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

Game Master chadius


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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

Agreed. Best to get the lay of the land in the daylight, before sneaking around at night. Especially, without a way to protect ourselves.

Lannior stretches out to get some rest.

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 agrees with spending the first insofar curfew. The next nights might have to be played differently however.

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) |

"...ZZZZ...."

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 can't help but sneaks into a dark room and peeks through the curtains to see what she can see. She doesn't try to leave the house, and after a few minutes gets quickly bored.

Going from bed to bed she selects a nice soft one, preferably gnome sized.

She does try out her magic to see if she can take the blankets to a tie-die pattern before falling asleep.

Any obvious mana waste magical effect in here


1-23 (Thread|Slides)

Moments after sunset the party hears three distinct bells. The curfew is over, and the party is free to roam around town.

You rest overnight. Spells are refilled and you get overnight healing.

As the sheriff promised, the message box is full of food — fresh raw vegetables, berries, onion bread, cashew milk, and cashews, as well as jugs filled with fresh, clear water.

It's time to look around town.

  • 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.

  • 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

    okay to split the party here to cover more ground?

    After breaking his fast on berries and cashews Lannior is ready to explore.

    Hey Prisim, I've heard tell of a Painted House, that sounds interesting you wanna go check it out?

    One my way I want to walk by the giant Tree God in the center of town and check it out as well.

    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

    "I'm going to guess that I amy not be very welcome at the Temple ... and am I ... er ... not so good talking to other people, so I guess that I will check out the Artisan's square ..."

    Perception: 1d20 + 9 ⇒ (20) + 9 = 29

    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 awakes feeling 50% better than he did the night before. Rolls over and attempts to gain more hit points.

    "...ZZZZ...."

    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

    Creat isn't healed up -- well Lannior would have offered his want for Durin to use.

    Previous healing for Creat

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


    1-23 (Thread|Slides)
    Durin von Helsingr wrote:

    "I'm going to guess that I amy not be very welcome at the Temple ... and am I ... er ... not so good talking to other people, so I guess that I will check out the Artisan's square ..."

    [dice=Perception]1d20+9

    As you approach the townsquare, you hear a heated argument between two major groups: the blacksmiths and the carpenters.

    "We carpenters build and repair the walls! Everyone needs us more than you!"

    "Oh yeah, and who provides the nails and tools to build these? Blacksmiths like us are much more important than you!"

    Egos clash as the craftspeople argue over who is more useful for the town, overall.

    If you wish to calm them down, make a Diplomacy check, DC 20


    1-23 (Thread|Slides)
    Lannior Llarm wrote:

    okay to split the party here to cover more ground?

    After breaking his fast on berries and cashews Lannior is ready to explore.

    Hey Prisim, I've heard tell of a Painted House, that sounds interesting you wanna go check it out?

    One my way I want to walk by the giant Tree God in the center of town and check it out as well.

    At the temple...

    The temple is the largest building in Mercy. Wooden pews line the east and west side of the building, with a garden on the south. An enormous, twisted tree takes up the north side of the building. A pleasant walkway snakes around the tree up to the temple opening, which has no door. Animals made of twisted twigs adorn the branches, and vanilla orchids flourish in the shade.

    You've never heard of Robori before. This diety must be local to the town of Mercy. Zuri is the high priestess.

    DC 15 Knowledge (nature) or Survival check:
    You notice the roots of the tree are afflicted with a blight,though the branches and trunk are not. The tree will not survive another decade at this rate.

    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 wanders the streets, looking at the sights and enjoying the company of the tall elf.

    "Painted house sounds fun... oohh look at them argue"

    Prisim dances over to the argumet, unable to resist putting in her two cents.

    "It sounds to me like you are both incredibly important. And Mercy is a Community. Nobody would be able to make walls or nails without the food gatherers. And are we not all better together than as individuals?"

    diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12

    It sounds good to her, but maybe not to the locals.

    "So Lan, where is this painted house anyway? I bet it had some excellent carpenters and skilled smiths both contribute to it."

    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) |
    Lannior Llarm wrote:

    Creat isn't healed up -- well Lannior would have offered his want for Durin to use.

    Previous healing for Creat

    In which case he might not quaff that defective 2 hp cure potion from the other day.

    He still tries to stay in bed though. ;)

    "Honestly" He says. "How many other people get speared through the guts and have to go to work the next day? It's un-Andoran!"

    Later, while still attempting to explain to Lannior and Prisim that it doesn't matter that he not from Andoran--the principle still stands (and the Andorans would be first to say so!)--he should have the day off, he is rudely interrupted by other peoples' little quibbles and in a fit of pique attempts to settle the matter, so that he can get back to discussing something important.

    "Oh yeah, and what about the miners who brought you the iron to make those nails with, huh?! Dying of black lung, and cave-ins all so you could have your iron ore to make stuff with. You make me sick. You should get down on you hands and knees and thank your tree that you have miners willing to go down into those black abysses and bring you your ore. Miners who care enough to sacrifice their lives so you worthless bastards--who are not even worthy enough to lick the coal dust off their boots--can crucify other people with boards and nails.... Bunch of pansies."

    1d20 + 5 ⇒ (2) + 5 = 7

    *Crickets*

    I should have stayed in bed....

    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

    Diplomacy DC20: 1d20 - 1 ⇒ (4) - 1 = 3 DC20? Yikes ... no way I'm making that

    "Ummm ... never mind."

    At this rate I may as well go to the temple ... at least I can understand those people."

    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 isn't a diplomat by any stretch of the imagination. But he tries.

    Diplomacy 1d20 - 1 ⇒ (17) - 1 = 16

    "Stop fighting. Both groups are important! Same as we adventures. We all have a place in the world."

    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) |
    Pau wrote:

    Pau isn't a diplomat by any stretch of the imagination. But he tries.

    "Stop fighting. Both groups are important! Same as we adventures. We all have a place in the world."

    "Psst. I thought people called people like us murder-tramps."


    1-23 (Thread|Slides)

    I'll say Pau led the Diplomacy(!) check and Prisim helped. That puts it to 20. Lannior, want to help?

    Pau's words actually manage to interrupt some of the arguments. But the head of the Carpentry Guild is still yelling at the Master Blacksmith...

    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

    Yeah, everyone is important it takes all of you to make it work.

    Following the other's lead, Lannior tries to help.

    Take 10 for 12 or if not allowed.

    Roll:

    Diplomacy Aid another: 1d20 + 2 ⇒ (1) + 2 = 3

    -----
    Survival: 1d20 + 6 ⇒ (11) + 6 = 17

    Pointing to the other at the tree a short time later.

    Look the roots of the tree are afflicted with a blight. Lannior inspects it more closely. The branches and trunk still look okay. Now examining the roots more closely.

    The roots are the heart of the tree, it will not survive another decade at this rate.

    Since this tree is there God...that's not a good sign at all.


    1-23 (Thread|Slides)

    Can't take 10 on this roll, sorry.

    Lannior's disdain of the human race shines through, and the Carpenters and Blacksmiths continue arguing. At least the Weavers are staying out of it. Prisim checks out their orange and yellow garments.

    At the temple of Robori, Lannior notices something wrong with the tree's roots. Before he can move on this information, a human female walks up to the party, dressed in bright orange.

    "Welcome to the Temple of Robori, where all are welcomed. My name is Zuri, and I am the high priestess here. How may I help you today?" She checks the party members with a mix of curiosity and suspicion.

    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

    Well met Zuri, my name is Lannior. I have curiosity of why Mercy is spared from mana storms. I've been told Robori preserves you? A colleague of mine came here to learn about this herself, but I've lost touch with her. Her name was Amenira. Do you remember her?

    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,

    Nerisiel is also unable to resist an attempt to calm down a crowd
    diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
    But her rendition of the blacksmiths and the carpenters should be friends does not go down well


    1-23 (Thread|Slides)
    Lannior Llarm wrote:
    Well met Zuri, my name is Lannior. I have curiosity of why Mercy is spared from mana storms. I've been told Robori preserves you? A colleague of mine came here to learn about this herself, but I've lost touch with her. Her name was Amenira. Do you remember her?

    "Greetings Lannior. Welcome to the temple of Robori. The tree you've seen is Robori himself, and he has protected this town from terrible storms. I will grant you his blessing." She pulls out a branch, similar to the large tree outside and raises it high above the party.

    Wood of the tree speaks a whisper to thee. The sun rises soon. To you, a boon. Such is the will of Robori.

    "Now, that Amenira. She lives in the painted house and makes toys for the children. She’s an outsider, but she dresses like one of us. If only she would convert to Robori, maybe she could join us someday. She’s been gone for a while now.”

    You can tell Amenira is being a bit evasive. Maybe you could improve her attitude with some diplomacy?

    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

    With mild disgust at the quarreling craftsmen, Durin heads over to the temple ... given his spectacular failure here, he couldn't imagine doing any worse there ...

    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 leaves the arguing craftsfolk to their discussions and follows the flow to the temple.

    "My, what a magnificient tree!" she gushes, stepping forward to give it too a big hug.

    Unless it looks like such actions are not permitted
    survival: 1d20 - 2 ⇒ (1) - 2 = -1
    "He looks so tall and healthy, no wonder Mercy has been spared. I wish I could grow a tree half as good as this one."

    She turns her personality onto the priestess.

    "Did Amenira ever come to join and and see how you worship? I'm sure she must have been curious."

    diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20


    1-23 (Thread|Slides)

    "Amenira has visited a few times, yes." At first she smiles at Prisim's kind words, but she becomes worried a few moments after.

    "She has been gone for two months now, and people are starting to worry about her. No one remembers her saying anything about being gone for longer than her usual trips back to Alkenstar to send letters to her family."

    "My apologies, I should prepare today's ritual for the Great Robori. If you have nothing else to talk about..."

    I'll need to rewind a bit to the Artisan's Quarter. With Nerisiel's aid, you were able to break DC 20 and calm down the guilds. You can make a DC 15 Perception check as the crowds scatter.

    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

    Retcon
    Seeing his companions succeed in calming the town folk down, Durin continues to explore the square ...
    Perception DC15: 1d20 + 9 ⇒ (11) + 9 = 20

    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

    Retcon as well

    Lannior compliments Nerisiel on her words. Well said, your tongue is silvery and looks to have calmed down the quarrelsome.

    -----

    Later after Zuri departs and Lannior has shared his concerns to the others about the health of Mercy's God. He makes sure no other townsfolk are around before sharing.

    I wonder if it's all connected somehow, the taint, the fighting. The disappearance. Amenira had mentioned being sick -- she may well be dead. Remember those halfling tracks we saw by the cave...

    Lannior trails off in thought...so many ideas swimming in his head.

    Let's scout out this Painted house. I think we need to take a look inside.

    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;

    -=-=-=-= in the square -=-=-=-=-=

    "Ohh.. nicely put."
    perception: 1d20 + 4 ⇒ (19) + 4 = 23

    "After the temple, we should totally check out the painted house. I wonder why it is called that, are they not all painted?"

    She looks around.

    "Well, whitewashed."

    -=-=- at the temple -=-=-=-=
    "Ohh... we should totally mention that problem with the roots to Zuri"

    She raises her hand.

    "Excuse me... my friend here knows a bit more about plants than me and..." she points to the damaged area.

    "I was also hoping that I might be able to attend and watch your rituals, as you allowed Amenira ."

    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 watches silently. He had gotten lucky at the prior dispute. He wants to let the others take this, as they were doing well with the tree religion.


    1-23 (Thread|Slides)
    Prisim wrote:


    "Ohh... we should totally mention that problem with the roots to Zuri"

    She raises her hand.

    "Excuse me... my friend here knows a bit more about plants than me and..." she points to the damaged area.

    "I was also hoping that I might be able to attend and watch your rituals, as you allowed Amenira ."

    "Hmm? Oh my. I- I didn't realize..." Zuri kneels down to look. "Thank you for pointing this out to me. You are all truly blessed children of Robori. Come back this evening, right before sunset for our ceremony, alright? Thank you so much."

    Zuri turns to the clergy, speaking to them about the newcomers's discovery and how they helped save Robori.

    You have a bonus to Diplomacy checks in Mercy. I'll keep track of it, so you don't have to add it.


    1-23 (Thread|Slides)

    Back at the Artisan's Square, the craftsmen finally calm down and admit they both contribute to Mercy's well being, and that's what is truly important.

    Those who beat a DC 15 Perception check:
    You notice children in the distance wearing the same orange garb as the other villagers; their hands, arms, and faces are covered in what appears to be bandages. Some adults quickly usher the children out of view.

    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;

    "Hmm.. did anyone else see those children? The ones with bandages?"

    She looks around, trying to see if there are any other children around, or whether the place is mostly just adults.

    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

    "Yes ... I did. And it looks like the town folk don't want us to know about them. Maybe we should press and see what happens?"

    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 |

    Perception 1d20 + 7 ⇒ (1) + 7 = 8

    Pau had no idea what his friends were talking about. Sometimes they were a bit crazy.

    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) |

    perception: 1d20 + 3 ⇒ (10) + 3 = 13

    "Or maybe we could just sneak a peek." Creat smiles devilishly.

    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,

    perception: 1d20 + 6 ⇒ (9) + 6 = 15

    "Were those bandages?"

    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

    Strange place, I think this taint is effecting everything in town. Let's check out this Painted House.

    Lannior heads for the Painted House.


    1-23 (Thread|Slides)

    With arguments out of the way, the townspeople at the Artisan's Square return to normal. The party walks through town towards the Painted House.

    The plant life is extremely vibrant in Mercy, much stronger than usual.

    Knowledge(Nature) DC 15:
    The plants in this town are very odd. They are exceptionally healthy, even in harsh climates. The townsfolk grow crops that should grow poorly together; some aren't even in season. There are no bees in the area, yet there are many plants flourishing that should need pollination.

    Knowledge(Nature) DC 20:
    A renegade druid named Ghorus created a new
    form of plant life that could survive the blighted landscape of the Mana Wastes many centuries ago.

    Knowledge(History) DC 20, needs to know about the results of the DC 15 Nature check:

    See the DC 20 Knowledge(Nature) spoiler.

    ---

    This well-kept wooden building, painted in festive shades of orange, is the only painted structure in Mercy. A pair of cashew trees flanks its front entrance.

    DC 10 Knowledge (engineering):
    You realize that this house was built in the last few years, and that it is newer than most other buildings in Mercy.

    Inside there is a mess of workbenches, tools, toys, and dolls in varying stages of completion.

    DC 15 Perception:
    This house’s occupant packed up weapons, armor, and other items before leaving in a hurry.

    Looking through the bedroom, you see a spellbook and a journal. The journal has Amenira's handwritting all over it.

    spellbook:

  • alarm
  • burning hands
  • comprehend languages
  • dispel magic
  • enter imageAPG
  • feather fall
  • flaming sphere
  • floating disk
  • glitterdust
  • hydraulic push
  • identify
  • locate object
  • mage armor
  • memory lapse
  • resist energy
  • sleep
  • DC 15 Perception check or a DC 12 Linguistics check:
    Quickly flipping through the journal, you discover a page that describes the dos and don'ts while talking to people in Mercy.

    The bed has several twigs on it and you can tell a small child must have slept on there.

    DC 23 Perception:
    In fact, a small girl is hiding underneath the bed. She walks with an unusual lurching motion and her head hangs at an odd angle as if under great weight.

    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 |

    Perception 1d20 + 7 ⇒ (17) + 7 = 24
    Perception 1d20 + 7 ⇒ (12) + 7 = 19
    Perception 1d20 + 7 ⇒ (8) + 7 = 15

    Pau keeps quiet while they investigate the house. He looks around the mess of workbenches, tools, toys, and dolls in varying stages of completion. "It looks like whoever was here left in a hurry, and just grabbed a bunch of weapons, armor, and other items.

    As the group entered the bedroom, Pau spotted the two books, one a spellbook and the other a journal. The journal has Amenira's handwriting all over it. As Pau scanned the journal, he found a page that he directed the group's attention toward. "Ah, this will be useful. For lack of a better term, this book describes the dos and don'ts while talking to people in Mercy. This might help us make friends a bit easier."

    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

    know Nature: 1d20 + 4 ⇒ (10) + 4 = 14

    Lannior admires the vibrant plant life, and has since they got to Mercy.

    Perception: 1d20 + 8 ⇒ (3) + 8 = 11

    Perception: 1d20 + 8 ⇒ (3) + 8 = 11

    Perception: 1d20 + 8 ⇒ (11) + 8 = 19

    He walks around the house not noticing anything to out of the ordinary.

    When Pau speaks of the journal.

    Pau, does it say anything about where she might have gone or have any strange details about her last days here?


    1-23 (Thread|Slides)

    Pau begins reading the do's and don'ts in Mercy.

    Dos and Donts in Mercy:
    The paper and handwriting on this note match Amenira's final letter. Perhaps it will bring insight to the ins and outs of this town.

    The people of Mercy are rather secretive, even about their social norms. I have deduced the following unspoken rules.

    1) No meat. Everyone in Mercy is strictly vegetarian, but the opposition to the presence of meat goes beyond dietary choices and seems to have a religious significance.

    2) No cursing. They have a broad sense of what constitutes a curse word, and even polite words said in a rude tone are taboo.

    3) No blue clothing.

    4) No unleashed dogs.

    5) No gambling. This includes benign references such as, "I bet" as an affirmative.

    6) No spreading of false gospel. The townsfolk refuse to even acknowledge the existence of deities other than their own.

    She seems to have underlined rule 6, with a "no Nethys!" scribbled hastily.

    GM:

    Pau: 1d4 ⇒ 2
    Lannior: 1d4 ⇒ 4
    Nerisiel: 1d4 ⇒ 2
    Creat: 1d4 ⇒ 1
    Prisim: 1d4 ⇒ 1
    Durin: 1d4 ⇒ 2

    He then notices Prisim and Creat are wearing some blue clothing.

    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 points out the list to the others. "This has to help improve our relations. Amenira's handwriting is distinctive, so I believe this comes from her research.

    The people of Mercy are rather secretive, even about their social norms. I have deduced the following unspoken rules.

    1) No meat. Everyone in Mercy is strictly vegetarian, but the opposition to the presence of meat goes beyond dietary choices and seems to have a religious significance.

    2) No cursing. They have a broad sense of what constitutes a curse word, and even polite words said in a rude tone are taboo.

    3) No blue clothing.

    4) No unleashed dogs.

    5) No gambling. This includes benign references such as, "I bet" as an affirmative.

    6) No spreading of false gospel. The townsfolk refuse to even acknowledge the existence of deities other than their own.

    She seems to have underlined rule 6, with a "no Nethys!" scribbled hastily."

    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) |

    untrained knowledge (engineering) max result 10: 1d20 + 2 ⇒ (17) + 2 = 19

    perception: 1d20 + 3 ⇒ (17) + 3 = 20

    perception: 1d20 + 3 ⇒ (11) + 3 = 14

    perception: 1d20 + 3 ⇒ (3) + 3 = 6

    The place seemed to get more boring as Creat walked through it.

    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) |

    "Bored. Bored. Bored. Bored. Bored. Bored. Bored. Bored. Bored. Bored. Bored. Bored." Creat sighs. "This place has been here forever (with the exception of Amenira's place anyway) but still you couldn't organize even a modest pub crawl. I swear, some adventures."

    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,

    know nature: 1d20 + 3 ⇒ (6) + 3 = 9
    know engineering: 1d20 + 3 ⇒ (13) + 3 = 16

    "This place looks newly built unlike some of the other places in town no more than five years old possibly as little as one?
    Could it have been built shortly after Amenira arrival? And what is the approximate age of the older buildings? know engineering: 1d20 + 3 ⇒ (17) + 3 = 20

    perception: 1d20 + 6 ⇒ (14) + 6 = 20

    "Looks like someone left in a hurry"
    perception: 1d20 + 6 ⇒ (4) + 6 = 10

    perception: 1d20 + 6 ⇒ (20) + 6 = 26

    Nerisial crouches down and addresses the girl under the bed.
    "Hello little girl. Are you hurt? Be brave! We are here to help."
    Nerisial smiles in her friendliest manner [diplomcy: 1d20 + 7 ⇒ (13) + 7 = 20

    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;

    Gosh lots of posts. It looks like the spoilers have been hit, so I'll not do my own rolls

    "Oh no. And Blue is one of my favorite colors.."

    With a wiggle of her fingers, Prisim changes her hair and clothing to being more sedate colors. Greens and reds.

    Shen Nerisial notices the girl, Prisim crouches down.
    "It's okay, we won't hurt you? Were you the girl whose tracks we saw leave the cave? That was very brave of you."

    diplomacy aid: 1d20 + 6 ⇒ (2) + 6 = 8


    1-23 (Thread|Slides)

    Nerisiel carefully looks at the construction and concludes it's very modern, no more than a few years old. She then notices a leg sticking out from underneath the bed and looks down to address the girl underneath. She seems made of wood and looks like the other handcrafted dolls, except a vine is growing out of her neck.

    She offers you a scroll, scrunched up in her hand.

    Spellcraft DC 18:

    This is a scroll of Enter Image.

    "I am Nira. I do not know you. You are not from Mercy. You find Mercy. You find murder."

    Her head shakes and she holds it still, as if she is trying to shake some kind of memory out. In the end, all she can remember is-
    "Dolls see why children hide."

    Prisim wrote:
    "It's okay, we won't hurt you? Were you the girl whose tracks we saw leave the cave? That was very brave of you."

    "Yes! Cave! Children hide. In dolls see.." She drops to her knees, holding her head like she has a terrible headache.

    "May I...be in the guesthouse?"

    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 looks with mouth agape at the strange doll and even stranger things it is saying.

    Why do the children hide?

    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;

    "Hello Nira.. I'm Prisim." starts the friendly gnome.

    "Did you grow up in Mercy? Where are your parents?"

    And why are you made out of wood?

    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,

    spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9

    Nerisiel is completely flummoxed "Are you saying Mercy is full of murderers?"

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