DM Panic's Tian-Shuniverse (Inactive)

Game Master wakedown

Basement | Crypts | House | Shrine


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AoO vs G: 1d20 + 5 ⇒ (4) + 5 = 9 for 1d8 + 2 ⇒ (5) + 2 = 7

Durward swings at Ginko as he moves past. It goes wide as Durward is clearly more pre-occupied with Hayato and Reiko.

"Ugh! What didya's do 'ta me, ya wretched old bag??!"

Seeing Reiko as little of a threat when she lacks her big brother's help in distracting him, he steps over to her and draws a scroll from his pack (this provokes an AoO)

Will pause to let Reiko roll here.

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Reiko narrows her eyes, the only visible part of her face.

I will not let you underestimate me!

Mwk Wakizashi: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 ⇒ 3


Durward grunts as Reiko's blade draws blood.

"Hmm, well that was surprising.."

Nonetheless, he continues to read the scroll he's just drawn from his pack, his eyes focused on Hayato's blade.

@Hayato: DC13 Will or your katana shatters (blame scenario author for this, not your wonderful, loving GM).

Will vs Mental Block: 1d20 + 7 ⇒ (15) + 7 = 22

Shrugging off Lo Ma's spell, he begins to smile like the smug bastard he is.

Round 4
9 Lo Ma : Mental block on cleric

Round 5
18 Reiko : Slashes for 4
16 Ginko : Moves, heals Reiko for 6
13 Hayato : Slashes for 8
11 Durward (17 dmg): Draws scroll, shatter on Hayato's blade
9 Lo Ma :

Round 6
18 Reiko :
16 Ginko :
13 Hayato :

Now Up: Everyone!

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Will: 1d20 + 0 ⇒ (14) + 0 = 14

As Hayato's katana begins to shudder in his hand, he focuses his will and manages to prevent the sword from being destroyed.

HA! Is that the best you can muster!? Your so called "Prince of Darkness" has abandoned you to die this die.

Hayato moves wide around Durward in order to avoid an attack while he closes in to flank with Reiko once again.

Attack: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 for Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Looks like I shall clean up for you once more, brother!

Secretly, Reiko is quite happy her brother's will seems as stubborn as Jinfu's. In part because she knows she'd have never heard the end of his whining if he lost his precious blade. Waiting for a flank, she readies her blade to strike true once more.

Mwk Wakizashi: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage: 1d6 + 1d6 ⇒ (6) + (4) = 10

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

The old woman inches forward, screaming. "You surrender now, or Lo Ma make you rub feet!!"(daze DC 13)

She then raises her cane, as if threatening to hit the cleric. feint: 1d20 + 9 ⇒ (16) + 9 = 25


DAMN!

Durward appears ready to unleash his next assault on Hayato's will. Reiko reads the man's intentions as clearly as a book of knahw'ludge... he'd target Hayato's will to stay in the fight or run away crying like that time Hayato stubbed his toe was he was seven.

She moves in close, real close, and makes eye contact with the street thug turned Asmodean graveyard caretaker, and slides her wakizashi up in under his ribs.

"Unnhhhh..."

Durward still stands, but Reiko bathes in the reaction the man gives her - total underestimation and total fear and understanding at what Reiko is capable of.

He will completely run away at this point, his morale condition being triggered. Since you aren't evil bastards, I imagine you allow him to flee the scene (for real this time) and get to business...

Out of combat.

Daze DC13: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25


The interior of Arkath’s sarcophagus is empty save for the stonemason’s long-dead skeleton. After inspecting the corpse, you all discover a small silver coin inside its mouth.

Recognizing this as a Pathfinder's coin, you all know you need only to touch it to a wayfinder to unlock the secret message hidden within.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Have any of you purchased a Wayfinder? If not, perhaps we can head back to the Wisp and see the assistance of that rather helpful looking Halfling.

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Reiko scoffs.

A ninja shows no allegiance.

Visually or emotionally, she muses to herself.

If we can leverage another Pathfinder's trinket, we would be wise to take advantage of the situation... and quickly, before the guard may find us.

She casts a sidelong glance at Ginko, wondering if the qualifier was actually present in his vocabulary.

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

"What is this Way-show-er?? Poor Mr. Chirt!! Oh, err.. Ha Ha Ha!! Lo Ma not need this Wayfinder. Lo Ma help all kids STUDY more! Wayfinder only scare people."

If no find Wayfinder at bar, perhaps go to Grand Lodge... Plenty there.

"Ayy Yaaa! Foolish children, no prepared. Maybe Lo Ma need one? Perhaps get one from Seelah. Seelah useful, unlike worthless kids!!"

Also must retrieve wand from lodge. Lo Ma no plan on getting hurt. Stupid priest!!

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Before we continue forward, we should likely tend to our wounds. I have acquired this wand, but I lack the training to use it. I believe our friend Ginko here has such skills.

Let me know how many charges each person needs and I'll mark them off of my wand.

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

I can as well, brother. If you'll allow me...
Use Magic Device: 1d20 + 6 ⇒ (3) + 6 = 9

Use Magic Device: 1d20 + 6 ⇒ (13) + 6 = 19

Use Magic Device: 1d20 + 6 ⇒ (9) + 6 = 15

Use Magic Device: 1d20 + 6 ⇒ (11) + 6 = 17

Use Magic Device: 1d20 + 6 ⇒ (9) + 6 = 15

Frustrated with the item's refusal to fulfill her request, she shoves the wand back into Hayato's hand.

Brother, clearly you have been duped. This stick is worthless.

Maybe I should have been a bard instead...

Silver Crusade

AC 20 T 12 FF 18 | Current HP 59/59 | F +9 R +9 W +15 | Init +2 (roll twice and take better, always acts in surprise round)| Perc +26 (+31 vs ethereal/invisible) Tengu
Spells/Effects Active:
See Beyond, Hybrid Form, Heightened Awareness, Heroism, Spirit Shield (extended)

Ginko waves his wand in the air, then gently, kindly waves his hand open-palmed in a "no, but thank you" motion.

"No need to worry, little ones. I have my own wand, and I will be happy to use it on all of you."

Ginko will happily take the charges off his wand. From what I can see, it's going to be 4-5 charges?


You have no trouble locating Janira, and no trouble beseeching "Big Sister" into loaning you her wayfinder. It requires sitting through about twenty minutes of listening to the assorted tales of Selmius Foster, but eventually she takes a quick break and you press your newfound coin to her wayfinder.

It immediately whispers in a husky voice, not unlike that of a multi-classed oracle/bard/mystic theurge with a penchants for three-way, uh, "communication".

"The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more."

Already having a lead taking you to the home of the wizard Fimbrik, you return Janira's wayfinder and head towards the Arcanamirium.

Foster’s notes record Fimbrik’s address in the Wise Quarter, and after speaking with some passerby's you learn that the gnome asn't been seen in years.

The home is an impressive stone dwelling reminiscent of what one might expect from an eccentric wizard’s home.

A brick step leads to Fimbrik’s front entrance. Numerous stacks of newspapers—roughly 2 years’ worth of monthly copies — are piled around the door and crammed into a thin slot at its base. Each rounded corner of the building has a large window.

The map titled 'House' is now in play.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Sister. Make yourself useful and unlock these doors.

Never fully trusting Reiko to properly examine a door before opening it, Hayato takes a closer look.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Grand Lodge

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AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Knowing her training lacks the skills necessary to fulfill Hayato's request directly, she nods.

One moment, big brother. Let me investigate to be sure there is not a more tactical point of entry.

Bluff: 1d20 + 6 ⇒ (3) + 6 = 9

Reiko circles the building while Hayato is preoccupied at the front, peering into the windows quietly with the guile of a ninja.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24

It seems this building has... Windows. Made of glass. And the foundation... Is of rock.

Grand Lodge

1 person marked this as a favorite.
AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

"Ayy Yaaa! Porch is mess!! Look at paper?? Who no cancel subscription?? Children, LOOK!!! LOOK at waste. Useless person waste MONEY!!! Nagaji! Nagaji! Nagaji!!"

After falling to the ground in shock, the old woman picks herself up off the ground and begins gathering the newspaper.

Maybe library take newspaper?? Maybe Lo Ma get free twilight special coupon at C.H.O.W.?? Or tax deduction? Too much to carry!!! Get kids to help?

"Children! CHILDREN!! Help Lo Ma!!"


A few passersby pause to watch as Lo Ma rolls around in the grass near the newspapers in front of Fimbrik's home. They lean over to each other, whisper something, shake their heads, and continue on to the Arcanamirium.

Reiko peeks in through the first of several windows and spots Fimbrik sitting in a chair reading a newspaper.

Quietly, like the wind, she moves to the next window. Here, she observes Fimbrik peacefully sleeping in his bed with two muscle-bound men standing watch.

At the third and final window, she observes Fimbrik perusing his book collection in his library.

As she reunites with the others, a casual glance to the main interior room shows Fimbrik is not present... presumably as he is simultaneously present in three other rooms of his house at the moment.

Silver Crusade

AC 20 T 12 FF 18 | Current HP 59/59 | F +9 R +9 W +15 | Init +2 (roll twice and take better, always acts in surprise round)| Perc +26 (+31 vs ethereal/invisible) Tengu
Spells/Effects Active:
See Beyond, Hybrid Form, Heightened Awareness, Heroism, Spirit Shield (extended)

Ginko shrugs and sighs as Lo Ma begins gathering up all the pieces of paper.

"When working, it's often best to forget about such small distractions. Strain yourself and work to hard, and you have no time for creativity."


The front door is of course locked. DC15 Disable Device.

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Intelligence: 1d20 + 1 ⇒ (3) + 1 = 4

Are we not unsure Fimbrik isn't a triplet? Or perhaps powerful enough to summon more than one simulacrum? If so, I may be rethinking our whole breaking and entering plan...

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

If the man is home we can simply knock.

Hayato strike the door with his fist several times.

Fimbrik! We are here on behalf of the Pathfinder Society.


Nobody answers.

From your position by the front door, you don't have an angle to see any of the "Fimbriks" that Reiko scouted.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

To hell with this lazy Gnome...

Hayato takes a small step back and then slams his shoulder into the door in an attempt to burst the frame.

Strength: 1d20 + 3 ⇒ (17) + 3 = 20

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Wisdom: 1d20 + 0 ⇒ (7) + 0 = 7

Against any possible better decision, Reiko moves to the window where Fimbrik is reading a newspaper and raps on the glass loudly. With her Wakizashi.

Damage: 1d6 ⇒ 3


Fimbrik pauses for a moment to wave in Reiko's direction.

Off in the distance behind the gnome she observes as her brother enters the home, the wooden door at the front nearly ripping from its hinges.

Grand Lodge

1 person marked this as a favorite.
AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

"AyyyYaaaa!! You kids, THUGS!! What you doing? Look under mat for key!! Sneak around back! Break in at night!! What you THINKING?? In middle of day??"


As Hayato dusts himself off and takes a look around, he observes as smoke begins to billow from apparently under the sofa.

An illusionary gnome appears saluting the samurai, apparently favoring a gesture that uses a lone finger.

"You! Congratulations for entering my home. Please become acquainted with my guardian dogs who are under strict instructions to bite you in the..."

The message cuts out and the image disappears. As Hayato blinks, rubs his eyes and wonders again about purchasing some glasses, he recognizes a pair of hyenas snarling and bearing down upon him.

Initiative is coming.


GM Rolls:

Initiative
Hayato: 1d20 + 2 ⇒ (7) + 2 = 9
Lo Ma: 1d20 + 2 ⇒ (10) + 2 = 12
Reiko: 1d20 + 9 ⇒ (10) + 9 = 19
Ginko: 1d20 + 2 ⇒ (11) + 2 = 13
Hyenas: 1d20 + 2 ⇒ (1) + 2 = 3

The hyenas leap onto the table and snarl at Hayato.

You'll need to go around the sofa, barring Lunge or reach.

Round 1
19 Reiko :
13 Ginko :
12 Lo Ma :
9 Hayato :
3 Hyenas :

Now Up: All Non-Hyenas

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Ah, guard dogs, how quaint

Hayato moves up to strike one of the Hyenas.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21 for Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Reiko continues to try and break through the window, thinking it would be the faster way to get inside.

Damage: 1d6 ⇒ 6

Reiko will move into combat up to 30 ft if that is enough to break through.

Silver Crusade

AC 20 T 12 FF 18 | Current HP 59/59 | F +9 R +9 W +15 | Init +2 (roll twice and take better, always acts in surprise round)| Perc +26 (+31 vs ethereal/invisible) Tengu
Spells/Effects Active:
See Beyond, Hybrid Form, Heightened Awareness, Heroism, Spirit Shield (extended)

Ginko peeks around the corner and sighs at the sight of the dogs.

"Ah, such loyal little dogs. Wouldn't you rather have a bit of a rest."

Ginko begins waving his hands in flowing motions think an old man doing Tai Chi

Begins casting Sleep, which has a 1 round casting time

Grand Lodge

AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

The old woman looks up from her newspapers in exasperation and nimbly moves toward the hyenas, behind the safety of an advancing Hayato.

Frowning at the hyena in front of her(hypnotic stare), the old woman threatens it with her cane.

feint: 1d20 + 8 ⇒ (13) + 8 = 21


Reiko easily crashes through the window with her movement, shards of glass scattering all over the floor.

Fimbrik once again waves in your general direction as you sprint past him to engage his dogs.

(She can make a charge attack if she can manage a DC5 Acrobatics over the loungechair in her way, the one with Fimbrik in it.)

One of the hyenas shudders as Lo Ma stares it down, b&!~&-to-b%+*@ as Hayato's blade slashes a mighty wound across its flank. It snarls at the samurai, unwilling to fall until Lo Ma growls back, reminding it who is the alpha today. Shuddering, it collapses and returns to smoke.

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Reiko attempts to nimbly leap over the furniture to engage.

Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8

"Attempt" was the operative word, as she faceplants ungracefully into the floor.

Perhaps I should have been swashbuckler...


GM Rolls:

Hyena vs Hayato: 1d20 + 3 ⇒ (6) + 3 = 9 for 1d6 + 3 ⇒ (4) + 3 = 7 with trip: 1d20 + 3 ⇒ (19) + 3 = 22

The hyena snaps at Hayato, but he's just not "into it" as the fiendish canine appears poorly selected from wherever it was conjured from and assigned to security detail.

Will vs Sleep: 1d20 + 1 ⇒ (16) + 1 = 17

It'd be a DC5 Acrobatics for Hayato to leap onto the coffee table and give Reiko a flank, if she opts to delay for such in round 2.

Round 1
19 Reiko : Goes Kool-aid man, then throttles back intentionally
13 Ginko : Begins casting sleep
12 Lo Ma : Stars at the hyena
9 Hayato : Sends a hyena packing
3 Hyena : Bites at Hayato and misses

Round 2
19 Reiko :
13 Ginko :
12 Lo Ma :
9 Hayato :

Now Up: Everyone (again!)

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Come, brother, I need some inspiration! Show me how it's done!

Reiko goads Hayato into flanking with her, waiting to strike until he's in position.

Attack: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage: 1d6 + 1d6 ⇒ (4) + (2) = 6

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Ah, dear sister. It is good to hear you finally admit that you require my assistance!

Acrobatics: 1d20 + 0 ⇒ (20) + 0 = 20

Hayato nimbly jumps up onto the table in order to flank with Reiko. Clearly seeming pleased with himself.

Attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 for Damage: 1d20 + 4 ⇒ (2) + 4 = 6

I see why you're always jumping around now. It is quite fun!


Hayato jumps onto the table at Reiko's request, steadily balancing himself and landing yet another joint strike with his sister.

(I'll assume Lo Ma stares at that one as well, just ahead of Hayato or Reiko for another +1 damage, to exactly hit 13)

Once again, Lo Ma's stare is just enough to bring the canine down.

Out of combat!


You all begin a systematic search of Fimbrik's house for clues (or perhaps loot)...

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

Living Room
A large sofa sits awkwardly near the entrance, facing toward the center of the room. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. A set of stairs at the northern edge of the chamber leads to an unused basement filled with stacked newspapers. A second set of stairs leads up to an unfinished second floor.

Perception or Survival DC14:
While examining the room, you note that despite the lack of dust on many surfaces, no one has been here for years.

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

Meeting Room
This chamber contains enough chairs, pillows, and desks to accommodate at least six visitors. An examination of the table in the southwest corner reveals a neatly penned letter.

The Letter:

Well, you got me!

I’m not here anymore, and my house is filled with an incredible array of illusions to discourage the curious. But you just had to break in. I respect your gumption and assume you’re either a petty burglar or someone looking into Eylysia’s affairs.

I’ve left Absalom to look for my friend, for she’s been missing for some time; however, I’ve attached the name of a particular Pathfinder you’ll want to investigate at the Wall of Names at the Society Grand Lodge. I assure you, it’s quite important, but I’ll leave you to figure out why.

Oh, and the password. It’s ‘Wiffle.’ You’ll find it important, should you learn where to use it.

—The Illustrious Fimbrik

Underneath the letter is a hastily scrawled note in similar handwriting, which contains the name Hollis “Evil Grin” Thorne.

Two flasks, apparently potions, sit on the windowsill here.

Potion #1 Spellcraft DC17:
Potion of cure moderate wounds

Potion #2 Spellcraft DC17:
Potion of lesser restoration

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

Bedroom and Study

Searching both of these two rooms turns up nothing useful for your investigation. The bed looks particularly cozy to Ginko.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

At least this fight wasn't for nothing. These potions may prove useful. Unless someone else would prefer to carry them, I'll gladly bare the extra weight.

Perception to identify potions

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Oh look, yet another clue for us to follow on this seemingly endless wild goose chase. I suppose it's off to the Wall of Names next...

What in the hell kind of password is Wiffle? Gnomes...

Grand Lodge

AC 18 T 14 FF 14 | HP 33/33 | F +2 R +11 W +2 | Init +8| Perc +7*
Spells Active:
None.
Resources:
inspiration (1/1), ki pool (3/3), luck pool (1/4)

Perhaps my brother is more nimble than I give him credit for...

Reiko takes a casual glance through the abandoned house.

She takes 10 on Perception for 14.

The clues do, indeed, point us to the Wall of Names. If you are done tasting strange, unidentified ungeants, we should be off.

Reiko doesn't wait for the elderly; she leaps back out the window she broke and disappears from sight.

One must not waste a perfectly good escape route.


With Adolphus's note in hand, you travel to the Wall of Names for a closer look at the memorials to the three false Pathfinders that Eylysia was purported to have added.

They are quickly found:

Doulgonlir Caskmail Deceased 4332 AR. Travelled to distant Jalmeray. Failed to maintain the necessary Sixteen Poses.

Hollis “Evil Grin” Thorne Deceased 4331 AR. Wrote in solitude for 101 days. Lived a long life of silence and serenity.

Karina Clamp Deceased 4330 AR. Administered to the mindmenders of Ustalav. May they overcome the screaming fear.

DC 15 Knowledge (history, local, or religion):
You recognize parts of these epitaphs refer to failed aspirants - those who failed the Test of the Starstone.

In fact, with the note from Fimbrik's in hand, you recall Hollis “Evil Grin” Thorn should be the name of such a failed aspirant who would have a
full alcove/memorial dedicated to him at the nearby Shrine of the Failed.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Sister, we appear to have reached a point in our journey where the age of our other party members may be to our advantage. Ginko, Lo Ma, do you know anything of these people?

Silver Crusade

AC 20 T 12 FF 18 | Current HP 59/59 | F +9 R +9 W +15 | Init +2 (roll twice and take better, always acts in surprise round)| Perc +26 (+31 vs ethereal/invisible) Tengu
Spells/Effects Active:
See Beyond, Hybrid Form, Heightened Awareness, Heroism, Spirit Shield (extended)

Ginko scratches the bottom of his beak as he looks over the names.

Ginko takes ten on knowledge (religion) for 15

"Ah! Yes, I do know something of them."

He does not elaborate, instead leaving his cagey answer hanging in the air. He yawns and stretches as he continues looking over the names.

If someone asks what he knows:

"These people all attempted to become gods by taking the Test of the Starstone."

If someone asks why it might be significant:
"Failed aspirants often have memorials dedicated to them in the Shrine of the Failed. Perhaps we could check there?"

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

Why do the elderly never simply provide the information they have... Perhaps they like making people ask them for it. Makes them feel needed or something

With a poor attempt at masking the scowl on his face, Hayato presses Ginko into revealing the information he has.

Right then. Next stop, Shrine of the Failed.

Grand Lodge

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AC 17 T 12 FF 15 | HP 27/27 | F +4 R +6 W +8 | Init +2| Perc +8
Spells Remaining:
Tricks 4/4 1st 3/3
Spells Active:

Lo Ma has been uncharacteristically silent. Perhaps because of the newspapers, no one is quite sure, but thankful for the respite.

As she looks over the names, the old woman finally speaks.

religion: 1d20 + 5 ⇒ (3) + 5 = 8
history: 1d20 + 6 ⇒ (9) + 6 = 15

"So! Children! What have you LEARNED? You no been STUDYING?? Know NOTHING??

She looks over at the old crow.

sense motive: 1d20 + 6 ⇒ (20) + 6 = 26

Hmmmph.. Old crow probably knows nothing too!! If he no talk, of course Lo Ma will!

"I suppose Lo Ma can TEACH poor children!! All these dead took test of Starstone!!! Perhaps we go to Shrine of FAILED??? It good place for you kids!! If you no STUDY, perhaps you have shrine someday too!"


GM Rolls:

1d3 ⇒ 2 .. no, don't like that one for this group, too OP. Acting as if a '1' was rolled instead.

You all happen to arrive at the Shrine at the exact moment Sir Reinhart, a Mendevian crusader intent on becoming a god, attempts the Test of the Starstone. As the valiant—and utterly doomed—knight prepares to charge his steed across the chasm outside Starstone Cathedral, you seize the opportunity to duck past distracted acolytes and guards and into the Shrine of the Failed.

You head down to the basement annex accessible by a large set of stairs at the side of the shrine, Ginko remembering that's where he's seen or heard that Thorne's remains are supposed to be interred.

Eventually you reach a monumental chamber that stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted the Test of the Starstone.

Each of the side chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.

A quick scan of all the chambers identifies the one relevant to Thorne to the southwest.

BAM! 'Shrine' map above now in play.

Grand Lodge

AC 17 T 12 FF 15 | HP 36/36 | F +5 R +5 W +3 | Init +2 | Perc +6
Active Spells:
Feather Step
Remaining Spells:
1st: 2/3
Bardic Performance:
Rounds: 8/8 - Inactive [Inspire Courage] +1 Competence bonus to hit/dmg ~ +1 Morale bonus to saves vs fear/charm

So many failures...

Very well, let us examine Thorne's altar and be done with this.

Take 20 on Perception for 25 to examine side chamber containing Thorne's altar.

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