DM Frogfoot's Shapeshifter Apocalypse (Inactive)

Game Master Dalton the Thirsty


651 to 700 of 1,050 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Aifric stiffens a bit as he takes Chaney's hand. His breathing speeds up slightly, and he gulps down the beginnings of fear before it takes him where he doesn't want to go. They shake hands, and Aifric says, "Good," in a voice that is little more than a croak.

Aifric was not offering a left handed shake. I had decided but hadn't yet put it in writing that, since there was nothing in Aifric's hands after his climb up the mast, he had used his dominant hand (right hand) to pick up the crystal. Quite frankly, as I wrote that last post, I the player had forgotten about Chaney's arm, but of course Aifric wouldn't have forgotten. Maybe in that gesture Aifric was offering something even bigger than I had intended. Maybe Aifric is asking if there are still hard feelings for something about that fateful night they got run out of the village together. Chaney has deceived Aifric, who thinks Chaney was risking himself in the crow's nest in order to protect Aifric.


Chaney wrote:
{By the way Frogfoot, is it still magic? Is my arm? Is Aifric? Is anything else in sight? Expect lots of questions like this.}

Both of you can "hear" that the Pyrite crystal is magic. Hearing doesn't exactly describe how you sense it, but that's closer than any of your other senses to it.

Chaney, like Aifric, you can sense the medallion in Aifric's possession is spelled.

If by your arm you mean the arm that was sewn on to you, no, it is not registering as magic. The procedure used to affix the limb to you was magical, but the limb is yours now, and registers as "normal." If you mean the scar under your glove, that feels faintly magical still, though the glove suppresses it somewhat.

As you and Aifric shake hands, Chaney, you look about yourself. You glance at Athena. Something about her person is magical, but it's so faint you can't tell exactly what it is or where it's coming from. In fact, it almost doesn't register.


Mazatl wrote:

[Dice=elemental attack]2d6+1

Mazatl once more thanks the elemental by trickling power into the creature, still riding on its shoulder, to keep the guards aware that the creature is not a threat. So much for no one knowing what she could do.

She gathers up her strength and continues the push to douse the flames with her mighty ally.

Under your steady hand, the elemental is quiescent and obedient, and a powerful force in combating the flames. So far, no guardsmen have arrived, though many of the locals are forming a bucket line. Hesitant at first, Mazatl, you actually recognize one or two of them from your flower shop. They stare up at you in wonder.

The firefighting begins to work together with you in earnest, bringing the fires in one of the buildings under control. This appears to be something they're well practiced at, now that the initial panic is over.

There are four young men helping Svog Kos down from the chains he was hanging from. As they're getting a loop over his head, a loose cannonball drops from a hole in the hull of the ship, rolling from the cargo hold out onto the street. It spills hot silver, kept molten by a spell, that flows out onto the street underneath where Svog is hanging.

Two of Svog Kos' rescuers are unlucky. They recoil in horror as the silver-loaded cannonball rolls past them, and transform into animals - one a monitor lizard, another a wolf. Thrashing about uncontrollably as they fight to resist the change, the other two men are slashed at and bitten, and have to jump away to avoid being attacked!

This is the scene you see when you leave the church at the bottom floor.

Feustus, you successfully rebottle Kazuyazombie and fly off into the sky, above the chaos below.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
DM Frogfoot wrote:


...

If by your arm you mean the arm that was sewn on to you, no, it is not registering as magic. The procedure used to affix the limb to you was magical, but the limb is yours now, and registers as "normal."

{Yup that arm, it is also the arm that grasped the foci in case that mattered.}

"We should get out of here. Meet at the Hook in three days?"
{Assuming that is a moon-safe period. I am assuming folks in this world, much less folks like Chaney, keep lunar almanacs in their heads. Please adjust the date as needed. Mainly we need to vanish, contact our employer, and this looks like an end of session moment.}

Seeing Svog and the silver struck as he tucks the foci away again.
"*sigh* I suppose this is partly our fault."

Chaney speaks a word your mind refuses to hear and his left hand points at Svog's chain... Casting Magic Missle -1 from failed cantrip: 2d6 + 2 - 1 ⇒ (2, 2) + 2 - 1 = 5

And the wizard doubles over in a coughing fit. {xp marked. Well at least the -1 is used up and I didn't loose the spell}


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

I certainly have a lot of information to digest.


DM Frogfoot wrote:
If you mean the scar under your glove, that feels faintly magical still, though the glove suppresses it somewhat.

Wanted to call attention to an edit I wrote just now up above. The scar itself still resonates, not the arm.

People who are irresponsible with the lunar calendar usually don't survive to adulthood. I don't want to go back and check exactly what lunar section we were at at the beginning of this night, but we will say it was a waxing moon at 3/4 illumination. 3 days from tonight will be one night after the full moon, according to the semi-strict 2 week lunar cycle I'll be trying to follow.

End of Session move is appropriate, once everyone leaves the scene. Feel free to RP out what you do to calm or explain to the townsfolk around here, or simply say that you leave the scene, which you can do easily.


Feustus wrote:
I certainly have a lot of information to digest.

Nyuk nyuk nyuk


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl doesn't speak unless spoken to or threatened and continues cleaning up the mess as best she can, until her elemental is freed from her control.

Attack: 2d6 + 1 ⇒ (3, 5) + 1 = 9 -1 control, completes its task, but is freed.

Is it safe to say that citizens have a trick for dealing with Ferals, or should one of us intervene?


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

{Well both the temporary ferals will likely bolt. Animals do not like fire. They are technically not our problem but if we can restrain them it would be nice. Also we have to do something about the Svog pinata. I prefer my bards medium rare and he is heading towards well done.}


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Well, if no one else does it, Mazatl will try to kill save Svog with a channel. I figure weeds > chain links... right? :p. EVERYTHING IS A NAIL. If not... Mazatl is screwed :3


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

I will try to round up the silverless club as quickly as possible.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

As Chaney points out Svog Kos's predicament, Aifric bounds from the church to do anything he can to help.

Okay, it looks like Aifric didn't have a chance to tell Chaney about the medallion. Does Aifric sense Chaney's magical scar? I wasn't quite certain from the description.


Athena follows behind Chaney hiddenI'll just use the 11 now until Chaney mentions Svog needing help, being useless from a distance she would try to move to help.


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

To elaborate on my earlier post, I figure that I am head of volunteer group that deals with silver emergencies.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Oh, yeah, silver is all over the place. Maybe Aifric isn't able to help Svog Kos as much as he'd hoped.


Aifric, you and Athena leap to the men's aid, but you feel the baleful presence of your bane, silver, and skid to a halt before the madness consumes you. You see Feustus stoop to the ground and shift to his usual were-form. Feeling no fear from the silver, he and Athena are able to remove the banes from the young men's presences before they are able to escape. Shuddering, they slowly return to normal.

Feustus, you and Athena gain Leverage for everybody who has witnessed your selfless act. Leverage may be used for the Parley move to gain information, a favor, or to get them to cover for you. If you've ever played The Wolf Among Us by Telltale Games, "The townsfolk will remember that." :)

Hope you don't mind me embellishing on your actions a little bit, guys!

Mazatl, with your help the fire is not completely killed but brought down to a level that the combined efforts of the townsfolk will be enough to secure their homes. Your elemental nods to you and disperses.

You all see down a street that a large number of city guardsmen are approaching. You have time to get away unnoticed even now, or you can stay and speak with them, and try to explain. What do you do?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl has been far too obvious, and is well known amongst the people... running would simply make her look guilty. She sticks around, joining the bucket line once the elemental goes on his way.

She can't really explain why the ship went careening into the city, except that it felt like a wizard's magic... but she'll be happy to explain portions, if needed, leaving the governor's aid as an anonymous source. She runs a flower shop, of course she can get those!


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Chaney fades into the flickering darkness......

Over the next three days:
In order of importance.

Get to his rooms near the Obscure and rest.

Contact Tremblay, get paid.

Investigate the foci and my scar to see how fast they are going to kill me.

Level up


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Aifric has bloody clothes and a knife wound. He doesn't really want to stick around and talk to the authorities.

He will go home, bandage himself up, and contemplate the deep mysteries of the medallion. He recalls hearing voices of spirits when he held the focus, and now he is "hearing" magic.

Frogfoot, is a Discern Realities roll in order for this as he concentrates on the medallion?

Chaney, is "Over the next three days" for DM eyes only?


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Aifric wrote:


Chaney, is "Over the next three days" for DM eyes only?

{Nope, just consider it OOC.}


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

How about the other stuff you've put behind buttons (not exactly sure what that's called)? I haven't read any of that.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

{Feel free. I tend to spoiler things that the other characters could not know about. Like things done under cover of an Invisibility spell. It doesn't mean the player can't read them. Svog could have put his adventures under the sea in spoilers as another example. It is really just a style thing and a gentle reminder about player/character knowledge.}


the silver didn't effect athena did it? Her Banes are cold iron and full moon unless cold iron is the same as silver or something eles I don't know, this system is odd.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Downtime:
My downtime is determined by whether or not Mazatl is taken in for further questioning. What she would -like- to do, is spend her time studying, particularly, studying merfolk. She sees them as an opportunity for the city. (+1 Int!)

I half expect Tremblay to send someone to get Mazatl if she is taken. The problem is, I half expect him to leave her hanging :p He is a rat, after all. If Tremblay decides to finish his payment, he knows where to leave it.

Further, she meditates on the use of her Conduit, during whatever free time she has. Pondering how far she pushed her conduit, she discovers that she can push it just a little bit further... She gains a fourth technique slot, with three tags! Signature move, get!

Ivy Armor has been upgraded!:

From Tiny Acorns: Barrier, Hazard, Forceful. Mazatl creates an actual tree, which springs from the earth. The tree can slam enemies aside, and remains in place, providing her allies who hide behind it with +1 Armor!

And gains (in theory, subject to DM!):

Camouflage: Barrier, Hazard. Mazatl grows verdant armor around a target, which provides +1 armor, and additionally grants +1 forward(ongoing?) to stealth rolls in natural environments. (need to talk about this one).


Mazatl wrote:

Mazatl has been far too obvious, and is well known amongst the people... running would simply make her look guilty. She sticks around, joining the bucket line once the elemental goes on his way.

She can't really explain why the ship went careening into the city, except that it felt like a wizard's magic... but she'll be happy to explain portions, if needed, leaving the governor's aid as an anonymous source. She runs a flower shop, of course she can get those!

Going to make a separate reply post for each post after mine to ensure I don't overlook any. :)

When the guards arrive, finally, the fires have been nearly put out. The slow response time of any armed forces of the City is typical; Magna Gracia is a big place, and some of the poorer sections of the city get overlooked in regular patrols.

The guards, fifteen in all, arrive in the square. Immediately, the captain disperses 8 of his troops to various corners of the square and into the church, commanding them for those who may be injured or in need of help. That finishes, the captain takes off his helm and stares at the wreck of the Monarch in wonder.

The priest who was calling to the townsfolk earlier hurries up to the captain and grasps his hand, shaking it. Mazatl, you hear them discussing what happened in hushed tones. You're in the group of townsfolk that just finished putting out the fire with you gather around you to talk to each other, asking each other if they're okay, that sort of thing. What do you do?


Chaney wrote:

Chaney fades into the flickering darkness......

In order of importance.

Get to his rooms near the Obscure and rest.

Contact Tremblay, get paid.

These two happen to be related. Tremblay was able to find you before the start of the campaign, and he knows where to look for you now. You're scarcely abed for more than an hour before you hear urgent knocking on your bedroom door.

Chaney wrote:
Investigate the foci and my scar to see how fast they are going to kill me.

After your meeting in your room is over, and you have some spare moments (preferably after a night's rest!) you may roll a Spout Lore on whatever happened to you that night. You recognize the effects of Detect Magic, having cast it on yourself numerous times. However, you feel it constantly now, without having to cast the spell at all. Whatever happened when you and Aifric disrupted the ritual has affected you somehow.

Chaney wrote:
Level up

Grats! What'd you pick?


Aifric wrote:

Aifric has bloody clothes and a knife wound. He doesn't really want to stick around and talk to the authorities.

He will go home, bandage himself up, and contemplate the deep mysteries of the medallion. He recalls hearing voices of spirits when he held the focus, and now he is "hearing" magic.

Frogfoot, is a Discern Realities roll in order for this as he concentrates on the medallion?

You heal for half your max HP each night's rest.

Discern Realities is more for determining what is going on or happening behind the scenes of a given situation, not really for close examination of an object. You still can read the faintly raised letters of the poem on the medallion. As you stare at it, you feel the lyrics to a song flowing into your mind. You feel your lips mouthing the words to a song without even meaning to. To your astonishment, the words on the medallion change before your very eyes.

Full lyrics for the song you now have memorized:

(She said her name was Marie
From the banks of the Lee
With the prettiest eyes my own had ever seen
Her hair fell like ripples
We danced with the tide
As our hearts washed away to the sea

Was she sent down from the heavens above
Her breath pure as whiskey,
my heart fell in love
Now the devil is courtin' a different tune
And I laugh as the tears wash the rain) These first two verses are now on the front and back of the medallion

Tell me why no one`s listenin'
Is there nothing at all left to say
In a world so unforgiving
You mean more to me each every day
So may the living be dead in our wake!

One cold winters night behind the clouds stars did hide
And the ghost of our souls thanking Christ
we`re alive
Our spirits they crackled with lovers first sight
Till the mornin' came fresh with a new
Will you dance with me now heavens child sang
the clown
We`ve nothing left to lose but your wings and
my frown
Where over the hills the valleys will ring
To the sound of our love singin' true

Tell me why no one`s listenin'
Is there nothing at all left to say
In a world so unforgiving
You mean more to me each every day
So may the living be dead in our wake

But the summer sun is melting now
With the leaves I`ll soon be gone
Will you have the strength when the emptiness
shadows fall
Or will your aching heart be ripped apart
By the beating from the storm
Or will howling gales like yesterdays be gone
Yeah be gone... be gone

Was she sent down from the heavens above
Her breath pure as whiskey my heart fell in love
Now the devil is courtin' a different tune
And I laugh as the tears was the rain

Tell me why no one`s listenin'
Is there nothing at all left to say
In a world so unforgiving
You mean more to me each every day
So may the living be dead in our wake


Athena Flynn wrote:
the silver didn't effect athena did it? Her Banes are cold iron and full moon unless cold iron is the same as silver or something eles I don't know, this system is odd.

Nope, silver isn't one of your banes, so you're able to effectively remove it from the presence of the two teenagers who were Baned. That's why you gained the Leverage over the townsfolk just like Feustus did!

What do you do when the guards arrive?


Mazatl wrote:

My downtime is determined by whether or not Mazatl is taken in for further questioning. What she would -like- to do, is spend her time studying, particularly, studying merfolk. She sees them as an opportunity for the city. (+1 Int!)

I half expect Tremblay to send someone to get Mazatl if she is taken. The problem is, I half expect him to leave her hanging :p He is a rat, after all. If Tremblay decides to finish his payment, he knows where to leave it.

This is up to you, pending your current actions!

Mazatl wrote:
Camouflage: Barrier, Hazard. Mazatl grows verdant armor around a target, which provides +1 armor, and additionally grants +1 forward(ongoing?) to stealth rolls in natural environments. (need to talk about this one).

I'm okay with this. You can add it to your list of available Techniques.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Mazatl stays with the group of townsfolk, and joins in the conversations. Does it come up that she came off of the boat in conversation? She wouldn't bring it up. For now, she'll downplay her involvement, if possible, until she can meet with the group in a few days. She'd rather know what to share with the guard than get hauled in, if possible. She wants to share what she knows... but it's not just her secret to share.

If directly questioned by the guard, she'd mention that she overheard someone in black mention that the hold was full of banes.

should I make it for a single roll, or ongoing? I'd assume it would need to be refreshed during scene changes to be effective, either way.



Not sure what all I gain with my level but I know I get one move so Im going to take


Shoot First
You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.


and have 6xp left

Once the guards showed up if no one was in immediate danger Athena would head to her home.

And try to replace her missing dagger on the way.

Stealing: 2d6 + 2 ⇒ (3, 5) + 2 = 10


You can also boost one of your stats by 1!


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
DM Frogfoot wrote:


These two happen to be related. Tremblay was able to find you before the start of the campaign, and he knows where to look for you now. You're scarcely abed for more than an hour before you hear urgent knocking on your bedroom door.

"Go away, I'm dead!"

When they don't go away.

With a glance the candles on the center table and nightstand light themselves {prestidigitation if it can manage this w/o a touch. Light otherwise: 1d6 + 1d6 ⇒ (6) + (6) = 12. Yes mojo's back!} as Chaney rises from a dead sleep.

He slithers into his black robe as he crosses the room. His eyes checking the box containing the foci.

Standing just to the left of the door The wizard slips the bolt and lets the midnight visitor in.

"Enter freely and of your own will."


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

404: reference not found.


Elf / Were-shark || HP 19/19

I'm back, I was saved from being hanged in the ruins of the ship?

And we get to lvl up? I got the xp


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Buzzard and Stupidfox got you down. :)


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Mazatl wrote:
404: reference not found.

{Thanks. fixed.}


Mazatl wrote:

Mazatl stays with the group of townsfolk, and joins in the conversations. Does it come up that she came off of the boat in conversation? She wouldn't bring it up. For now, she'll downplay her involvement, if possible, until she can meet with the group in a few days. She'd rather know what to share with the guard than get hauled in, if possible. She wants to share what she knows... but it's not just her secret to share.

If directly questioned by the guard, she'd mention that she overheard someone in black mention that the hold was full of banes.

Nobody seems to have actually noticed you specifically coming out of the boat, Mazatl. Indeed, more people have taken notice of you for your "pet" elemental than for any direct involvement with the ship. As a spellcaster, the guards look askance at you at the best of times, but everyone around you vouches that you stayed to help fight the fires, and weren't responsible for any of this.

When you mention the banes, several others corroborate your story, saying that two heroic citizens stepped in and saved some young men from silver that spilled from the hold. The guard reports this back to his captain, who stares at the word Monarch on the wreck of the ship, suspended in midair.

You aren't stopped for further questions, and due to your involvement with the firefighting you're credible enough to be given leave to go.

Mazatl wrote:
should I make it for a single roll, or ongoing? I'd assume it would need to be refreshed during scene changes to be effective, either way.

The wording on your Techniques character sheet, if I'm reading it correctly, says "until your next Channel." So I take them to be intended to be temporary, fluid buffs that change over the course of your actions, but would persist if you used it for several Defy Danger moves for stealth, for example.


Athena Flynn wrote:

Once the guards showed up if no one was in immediate danger Athena would head to her home.

And try to replace her missing dagger on the way.

Athena, you know that this time of night is perfect for a little opportunistic thievery, especially with everyone rushing down to the square to look at the fire and the wreckage of the ship. Someone bursts out of their house right in front of you to run down the street, leaving their house unattended - you slip in.

You move quickly to the kitchen and see a few dirty knives. Any would work, in a pinch, but something tells you you can find better.

Standing in the middle of the living room of the man's humble hovel of a house, you examine everything around you and feel a growing warmth coming from the green stone in your pocket. Then, your eyes are drawn to a safe, almost completely hidden from view, with its door hanging slightly open. You creak it open after checking it for any traps, and find a beautiful jeweled dagger. Reference pic.

You're able to steal it and make a clean getaway.


Chaney wrote:

Standing just to the left of the door The wizard slips the bolt and lets the midnight visitor in.

"Enter freely and of your own will."

"Can the theatrics, we need to talk," Tremblay mutters crossly, stomping past you into your room. "Shut the door." When you do so:

He demands an explanation from you of what the hell happened. I'll save you from having to retype everything you did but I am curious about how much you will reveal about the mermaids and how much you reveal about the focus; as well as if you still possess the focus. Let me know how much you tell Tremblay and we can go from there.


Svog Kos wrote:

I'm back, I was saved from being hanged in the ruins of the ship?

And we get to lvl up? I got the xp

Svog Kos, you're also in the square near the wreckage of the ship. You had the option to flee into the city and escape earlier in the fiction. If you chose to stay, one of the teenagers calls over to the guard, "We helped this guy down! He was caught in one of the ship's chains!"

You get to level up after you tell me what you do in response to these teenagers beckoning the guards over.


Elf / Were-shark || HP 19/19

"Thanks for getting me down and glad the guards are here! The crew in this ship is crazy! I went to sing some songs and got the party spirit up and the next thing there are all fighting and there is silver everywhere! why they have silver in there?!" Svog looks and talks like a surviver of a near-death experience, walking around moving his hands, "What if there were people with silver bane?! That could be very dangerous!" Svog will try to walk around and try to get out of the sight of the guards. If it's possible go into the water to swim away


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

bonus points to Chaney if he uses 'monkey wrench in the works' or similar to explain how his plan to bring the ship to shore got bonobofied. Also, way to throw Bambi under the bus :p


Elf / Were-shark || HP 19/19

If I'm messing up your plans tell me, I'm still catching up with all the posts...I can edit it :D


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
DM Frogfoot wrote:


"Can the theatrics, we need to talk," Tremblay mutters crossly, stomping past you into your room. "Shut the door." When you do so:

He demands an explanation from you of what the hell happened. I'll save you from having to retype everything you did but I am curious about how much you will reveal about the mermaids and how much you reveal about the focus; as well as if you still possess the focus. Let me know how much you tell Tremblay and we can go from there.

"Then call at a decent hour. I become theatrical with lack of sleep...."

Mermaids: Reveal all I know. If the City moves fast and offers enough loot to the right Fish we could well secure the harbor. If nothing else some tribute and face-giving might be needed to keep our fisher folk safe.

Foci: Reveal it's existence but lie as to it's fate. Explain that The Monarch had "Some monkey of a wizard..." on board and they were using a magical foci to control the Mer-folk and protect the ships. Further explain that while wresting control of the foci from the fool was rather easy their idiot mage tried to destroy it. The resulting backlash destroyed the foci, likely killed the mage and dropped the ship in the butchers market.

Good? or do you want more?

My questions...
Did Trembly / the City secure the silver? More importantly did they secure evidence of the weaponization of the stuff?
How much trouble are we in?
How has this changed relations with the 'King'?
When can I expect to be paid?


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Mazatl wrote:
... Also, way to throw Bambi under the bus :p

Not sure what you mean here. Sorry in any case.}


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Svog mentioned there being an elemental on the ship, the ship that has crashed into the village. The ship that Bambi was located in proximity to. The very same Bambi that used an elemental to clean up the mess. :P ON the bright side, she could easily -tell the truth- and say that she found people reacting badly to banes in the ship's hold and summoned an elemental to get them out. After all, that's the only elemental she used on the ship :p

@Svog: You're cool. Just do what your character would do. I will -never- be upset at someone for playing their character. I'm -very- likely to be upset for someone's character doing something they shouldn't have for the sake of meta. :)


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Assuming Trembley does not have Chaney killed.

Over the next two days the wizard rests and consults his books...

Spout lore on foci, books: 1d6 + 1d6 + 2 + 1 ⇒ (2) + (3) + 2 + 1 = 8
Spout lore on spellscar, books: 1d6 + 1d6 + 2 + 1 ⇒ (1) + (5) + 2 + 1 = 9

{Any chance of a bonus on those for taking extra time?}


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I could totally see a bonus for having the right tools on hand... such as a library. :)


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Night one, once she's slipped away: Rest action. Day two: Study! Evening two: Sell flowers, of course! Night three: More rest! Day three: Meditate on what she's discovered. Evening three: MEETING! And flower selling.

1 to 50 of 1,050 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shapeshifter Apocalypse All Messageboards

Want to post a reply? Sign in.