Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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Brookside Campaign Journal

The villagers line up and arm themselves with whatever they have to hand. They practice swinging at imaginary orcs.

Hirda, make 5 attack rolls against AC 12 to represent how well you are training the swordsmen. Someone should do the same for training the archers.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Mel pushes away the emotions inspired by the interview with Halak, and goes to join the training. I could do with some shooting, she thinks.

Let's see. We've got 6 longbows (5 from the orc camp, plus Cyrus'), and two villagers have shortbows. Presumably the two with shortbows already know how to use them? Unless they're ancestral relics that never get used, I guess.

Improvising a quick shooting range against the hill, Mel sets about explaining how to drawn, nock, aim, and shoot. She goes up and down the line, patiently correcting stances, giving advice, and answering questions.

Attack 1: 1d20 + 8 ⇒ (9) + 8 = 17

Attack 2: 1d20 + 8 ⇒ (1) + 8 = 9

Attack 3: 1d20 + 8 ⇒ (18) + 8 = 26

Attack 4: 1d20 + 8 ⇒ (19) + 8 = 27

Attack 5: 1d20 + 8 ⇒ (16) + 8 = 24

Sigh. Of course there's a natural 1 in the batch.

Takes me back to those first lessons with Varen, she thinks, looking over the line of villagers firing arrows at bits of cloth on a line in front of the hill.


Brookside Campaign Journal

Most of the villagers seem to be catching on as Mel's arrows fly soundly into the targets but one goes wild, missing by yards. They look at her questioningly, awaiting further instruction and perhaps an explanation.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Mel smiles ruefully. "I had to sneeze," she says, "Just as I was letting that one loose. I tried to hold the sneeze back, and all I did was mess up my aim. I should have held off on the arrow, let the sneeze come, and then adjusted my aim afterwards."

"It's still a good lesson, though -- you can't expect a perfect shot every time. The best archer in the world can miss because of a sudden gust of wind. And that's against stationary targets. I've never fought in a battle, but I have hunted, and there are all kinds of things beyond your control that can mess up a shot. Maybe the deer moves at the last minute. Maybe you're standing in a muddy area, and your foot slips at the wrong time. Maybe it's raining and you can't see clearly. Maybe the bow string snaps -- getting whipped by one of those stings, by the way -- or one of the fletches comes off the arrow and it goes wild."

"Keep shooting. Pay attention to your breathing. Inhale while you draw, hold the breath while you release and for a second after so your breathing doesn't shift the bow up or down."

And five more attack rolls.

Attack 6: 1d20 + 8 ⇒ (6) + 8 = 14

Attack 7: 1d20 + 8 ⇒ (4) + 8 = 12

Attack 8: 1d20 + 8 ⇒ (20) + 8 = 28

Attack 9: 1d20 + 8 ⇒ (1) + 8 = 9

Mel suffers another sneeze, and fails to follow her own advice about re-aiming, apparently. She smiles weakly as a ripple of laughter runs down the line.

Attack 10: 1d20 + 8 ⇒ (19) + 8 = 27

Ugh, another natural one. She has an 85% chance to hit against AC 12, so 8 hits out of 10 shots is about average. I'd rather be on the other side of that average, though. >.<


Brookside Campaign Journal

The villagers laugh again, assuming Mel was demonstrating her lesson on purpose. They resume firing at the targets, seeming to be picking up on what Mel is teaching them.

Of those eligible, you may train 80% of them in weapon proficiency longbow and/or point-blank shot.

While the work on the palisade is beginning, Allen and Abigail Dorner as well as Silas and Scatton Tollin and Hurin and Darba Rockhill begin shouting and arguing.

We heard the palisade isn't going to include our homes! That's unfair! We deserve to be protected too!

They live on the west side of the river by the old abandoned mill.


HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

Hirda picks up a blunt practice sword to attempt to provide some training to these tenderfeet. Several have gone pale at the thought of skewering orcs, or worse, being skewered. A crude dummy is quickly erected, just a crossbeam lashed to a pole set in the ground. Remember these hain't people, they's animals, ya hate'em. Hit'em as hard as ya can and make 'em bleed. 'Tis cruel, yes, n' a shame for me t' be givin' ya such feelins, but the future of our li'l town depends on yer ferocity. So kill'em now n' there'ss be plenty o' time after t' feel guilty aboot it. She slashes at the practice dummy.

shortsword: 1d20 + 7 ⇒ (20) + 7 = 27
shortsword: 1d20 + 7 ⇒ (8) + 7 = 15
shortsword: 1d20 + 7 ⇒ (13) + 7 = 20
shortsword: 1d20 + 7 ⇒ (2) + 7 = 9
shortsword: 1d20 + 7 ⇒ (19) + 7 = 26

(crit: 1d20 + 7 ⇒ (18) + 7 = 25)

Hirda's first stroke reduces the dummy to a pile of kindling. She continues to maniacally hack, letting out a bloodcurdling war shriek as splinters fly into the townspeople gathered around. Many seem visibly shaken as she finally lets up, breathless. Now then, who's next? Less get ourselves another dummy.


M HP:47/47 | AC: 15 | Fort +5, Ref -1, Will +4 | Init -1; Senses Perception +4 Warrior 4/Expert 2

Backtracking just a touch...

Vors shrugs at Halak. "Maybe I was trying to kill you with good food. Ah well, guess you'll never know now." He leaves the prisoner with no food or water, though definitely worried about the idea of a kalak that could kill 20 orcs. What could such a beast be?

- - - - -

Vors approaches the Dorners, the Tollins, and the Rockhills.

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21

"All right, everyone, calm, please, calm! You're right - and if we're to blame anyone for this, it'll be the founders of Brookside, or at least those that built the palisade to begin with. Now, you're right - your homes are less defended than the rest of the town. But three homes can be more easily rebuilt than the rest of Brookside, and know that everyone here will do all we can to help if that should come to pass. We will do everything we can to prevent it, but the main palisade must come first. If you need to move your belongings from your homes to another location inside the town, we'll get some of the children to help you. Would that allay some of your concerns?"

((Hope that 21 on the diplomacy roll does more than this player's sleep deprivation is permitting re: text entry. :P ))


Brookside Campaign Journal

To be clear, you guys can ask Halak to describe a karak. This would be the main way around the language barrier.

Hirda's furious yet skillful slashing inspires the townsfolk, who pick up their sticks and other practice weapons and take to with gusto.

Hirda, your crit makes up for the miss, you may train all str-based inhabitants in any eligible proficiency or feats that you also have. So simple weapon proficiency for commoners, up to two feats for humans, and one feat for everyone else.

The Dorners, Tollins, and Rockhills grumble after Vors' speech but can't help admitting that his judgment is correct.

We'll 'ed 'ome and get to movin' our 'longins says Hurin Rockhill.


M HP:47/47 | AC: 15 | Fort +5, Ref -1, Will +4 | Init -1; Senses Perception +4 Warrior 4/Expert 2

Vors sighs, then thanks the families for their flexibility. He sends his daughters, Kharia and Jael, to round up a few of the other youngsters to assist with the moving.

For the remainder of the morning, he starts working with the crews to shore up the palisade. He's not a craftsman by any stretch, and just does what he can to help load, move, and unload the cut logs back to town.

Vors needs to just move for a little while, and not have to talk. He'll get the Karak description that evening or the next day.


HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

Hirda teaches simple weapon proficiency to the villagers. To the humans, she also adds Ironhide. Not realistic perhaps, but the best feat available for the melee recruits.

Now grab a weapon from the pile there, n' start hackin'. Careful not t' hurt each other now, er yerselves, fer that matter. 'ere's a tip for ya when yer gettin' hacked at by orcs--turn n' take the hit on yer left shoulder. That'll keep from hittin' anythin' vital, n' ya kin still use yer swingin' arm. Do'n worry now, it may hurt fer a bit, but young Perrin there'll be able t' heal ya up in short order. Set to now, we still got a wall t' build by tomorrer.


Brookside Campaign Journal

The villagers set to with gusto, heeding Hirda's wisdom and experience.

A small child comes over to Perrin.

Can you really make my daddy better if the orcs chop him up?


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Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

Perrin kneels down to look the child in the eye and smiles gently. "I can." He takes a pebble from the ground and clasps the child's hand in his, softly pressing the pebble into their palm. "Because there are rules about what happens when you get chopped up, rules about how much it hurts and how long it takes to heal." Pure water suddenly rushes through their fingers, springing from the air itself. "And I can break them." When he lets go of the pebble, it is glowing with a soft golden light. "As long as your daddy is still breathing, I promise I can make him better."


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

During lunch, Mel quietly relays the intelligence from Halak to Perrin, Hirda, and Titania. "I think we should get started on the palisade immediately after we're done eating," she says.


Brookside Campaign Journal

The child's eyes grow wide at Perrin's display and she tries to jerk her hand away at first but then realizes it is only water and relaxes. She begins laughing and squealing in wondrous delight then runs off to tell her friends what the strange doctor can do.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

At lunch, Perrin frowns as Mel recounts the shaman's reference to a 'karak.' "It can kill twenty orcs? That doesn't sound good. That creature we fought in the forest was tough, but nowhere near that powerful. We should probably try to get a better description."

He nods thoughtfully at the mention of rebuilding the palisade. "Think it's time to gather up the mules? If Goodman Nolton takes his to Astin, we should still have five left over to haul wood."


HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

I agree. We orter get all 'vailable 'ands workin' on the wall. We kin git a good deal complete tween now n' sundown, I reckon. We'll need a fair nummer o' people choppin' n' dressin' lumber. Nother team kin dig holes, n' the rest buildin'. I figger ten foot high, a couple beams near the top as a walkway fer the archers, n' throw out a diagonal brace ever five foot er so.


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Brookside Campaign Journal

Do you want to the villagers to begin according to these specifications or do you want to plan more?


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I see no point in waiting, and Hirda's specs look reasonable. I could wish for a crenellated dressed stone wall thirty feet high with murder holes and guard towers, but alas, such is not in the cards.

If there's time maybe we can slather it with mud to help reduce the chance of fire.


Brookside Campaign Journal

The villagers begin chopping and hauling wood according to Hirda's instructions.

Will someone make one of the following checks, if trained?

Knowledge: engineering
Profession: soldier
Profession: builder


Thomas approaches Hirda, Mel, and Perrin. He addresses Perrin and Hirda, not knowing Mel particularly well.

So ye want me to ride to Astin, eh? I'm ready to go. What do ye want me to tell 'em?


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Let's give Thomas one of those chain shirts. He's going to be out and alone in the woods on an important mission, and we don't want him getting shot off his mule by an orc in the woods. Also, does anyone in town keep pigeons? If so, could we give him a few in cages so he can send messages back to us if necessary? Maybe one of the non-combatants -- a kid, or an elderly person -- can mind the cote.

Mel hesitates, and lets Perrin or Hirda speak first.

And here's a Knowledge (Engineering) check.

Kn (Engineering): 1d20 + 5 ⇒ (14) + 5 = 19


Brookside Campaign Journal

Calculated probability of at least one adult in 30 of keeping pigeons if everyone has a 1% chance of being a pigeon fancier.

Does anyone have pigeons? Need 74 or higher.: 1d100 ⇒ 4

Looks like no one in this town keeps pigeons.


M HP:47/47 | AC: 15 | Fort +5, Ref -1, Will +4 | Init -1; Senses Perception +4 Warrior 4/Expert 2

Profession(Soldier): 1d20 + 6 ⇒ (4) + 6 = 10

Vors is a little sleepy after the late night and filling lunch. He's not on his best soldiering game, and probably just needs a nap, but he's going to push through the best he can on helping with the wall.

Sorry to have been off this weekend folks - lots of family to visit! I'll be flying again on Wednesday, FYI, in case you need to BOT me then.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

In response to Thomas' question, Perrin starts to pace back and forth, as though composing a letter. "Well, tell them that there's a band of at least ten orcs headed toward Brookside. They're planning on attacking a nearby trading post, probably Rush Junction, and they've already killed or taken several people. We think they'll be arriving about two days from tonight, and we're trying to prepare but need whatever help we can get."

He looks around at the others. "Anything I missed?"

Suddenly, and idea occurs to him and he pulls a small bottle from a pouch at his waist. "Here, take this - it's a potion of healing. Drink it if you get hurt, or feed it to the mule if she can't run anymore."

Giving him a potion of cure light wounds we collected from the warleader. Not sure if any of that armor was halfling-sized, but if so we can give him that as well.

Oh, and speaking of which, was Perrin ever able to identify those four bottles we found in the bag of holding?

After Thomas sets out, Perrin turns to the palisade repairs. Not strong enough to be useful chopping wood, he instead puts his magical talents to use, focusing on rotting or splintered parts of the existing walls as they slowly knot themselves back together. Casting mending on anything that needs it. Pebbles also makes himself useful, burrowing through the ground to dig out holes and maneuver the planks of wood into place with a strength that's surprising for his size.


HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

When's the lass time Astin sent us anybody but the tax collector? You better tell 'em that if word gets back t' barbarian lands aboot the easy pickin's t' be had round aboot, Astin's like t' get overrun next. Easier fer 'em to help us push back a few orcs now, than have gobs of 'em arrivin' later on. Hustle on now.


Brookside Campaign Journal

Potions:

Potion of burrow
Potion of cure serious wounds
Potion of good hope
Potion of reduce animal

Goodman Nolton nods vigorously at all of your instructions. He cradles the potion in wonder when Perrin hands it to him.

I thank ye. I'll only use it in a pinch!

Some would drink a healing potion for the sheer curiosity of healing, soothing magical energy running through them. But you know Thomas is taking your instructions seriously.

He nods at Hirda, completely agreeing with her opinionated instructions. He then climbs all the way up to his mule's back and sets off.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

While the others start organizing the adults to start working on the palisade, Mel approaches some of the teens in the town. "We're going to need more arrows than we've got," she says. "And a few more bows as well. That's too much for me to do alone; I need some help. Who wants to learn how to make arrows this afternoon?"

GM, here's a Diplomacy check in case you want one.

Diplomacy, Mel's best skill!: 1d20 - 1 ⇒ (16) - 1 = 15

Hey, that could have been way worse!


Brookside Campaign Journal

Some of the youths stop helping out and watching the buzz of activity with weapon training and palisade building all around them.

A young dwarf with just a few whisps on his chin comes over to you. You recognize him as Garn Rockhill.

Me and some of me friends have practiced making arrows a bit. They're not very good but... We want to learn better.

Nella Yenwood, Susy Nolton, and Scratchtail follow behind Garn wanting to help. Abbiforth Nolton runs over and chimes in.

I'd love to learn but I've never done it before. Can I help too?

DC 12 Perception:

You notice Joren Golightly is looking hopefully over at the group and even has a bag with some tools sticking out of it near his feet as he works. But his father gives him a stern look and he turns away from the group of apprentice bowyers.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

With a +11, I don't think Mel can fail a DC 12 Perception unless there are penalties in play. But with that 30 result, she certainly seems acutely aware of the Golightlies!

"Wonderful, I can put you all to work shortly," she says. "Head on over to the smithy, and I'll meet you there in just a few minutes after I get some supplies."

As Garn, Nella, Susy, Abbi, and Scratchtail head toward the smithy, Mel turns toward the Golightlies and takes a deep breath.

GM, expect a PM shortly. I want to check a couple of details before we start this scene.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Details confirmed!

"Goodman Golightly," Mel says. "It looks as though Joran is interested in helping to make arrows. I could use another set of hands. Will you please give him permission to come help me?" She wears a scrupulously polite face.

She's nervous and trying to hide it. Here's a Bluff check he can oppose with his Sense Motive.

Bluff ahoy!: 1d20 - 1 ⇒ (2) - 1 = 1

LOL. I kind of think he may pick up on that ...


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Brookside Campaign Journal

Goodman Golightly picks up on Mel's nervousness and acknowledges it with a slight sneer. He raises a hand pointing at all the busy work going on around him.

You people think that just because you tied up an orc in the woods, you can take control of our town. Vors Falchen has gone and made himself Lord Mayor! Hirda speaks to me as if she were my grandmother and I was knee-high! And that Alders fellow is doing who knows what with his alchemy and his rock demon! This isn't Brookside, I say!

Most of the people around him pause in their work. Some murmur in agreement.

Some Brookside background all would know:

Jonathan Golightly, the miller, is the wealthiest man in town and has long esteemed himself something of the leader of Brookside. He is not generally liked as he tends to take full advantage of his monopoly on milling services but many respect and listen to him due to his success and prominence.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Mel lowers her gaze, for a moment, keenly feeling every eye upon her. Then she raises her face once more.

"Goodman, three days ago I came home and found a group of orcs in the process of burning down the hut I rented from you," she says.

Goodman Golightly gives a wordless exclamation at this, and the crowd starts murmuring. Mel raises her voice to cut through the chatter. "I spent the next two days hiding in the woods. Do you know why, Goodman? It's because I was afraid to tell you your house was gone. I was afraid of how you'd react. I was a coward."

"Worse, I was a fool," she continues bitterly. "If I had come immediately, I could have warned the village. We would have had more time to prepare. Goodman Higgins and Cyrus Lem might still be alive today if I had been brave enough to face your wrath! But I wasn't. I will carry the shame of their deaths for the rest of my life. Compared to that, suddenly your anger seems a lot less scary."

"This isn't Brookside, you say? Well, I can guarantee you it won't be Brookside if we let those orcs have their way. I suggest, Goodman, that you quit griping and help out as best you can, because your own life depends on it."

GM, if you want me to make a check of some kind, please say so. I don't know whether this is Diplomacy or Intimidate or both. But it isn't a bluff, that's for sure!


Brookside Campaign Journal

Yes let's get a diplomacy roll. What you're saying is entirely reasonable so the DC will be very low but Mel is an outsider.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Mel's Diplomacy check: 1d20 - 1 ⇒ (3) - 1 = 2

Mel may know a lot, but her people skills leave something to be desired. On the other hand, she's doubled her last social check result, woo hoo!


Brookside Campaign Journal

Oof. A combination of a poor skill with terrible rolls hurts quite a bit.

Members of the crowd start to grumble at Mel, uncertain about this fringe member of the community, and agreeing that the party has taken quite an assertive tone with their neighbors.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I really hope this poor Diplomacy roll doesn't get the town overrun by orcs because we started bickering amongst ourselves.

Seeing that she's losing the crowd, Mel changes direction. "As for Vors and Hirda, they have military experience. That is what we need right now, because there is a band of orcs out there who are coming here to kill us. Vors and Hirda know what needs to be done to give us a fighting chance, and they are seeing to it that it gets done."

She turns back to the miller, who was evidently so flummoxed at his sudden property loss as to be momentarily speechless. "Speaking of which, I have bows and arrows to fashion so that we can shoot those orcs before they get close enough to gut us. If you want Joran to help with that, fine, he can find me at the smithy. Otherwise, put him to work someplace else. There is no shortage of things to do and precious little time to do them in."

And with that, Mel nods to the crowd and exits with as much dignity as she can muster.

Mel's dignity (Diplomacy): 1d20 - 1 ⇒ (11) - 1 = 10


HP(48/50) Saves(F:8 R:1 W:4) AC(15/10/15)

Let's see if Hirda can make the situation worse.

Aye, we've nay time t' bicker. No one's gotta do what we say, but we all gotta do sumpin, whether it be stand n' fight, flee inta the woods, er siddown n' wait t' be slaughtered. Fightin's the only choice ya have that gives ya the possibility o' keepin' yer homes n' returnin' t' yer everday lifes.

Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12


Brookside Campaign Journal

The crowd is starting to turn a bit with Hirda's input. They all get back to work. But Joran Golightly still seems to be wavering between his father's wishes and his desire to help Mel.


M HP:47/47 | AC: 15 | Fort +5, Ref -1, Will +4 | Init -1; Senses Perception +4 Warrior 4/Expert 2

Are we all likely to have heard this commotion? I definitely don't want to insert myself into every scene, but I'd like to help if I can.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Unless one of the other PCs wants to jump in, Joran's going to have to decide for himself what to do. Mel's busy rushing off to grab those supplies from Perrin's alchemy lab. Speaking of which, Perrin, could you please PM me a description of your lab?


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Brookside Campaign Journal

By now, the murmuring has died down. Joran wavers indecisively

Joran's choice: 1d100 ⇒ 83

then bolts after Mel. As he catches up, he states with less confidence than he'd like

I'm nearly a man. I want to help.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Mel smiles at the young man. "Good. Come with me; we're going to pick up some supplies at Dr. Perrin's place, and then meet the others at the smithy. You can help me carry things."

Perrin sent me a good description of his lab; I have a follow-up question in with him before proceeding. Perrin, check your PMs!


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Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Mel makes her way to Perrin's lab, office, and home, all contained in a small three-room stone building on the edge of the town. Pushing the door open, she and Joran enter the front room to find only a simple chair, a desk with scattered papers on it, and a raised cot for patients. At the back there are two doors: one closed, the other slightly open to reveal his lab.

Passing into the lab, they find a clean but cramped room, its small dimensions giving the objects inside a cluttered appearance. A broad window set high in the far wall sheds light throughout. There are few finished alchemical products; the racks and shelves flanking the doorway mostly hold raw ingredients obtained from Brookside and the surrounding forests, as well as basic equipment like beakers and scales. To one side lies a small fireplace with some sort of grate over it, upon which rests a pot of some gently bubbling liquid. Next to it lies a crucible with an attached funnel, coated in residue from what appears to be molten gold. On the wall above the grate are carved several strange, vaguely unsettling symbols and runes.

Mel attempts a DC 20 Linguistics check to puzzle out their meaning: 1d20 + 3 ⇒ (5) + 3 = 8

Shaking her head, Mel turns her attention to more pressing matters than the thorny runes.

A narrow L-shaped table dominates the remainder of the space beneath the window, with a tall wooden stool in front of it. Miscellaneous reagents fill the workspace: flasks, beakers of pungent liquids, jars of colored powders neatly labelled in thin, spidery handwriting, measuring tools, a curiously shaped stone and more. Among the clutter Mel recognizes several of the items scavenged from the orc camp: the shaman's holly and mistletoe, a handful of gold coins, and even a hunk of salted meat.

Perrin has laid out the materials Mel requested: a bottle of grain alcohol, a small tin of verdigris, and a bowl of freshly-tapped pine resin - some of which has been placed in a device to more rapidly distill it into turpentine.

"Here, hold this bag," Mel says, handing Joran a small sack Perrin left folded on the desk. She begins piling the sealed ingredients into it. As she does, her hand gently brushes the stone lying on the desk in passing. It is cold to the touch. She jerks her hand away and goes still for a moment, then turns her gaze back towards the runes on the wall. In particular, to one resembling a mis-shapen ... thing ... with one eye and one wing and one leg and mouth of sharp, sharp teeth.

I had Mel roll a Knowledge (Religion) check on Haagenti in a PM with the GM almost a month ago; it came up 22. She has recognized Haagenti's holy symbol -- the philosopher's stone on the desk -- and his demonic rune inscribed on the wall.

One hand creeps up to a necklace she wears tucked under her shirt.

"Something wrong, Miss Elden?" Joran asks. Mel starts at his voice.

"Just ... thinking," she says. Then she turns her attention back to the task at hand.

"I'll carry the pine sap," she says. "We won't need the turpentine until the arrows are made -- it's a sealer to keep them from warping if they get wet. We can get that tomorrow. Come on, let's go."

As they leave, Mel closes the doors -- both of them -- a little more firmly than strictly necessary.


M HP:47/47 | AC: 15 | Fort +5, Ref -1, Will +4 | Init -1; Senses Perception +4 Warrior 4/Expert 2

Vors does his best to assist with the log culling and hauling over towards town. After a whole afternoon of movement, he can tell that he’s going to be sore. The bone weary kind of tired that won’t go away for days, but has to be ignored until then.

When dinner time comes, he finds his family, and catches up with them as best he can. Reinala has been finishing up the fall’s work on the farm as best she can with the children, but Kelian is one of those that followed Hirda for martial instruction. As the young man describes the day’s activities, Vors nods approvingly, even as his heart breaks for what might happen if it comes to close action.


Brookside Campaign Journal

Excellent descriptions brought to you by the team of Perrin and Mel.

Ok so by my count we had 4 mules available for work today since Thomas took 1 with him to Astin. If roughly half those ages 13 and up were training with Hirda in the morning, and the other half were training with Mel in the afternoon, we could keep the mules fully manned and busy all day. That means the palisade is almost done. Are there any particular sections you would have left undone? How are we set up as we settle in for the night?


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Before moving on for the night, here's a quick summing up of how Mel spent the afternoon.

Mel and Joran make their way to the smithy, meeting the rest of her students there. Over the course of the afternoon, she shows them how to make arrows -- choosing a good shaft from the wood on hand, straightening any kinks in it with heat, how to make the nock, thin the tip and attach the arrowhead, and how to split feathers for fletching and affix them to the shaft with linen thread.

Lastly, she shows them how to mix pine sap and verdigris and dab it onto the fletching with a paint brush to seal the edges of the fletching in place. "The verdigris is mildly poisonous," she says. "It will help keep feather mites from chewing up the fletching. It's not enough to cause harm to you in small doses, but you don't want it to build up in your body over time. So if you get some on you, wash if off immediately."

She patiently works with them, correcting mistakes and explaining things.

Craft bows check to teach Garn to make arrows: 1d20 + 11 ⇒ (20) + 11 = 31

Craft bows check to teach Nella to make arrows: 1d20 + 11 ⇒ (14) + 11 = 25

Craft bows check to teach Susy to make arrows: 1d20 + 11 ⇒ (3) + 11 = 14

Craft bows check to teach Scratchtail to make arrows: 1d20 + 11 ⇒ (16) + 11 = 27

Craft bows check to teach Joran to make arrows: 1d20 + 11 ⇒ (5) + 11 = 16

Joran has difficulty tying the knots for the fletching, and Susy keeps accidentally splitting the shaft while trying to put in a nock. But they make fewer mistakes as the afternoon progresses.

"That's enough for today," Mel says as the sun gets lower. "I think you're all getting the hang of it. Susy, Joran, don't be discouraged -- learning something new is hard, and honestly, you learn more by messing up and the fixing it than you do by getting it right the first time. You'll get the hang of it with a little more work. And you'll get plenty of practice tomorrow; I'm going to have to spend my time making bows."

The kids agree, and start to head home, chattering gaily amongst themselves despite the looming battle. Mel finishes putting away her tools; then she notices that Joran hasn't left. He hovers reluctantly by the door.

"Worried about what your father will say?" Mel asks gently.

He nods, wordlessly.

"Well, he may be angry, it's true," Mel says. "But the anger won't last. He's scared, and his pride is hurt. But I think he loves you, and he wants you to be safe. Just do your best to help keep everyone alive, and he'll have cause to be proud of you. All right?"

"All right," he says.

"Run along now."

Joran departs, leaving Mel alone in the smithy. She silently picks up one of the arrows the children made, and examines it. Less than lovely, she thinks. But it should fly true. Though I mislike putting my trust in materials produced in shrine to a demon lord. Sweet Ostara, what is Perrin thinking?

On the way out, she passes a table full of finished items the smith made. One of them, a dagger, catches her eye. She pulls it from the sheath: simple, sharp, serviceable.

Nodding grimly, she affixes the sheath to her belt, rams the dagger into it, and leaves two gold coins on the table with a note to the smith saying: For the knife. Hope I don't have to use it. -- Mel Elden.

Then she exits, leaving a quiet room slowly darkening behind her.


Brookside Campaign Journal

The young folk toil with determination under Mel's tutelage and seem to be learning. Working with Mel's training and more motivation than they'll ever have, they produce 50 serviceable arrows in the afternoon and early evening.

Mel may spend some of her time crafting while watching them. Call it one-quarter day since she spent half the day half-occupied. Can craft up to 25 gp worth of mundane items.

As the sun sets, the exhausted people of Brookside turn in. The town hasn't seen this much activity in one day for many, many years. There is a deadly quiet soon after sunset as everyone is dead tired.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Mel spends the night in the guard tower again. She hasn't got anywhere else to go. I'm not sure exactly what the state of the wall is, but I think Vors and Hirda should decide that since they were the ones working on it.


Male Human Shaman (Witch Doctor) 7 ----- AC 19, HP 45/45, Fort +4, Ref +4, Will +12, Init +2, Perception +23

Seems to me like the sections along the river would be lowest priority, since that provides a natural barrier anyway.

As the work on the palisade draw to a close and the sun sinks low in the sky, Perrin gathers together any townspeople who got bruised or scraped up during training, as well as any party members with persistent injuries from the day before. "If you stand around me for a moment, I can heal you all right up." He closes his eyes and spreads his arms wide, with a serene smile on his face and a rough lump of lead in his palm. Suddenly, his body starts to convulse and an inarticulate cry escapes his lips. At once, the group's wounds begin to close over and melt away. Using all three of his channels. After several seconds, Perrin slowly opens his eyes and looks around at his patients, unsteady but beaming. "Good as new!"
Healing: 3d6 ⇒ (1, 5, 3) = 9

After a quick dinner, Perrin and his familiar return to his lab to put the finishing touches on the acid he's been brewing up. Taking 10 with aid another and guidance from Pebbles and a masterwork tool, meeting the DC for accelerated crafting.
Pebbles Aid Another: 1d20 + 5 ⇒ (8) + 5 = 13
Perrin pours the completed acid into ten small glass vials. Returning to the town, he finds ten interested townspeople and distributes the vials among them. "These are flasks of acid - if you throw one at an orc it should be able to get past even the thickest of armor. Be very careful, though - they can splash into the surrounding area, so make sure not to throw them anywhere near any of us." He pauses briefly, then adds, "Oh, and if there's some sort of beast with them try to throw at it; the last of their creatures we fought was tough to kill with normal weapons."

With that, Perrin is ready to turn in for the night.


Brookside Campaign Journal

The people of Brookside gather around and fall silent at Perrin's strange and troubling display of power but looks of confused peace fall on their faces when they see wounds close.

They are still confused and awed when he hands out flasks of acid but they heed his words and handle them with care.

I'm assuming Vors, Hirda, and Titania spent the rest of the day working on the palisade. I'll also work Perrin's suggestion of leaving the water section for last unless the group decides otherwise.

Mel:

Who is in the watch tower with you? Are you staying up all night or taking shifts?

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