with himself at how much his shooting has improved lately Lannior grins widely as the gnoll drops. As he walks forward he eyes Nerisiel's whip and gives her a wry smile. Before moving to examine the gnolls gear, picking up the bow he pulls back the string.

    Not bad, but not enough tension. I'll carry it along as a spare, unless one of you needs a bow. He then takes a hand full of arrows from the gnoll's quiver shoving them into his to replenish those he fire off and adds a few more to boot.

    Next, he draws forth his Wand of CLW and hands it to Durin. If you would be so kind master dwarf.

    Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5

    He examines the area around the cave.

    survival: 1d20 + 6 ⇒ (12) + 6 = 18

    Pointing to the ground, Prisim, look her, footprints, a tiny humanoid wearing shoes, perhaps a very young human or a halfling child. They leave that cave over there, but don't enter this one in front of us.

    He puzzles at the meaning of this finding.

    Prisim you smell lovely, I love that scent. He breaths in the scent and then reaches out for a glancing touch across the gnome's hand.

    The Exchange

    Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

    "Here let me sort your wounds Pau" say Nerisial before using the wand. She looks round briefly to look for anyone els needing healing before turning her attention to the loot

    spellcraft gnoll loot: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
    "This potion would make you feel better Creat" Nerisial offers
    Creat the potion of cure light wounds
    Uses read magic for scrolls
    "I may have found myself a ride" she smiles at Creat before looking more carefully at the scroll "Hmm perhaps Prism can make better use of that. We may also have an scroll for talking to plants"

    spellcraft potion: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
    spellcraft bullet 1: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
    spellcraft bullet 2: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

    "Not sure about the liquid but these three bullets will seek concealed targets and this one will cause one it strikes to be illuminated like faerie fire. I think these were intended for a bang stick those Alkenstar people make but should work just fine from a sling"

    knowlege religion: 1d20 + 3 ⇒ (10) + 3 = 13
    planes: 1d20 + 7 ⇒ (16) + 7 = 23
    "A shrine to Azatoth. Thats no joke"
    knowlege religion: 1d20 + 3 ⇒ (11) + 3 = 14

    "These symbols do not look like Azatoths mark but I can't quite place them"

    Silver Crusade

    HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

    spellcraft scroll 1: 1d20 + 5 ⇒ (7) + 5 = 12
    spellcraft scroll 2: 1d20 + 5 ⇒ (15) + 5 = 20

    Prisim looks at the scrolls but can't really work them out.
    Okay.. I gota take read magic!

    Prisim giggles at the hansom elves flirtation.

    She mumbles, turns bright red and then causes the scent of roses to come off him. The scent of pine grows around her as she does so.

    Casts prestidigitation to make Lannior smell of roses.

    "You're so much better at seeing that stuff than me." she gushes.

    "Can you tell where the footsteps go?"

    The Exchange

    Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

    With Prisim prompting Lannior begins to follow the tracks.

    Indeed, where do these lead!

    Survival w/tracking: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11


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    As you can best tell, the steps lead out of the cave, onto the path, and towards the town of Mercy. at some points the trail becomes too difficult to follow.

    The town of Mercy rests a mile south of the banks of the Ustradi River. A wooden palisade encircles a collection of its approximately one hundred wooden buildings. Hardy trees laden with red and yellow fruit dot the surrounding landscape. The road leads to a wide gate, which bears a prominent sign with orange-painted letters.

    Mercy does not allow dishonesty, firearms, or large weapons within town limits. Respect the curfew.

    You arrive one hour before sunset, passing through fields of cashew trees. As you approach the town, a male human opens the gate. He seems to be the only armed person you see, and gives you a polite nod as you approach.

    "Welcome to Mercy. I’m Sheriff Molume, and I keep the peace around here. As you can see from the sign, we don’t allow people to walk around with large weapons around here. Before I let you inside, I need to ask you to hand them over."

    The sheriff asks you to surrender all of your weapons except light melee weapons and quarterstaves. You can make a DC 20 Sleight of Hand check to hide your weapons.

    Sovereign Court

    Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

    Id assume that a sai and a siangham count as light weapons, but Pau will hand hem over if asked.

    Scarab Sages

    HP 11/11 | AC19 T12 FF17 | Init +2 Perc +9 (+2 Stone) CMB +1 CMD 13 | F+4 R+2 W+6 (+2 Poison, Spells) | N Dwarf | Cleric 1 | Warhammer +1; 1d8+1 (x3) | sheet

    "Thank you Sheriff ... we are happy to oblige."
    Durin will convert one of his spears to a staff (removing the spear head) and surrender the remaining weapons as directed.

    "So ah ... what time is curfew?"

    The Exchange

    Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

    Lannior waits politely for the Sheriff to answer Durin's question about the curfew, before surrendering his bows, arrows, and longspear.

    Before engaging in some small talk, Those fruit trees look particular strong, is there fruit as tasty as it looks from here?

    The Exchange

    Male Human (Varisian) Rogue 2 | hp 19 | AC 17, T 13, FF 14 | CMD 15 | F +2, R +7, W -1 | Spd 30' | Init +7 | KnDun +7, KnLoc +7, Perc +6 (+7 trapfinding) |
    Quote:
    Her spear goes through Creat's abdomen, almost bringing him down in a single blow.

    It's like she got it out for me because of something I did in another life.

    Nerisiel wrote:

    "Here let me sort your wounds Pau" say Nerisial before using the wand. She looks round briefly to look for anyone els needing healing before turning her attention to the loot

    "This potion would make you feel better Creat" Nerisial offers
    Creat the potion of cure light wounds
    Uses read magic for scrolls
    "I may have found myself a ride" she smiles at Creat before looking more carefully at the scroll

    That reminds me, Creat has a mule named Tapper for carting heavy stuff.

    Creat accepts the potion (because he knows he'll need it) and any healing that comes his way, (wanting to save the potion for later). If no wand or spell healing is forthcoming he'll swig whatever is in the vial.

    healing potion if necessary:
    healing potion: 1d8 + 1 ⇒ (1) + 1 = 2

    You arrive one hour before sunset, passing through fields of cashew trees. As you approach the town, a male human opens the gate. He seems to be the only armed person you see, and gives you a polite nod as you approach.

    GM Chadius wrote:
    "Welcome to Mercy. I’m Sheriff Molume, and I keep the peace around here. As you can see from the sign, we don’t allow people to walk around with large weapons around here. Before I let you inside, I need to ask you to hand them over."

    sleight of hand: 1d20 + 7 ⇒ (6) + 7 = 13

    "'Rapier'? Is that what you call it? It's an heirloom. Been in the family for generations. I would no sooner use this in a fight than you would use that thing." He says pointing to whatever the Sheriff is packing "To eat pie with."

    bluff: 1d20 + 5 ⇒ (4) + 5 = 9

    Later:

    "The nerve of that guy. Bet if I said I were a druid he would have taken Tapper too."

    The mule brays, showing off his big teeth.

    The Exchange

    Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

    With a smile Nerisial hands over her bow arrows rapier and whip and reaches into her pack to pull out two more whips. She hands the extra whips to the sheriff and puts the pack back on and tests the weight Thank you Sheriff. This feel a bit too heavy still but the load does seem less burdensome Is there an Inn in Mercy? Or somewhere I can sing tales?

    Silver Crusade

    HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

    Prisim shows her (small, light) crossbow to Molume.

    "Do you want this too? " she asks with a smile.

    diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10 <- to try and keep it.

    "It's no more dangerous than one of you human sized short swords. Quite a lot less in fact, but I guess rules are rules."


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    He frowns as Prisim tries to appeal to him, and he barely resists rolling his eyes as Creat spins a story. He insists on holding onto all of your large or ranged weapons, eventually ending with a "thank you for your compliance." He nods and thanks you for your compliance. As you enter the town, he goes over the curfew.

    "We pray and attend temple twice daily, once at sunrise and once just after sundown. We ask that you stay inside the guesthouse from 1 hour before sunset until 1 hour after sunrise. That gives you 10 hours each day to wander around. When you hear the triple bell you can leave the guesthouse, and when the triple bells ring again, return to the guesthouse and draw the curtains. Curfew begins shortly."

    "This way to the guesthouse." You pass by many adults, wearing yellow-orange scarves and belts. Many give the party a suspicious eye as they pass.

    Lannior wrote:
    "Those fruit trees look particular strong, is there fruit as tasty as it looks from here?"

    "Our main crop is cashews, and the drink of choice is cashew milk. Everyone here has their own personal flavor. A little nutmeg goes a long way, if you ask me."

    Feel free to ask the sheriff questions about the town.

    Sovereign Court

    Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

    "What's with all of the yellow and orange scarves and the like? They aren't bad to look at, but do they have some significance?"


    4-06 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

    "Yeah, orange and yellow- our favorite colors." The sheriff replies. "There's a plant around here, similar to an onion. If you boil it, it gives off a strong orange dye. We use that dye in all of our clothing."

    Scarab Sages

    HP 11/11 | AC19 T12 FF17 | Init +2 Perc +9 (+2 Stone) CMB +1 CMD 13 | F+4 R+2 W+6 (+2 Poison, Spells) | N Dwarf | Cleric 1 | Warhammer +1; 1d8+1 (x3) | sheet

    "You seem to have quite a nice little paradise here Sheriff. Does anything ever go wrong? Otherwise it seems just about perfect."

    The Exchange

    Male Human (Varisian) Rogue 2 | hp 19 | AC 17, T 13, FF 14 | CMD 15 | F +2, R +7, W -1 | Spd 30' | Init +7 | KnDun +7, KnLoc +7, Perc +6 (+7 trapfinding) |
    GM chadius wrote:

    He frowns as Prisim tries to appeal to him, and he barely resists rolling his eyes as Creat spins a story.

    Jerk.

    Creat apparently drank the potion Nerisial gave him. He is too sore to put up any more convincing complaints. He stows his mule in the stable if they have one and then goes to bed.


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    Durin von Helsingr wrote:
    "You seem to have quite a nice little paradise here Sheriff. Does anything ever go wrong? Otherwise it seems just about perfect."

    "Things in town are alright. Sometimes the carpenters or blacksmiths complain, but nothing a good talking to can't resolve."

    Sheriff Molume leads the party to the guesthouse, a large building at the edge of town that the people of Mercy leave open for visitors.

    "We have no other visitors coming, so it's all yours." He lets you into the main room. "See this box at the front door, with the orange flag? That's the message box. Three times a day, there will be food inside. If it's after curfew and you need assistance, just raise the flag."

    Feel free to ask him more questions, here.

    He tips his hat and then leaves you to your business.

    Once you have settled, you decide there are a few landmarks of interest:

  • The Temple of Robori, the local god Mercy worships
  • Amenira's painted house
  • Artisan's square, where the blacksmiths and carpenters sell their wares
  • Carriage House, where your heavy and ranged weapons are stored.
  • Talk to villagers for information.

    Villager's houses are simple one-room dociles with orange curtains covering all windows.

  • The Exchange

    Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

    Before the sheriff leaves.

    Thank you Sheriff, this will do quite nicely, it's a lovely place. Then after a short pause.

    I'm what I would guess you would call a seeker, never found that one god I felt called to, although I've sought after many in my years for a time or two. It's great that the town is wholly devoted to Roberi. You all seem so devout, must be something to it. Can you tell me some more?

    Lannior does have a natural curiosity about it but it part bluff too.

    Bluff: 1d20 + 2 ⇒ (7) + 2 = 9

    Added in +2 for favored enemy: human

    Lannior's sincerity seems a bit lacking.


    4-06 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

    "We worship Robori, the God of Trees. He grows at the center of the village and protects the town with his blessed Circle of Life. You can speak with the priests if you would like to convert." He chuckles. "Outsiders usually don't, which suits us just fine. He saved us from a terrible storm a few months ago."

    The Exchange

    Male Human (Varisian) Rogue 2 | hp 19 | AC 17, T 13, FF 14 | CMD 15 | F +2, R +7, W -1 | Spd 30' | Init +7 | KnDun +7, KnLoc +7, Perc +6 (+7 trapfinding) |
    GM chadius wrote:
    "We worship Robori, the God of Trees...."

    I should have brought a dog instead of a mule. Creat thinks sourly.

    Sovereign Court

    Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

    "I heard rumors about that storm. How did he save you? Did the tree spread its branches and keep you safe?"


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    Pau wrote:
    "I heard rumors about that storm. How did he save you? Did the tree spread its branches and keep you safe?"

    "That storm was quite terrible. I don't know the details, though, I was busy getting people to shelter. Maybe some of the villagers will know- provided you are open and respectful to them."

    Silver Crusade

    HP 45+0/47(+10); Reroll @+4 1/1;SPELLS: Lvl 1 5/8; Lvl 2: 2/6; Lay on hands (2d6) 0/1; CLW wand available 44/50 Gnome CORE Sorcerer-5: AC 13 (17 mage armor); Fort +5; Ref +4; will +3; Perc +7; Init +1;

    "I'm sure we'll all be open and respectful." says Prisim.

    "While we are here, I heard there are some excellent craftmen in town. Are we able to speak with a representative of the weavers perhaps?"

    She smiles warmly at him.

    "And on our way up, there was an odd gnoll that attacked us. Do you have many such problems?"


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    "Curfew will be up soon, but in the morning you should be able to visit the Artisan's Square. The weavers have a booth there."

    "I admit, I don't go outside town that often- it's much too dangerous. Too much exposure outside of town does bad things to you."

    "At any rate, it's time for me go. Enjoy your stay in Mercy." He tips his hat before leaving the guest house.

    In a few minutes, you hear the distinctive three bells marking curfew as the sun sets.
    You have the option of sneaking around past curfew or resting for the night.

    Scarab Sages

    HP 11/11 | AC19 T12 FF17 | Init +2 Perc +9 (+2 Stone) CMB +1 CMD 13 | F+4 R+2 W+6 (+2 Poison, Spells) | N Dwarf | Cleric 1 | Warhammer +1; 1d8+1 (x3) | sheet

    "Well now ... time to turn in. Best be on good behavior ... at least until we get the lay of the land. Time for skullduggery another night perhaps ..."

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