Darkwing_DM's Heroes of Damara (Inactive)

Game Master DarkWingD

PbP featuring many classic DnD elements out of the Aber-Toril. Save the kingdom, rescue the Girl, fights in taverns. that will be set up as a choose your own adventure/video game with free roaming unlocking quests from people you meet.

Damara


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Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1
Darkwing_DM wrote:
Everyone heads to their two rooms, except Finn who decides to stay and sign another song. when they are alone Shepton regales him with stories throughout the night if Finn is willing to listen. let me know.

Finn gladly spend the night listening to Shepton tales. His only concern is Shepton health, so he keep an eye on him and invite him to go to bed if he start to wear out.

- * - * -

In the morning, to Annabelle:
"I fear I have tired him with our talk this night, but he was so wonderful ...
Let him rest and take good care of him.
Thanks for the wonderful hospitality."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Yes, thank Master Shepton for us and politely excuse our exit in his absence; I am sure he will understand we have things to do for the good of the town."


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

"Indeed. This feast is more than kindness, and more than we are used to. You have our gratitude, as does the master of the house. But we must see to this mystery, and get this town back on the right side of the law."

Once everyone is sated (and takes a few leftovers to eat along the way), Morgabir leads the party towards the burned out barn they were told of.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Ok In addition to the Stories, Finn you hear first hand one of the stories that made him famous, Shepton was instrumental on making Peace with the Order of the Thorn. A group of Druids made out of Goblins, hobgoblins, Lizard men and all types of monstrous humanoids. He shows you a carved statue of a dragon made out of Livewood, a type of wood that continues living even if carved. telling you that the dragon was a gift from them as a word of peace. the dragon was a representation of the great green dragon that was killed that lived in the wood.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

any one want to say anything else before we move to the Barn? Or are you heading to the windmill?


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

We are heading to the barn, as Mogabir is our commander.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Indeed, to the barn!


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

To the barn, to the barn, to the beautiful barn.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

The walk to the barn is a little outside of town. when you come up to the place you see that the farmstead is deserted. the Old crops are overgrown and a scraggly looking scarecrow still keeps watch. as you head to the barn several birds fly up at your approach. The door to the farm is off the hinges. Overall the farm is in miserable shape if it wasn't so close to town your would be sure that the fire could have caused a lot more damage.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Freya? You're probably the best at tracking if I recall our training. I'll help looking around, but you'd know best -- Anything about the ground or setting stand out to you?"

Oalin will attempt Aid Another: needs a natural 10 or better on a d20 to give +2 to Freya's roll

Survival check aid for tracking: 1d20 ⇒ 7

Oalin gets completely off target after seeing some rabbit tracks, providing no help to Freya whatsoever. His stomache growls, rabbit stew sounds sooo good right now...


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

Freya with a smile asks the others to stay back and checks the surrounding area.
Survival: 1d20 + 11 ⇒ (9) + 11 = 20


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

Freja searching around the farmhouse turns up no clues from this Barnhouse, several days have passed and in addition people putting out the fire has made it impossible for someone to find tracks of the creature that started it. the only thing of interest is that the fire on the barn was away from the fields. If the fire would have been placed in the field there is no telling how much damaged could have happened, and that it appears the fire was not allowed to spread.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

We enter the farm and try to find some trace within. We are very careful as it is surely unsafe.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

We start to search the interior of the farm.
perception: 1d20 + 5 ⇒ (7) + 5 = 12


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

Morgabir also looks for clues, or evidence of the arsonist.

1d20 + 6 ⇒ (8) + 6 = 14 perception


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

The entire party looks around for clues, taking several hours to sweep the area. you don't find anything additional.

"I guess it could be a spirt." Gweenth aks. Looking around in the fields. "I mean I don't find ANY evidence.".


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"This really is boring. I mean, our intentions were good, but we seem to be wasting a lot of time. Maybe try the trek all the way to the Windmill after all, eh?"


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

"I agree with Oalin. Mor, Freya?"


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

"Yeah, seems reasonable. Not gonna find anything around here."


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

After a little bit of discussion, the party starts heading towards the windmill. After several hours hike you come upon a dilapidated Windmill. (we will say its like 2-3 ish.) where it might have been functional the windmill has seen better days. cloth is torn from the blades and the door appears to be shut. there is a path worn down to the windmill that you can see carts and other objects were pulled once upon a time. heading up to the door you see a fluttering letter has been nailed to the Door, In addition several boards have been placed on the door to keep from trespassing.

Letter-
By order of Lord Randor (tax assessor), this place is seized by the Baron due to unpaid taxes any trespassing will be dealt with harshly.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

Finn shake his head.

"All this stuff don't sound as 'normal' embezzling. You don't seize and shut up a mill. You keep it working so that it produce money for you. The goal seem more to make the village unlivable than simply making money from the villagers."


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

"Either that, or something more sinister. We should investigate this place, make sure there's no goblins or orcs or witches setting up shop inside."

Morgabir draws his sword and shield, taking a look for evidence of inhabitation or infestation.

1d20 + 6 ⇒ (3) + 6 = 9 perception (+2 vs orcs)


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"I think you might have something there, Finn. The mill does more than make money, it turns grain to flour; it provides food.

Shutting it down makes no real sense; at worst, put new workers in it, but close it just makes it harder to live here.

I have no desire to check the interior of the mill -- it is boarded from the outside already -- I think the note and Finn's assessment says all we need to know. But if the rest of you want to, I am in it 100 percent."


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@Mor- when exploring the outside you see a burned pathway extending into the forest it looks like someone created a line of fire that either stops or starts at the forest edge near the windmill. you see no signs of tracks but the scorch marks are blatant. Oalin could have seen them, lol.

Gweenth- is also in either to investigate the trail or go into the windmill but she points out that it will be breaking the law if we get caught.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

"For now, let's check the trail."


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

Freya moves forward and nods, leaning down on the trail and searches for the best avenue to follow it.
Surv: 1d20 + 8 ⇒ (6) + 8 = 14


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

"I guess that makes sense. We can always come back to this mill."


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

"I will help you, Freya."

Aid another, survival: 1d20 + 5 ⇒ (17) + 5 = 22


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

You travel several hours until it starts getting close to dark. There are not any encounters and it seems unnaturally quite. As you come to the end of the trail you see that it ends at a shed that has been burned down, on the other side of the clearing you see a farmhouse. It is about two hours before dark and the farmhouse appears to be occupied as you see smoke coming from a fireplace and it seems in good repair.

perception Freja: 1d20 + 9 ⇒ (16) + 9 = 25
perception Finn: 1d20 + 5 ⇒ (8) + 5 = 13
perception Mor: 1d20 + 6 ⇒ (10) + 6 = 16
perception Oalin: 1d20 + 1 ⇒ (13) + 1 = 14

Freja:
- You see that a blind has been set up and a person is hiding in the blind.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

I has something all typed out before I realized the "burned trail" was from windmill to forest, not the entire trail THROUGH the forest to the shed...I was freaking out wondering what would make such a long, scorched trail without the burn spreading...


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

Raising her hand Freja looks intently forwards.
"Attention, there is someone behind the blind!"


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

"Well, probably it is his house. No reason to be hostile unless he is."


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"OK, now... You see us, and we know you're there. Let's all converse like civilized people. We may be strangers to you, but we mean no ill intent. We just wanted to see where the trail led."

Oalin is surprised at his own forwardness


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

"Does he have a weapon? I didn't see anything, but if he gets hostile, I know what to do."

Morgabir steps towards the front of the group, shield at the ready.


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

A Lone boy steps Out of the blind, a single arrow nocked as he comes out. "You aint her to start trouble are you?" you see one other boy and a man step out of the cabin the man with a greataxe, and the boy with a quarterstaff. And they are running to reach you.


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"Actually, we're here..." Oalin stops self-consciously, then nudges Fitz to talk, he is unsure of how much to tell.


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

"Please, there is no need for weapons."
Freya keeps her blade sheathed, but ready to draw and a hand on bjoern.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

In a wisper "Pepole here are really out of their mind with fear."
With a normal tone, keeping his hands away from the weapons:
"Good sir, we have no intention to harm you or your sons. We have only followed that trail." Finn point at the trail. "You always welcome people this way?"


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

The elder man slows down and motions for his sons to stand down also. Lowering their weapons the man talks to you, " That trail was left by the creature that Burned down my Stall. It was a man dressed like a scarecrow I think. It was at night but the firelight let me see em."

It is close to 7ish, sun will be down in about a hour or two.

If you didn't know by now you realize that the trail didn't start at the windmill but ended there suddenly.


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

"Something happened at the windmill the day your stall was burned?"


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

Oalin points at the lad, "I can see why you'd post your son, there as a guard."

He then decides to go rogue and spill the beans, "We've actually got a charter to investigate the fires and disappearances of citizens in the area. We feel it may be related to the some recently imposed tax increases. Are you aware of, and what is your opinion of the protection taxes, if I might be bold enough to ask?"


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

I am a bit unclear on one thing. The trail we have been following is all a burnt trail or after a time it became a normal trail?


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@Finn- the trail was burned for about a week. so the trail looks like if you to take a flame thrower in a single line. the fire didn't spread which is unusual it is a single strait line, so the trail is black and no plants have poked through to grow.

@finn- "Nope the windmill was abandoned about a week before this happened, I dont know where he went. I was his closest nieghbor and he didnt tell me anything.

@Oalin- The farmer looks surprised. "well the sheriff comes and collects it about once a month with two other of his deputies. None of us like it if that what your asking, only two to three people however are willing to voice thier displesure."


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

Burnt or desecrated. Can Freja check if there is anything strange about it?
Surv: 1d20 + 9 ⇒ (18) + 9 = 27
KnowNat: 1d20 + 3 ⇒ (7) + 3 = 10


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

Morgabir sheathes his blade and slings huh is shield.

"Very odd. Do you know anything about this scarecrow person? Were any threats made, or attempts to extort you beforehand?"


Male Human Bard 2 | HP 17/17 | Fort +2 Ref +6 Will +3 | AC 17 | perception +5 | Int +1 | Init +3 | Bardic knowledge +1

"He had a head as a burning pumpkin? I think I have heard tales of a creature of that kind."


Day count=(3, evening time); weather= (dark and stromy); situational Modifiers=(Food and water is suffecient.)

@freya- Burnt , you believe that magic must have had a hand in it because the fire should have spread past the trail, but didn't.

@Mor- "No sir, nothing. the only threats I know of is I heard rumors that people were gathering for tell off the collector, but I didn't want to be involved in it."

@at everyone. "I wish i had space available to offer you for room to sleep, but without my barn my house is a little packed. I would recommend a abandoned farm less than a mile a way if you need a place to sleep. "


Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3

"I apologize on behalf of us all for causing such an unexpected stir.

If I am understanding correctly; you are not one of the local citizens who is vocal about protesting the tax, which is collected by the sheriff, not the tax collector."

I guess we head to the "abandoned" farm while taking stock of the information?


Ranger 2 | HP 21/21 | Fort +5 Ref +6 Will +1 | Perception +6 (Darkvision 60') | Init +5

"Thank you for your hospitality, and for seeing reason. We need to get to the bottom of whatever has troubled this town, the sooner the better. Can you tell us anything more about the problems that arose? Did this scarecrow arsonist arrive before or after the sheriff and his new taxes? Anyone else we should speak with regarding this matter?"

Morgabir steps a bit back and keeps a wary eye, then looks in the general direction the farmer indicated.

"Abandoned, you say? Because of the scarecrow, the new taxes, or before all that?"


female Aasimar Cleric (Herald Caller) 1 | HP 10/10 | Fort +5 ,Ref +1, will +6 | Perception + 7 | Ini +1

"Had this scarecrow flaming eyes or anything to hint special abilities."

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