Heroes of Wolfpoint

Game Master hallowsinder

Many heroes have found themselves wrapped up in various seemingly disconnected plots throughout Isger. How do these events all weave together, and what fate will befall Wolfpoint?


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~~Umok~~

Cydonius would likely return home. He would not dare stay at the warren after dark unless something prevented him. However, he has not arrived hom.

~~ Estate hills of Saringallow ~~

"Fine. Simply give me a copy of it in the original language once you are done and otherwise stay out of my sight. I don't want to accidentally see any hints." Lord Cruor leaves, but assigns a guard to take you to the library.

~~ Deck of the Iron Prowl ~~

Night falls soon, and Lhyrnyr is woken to assume his watch. A day passes uneventfully before on the second night.. dun dun DUN!

Perception, please. :)

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

Umok

He would have arrived by now, I think the goblins got him. Here is the problem. I'm not a ranger, I can't just simply track them, and the goblins have moved on since the last fight. Any ideas? examine the burnt down farm, as the fire was interupted, so if anything remains, it would be where the fire did not reach. If we examine the scene, we might be able to tell what general direction they came from. The area set on fire first would be the one most burnt down because it was on fire the longest.

he pauses for a minute Or you know, we can find a ranger who can track them local: 10 + 1d20 ⇒ 10 + (18) = 28 do I know any rangers around here that can track and do they charge, if not, do I know any investigators around here to can say where the fire started, like the northern part was on fire first before the southern part, etc.


"Keep watch with me, Scout." Notch-Ear instructs his pet as he takes to patrolling the ship's perimeter. The hyena follows closely, keeping eye, ear, and nose at the ready.

Perception: 1d20 ⇒ 19
Scout's Perception: 1d20 + 8 ⇒ (15) + 8 = 23 Also has Scent.


GM dice:

1d20 + 7 ⇒ (16) + 7 = 23

~~ Umok ~~

You can find a gnome ranger willing to help for free, as you're trying to find Cydonius, but he is of no great skill.

~~ Deck of the Iron Prowl ~~

As the night stretches on, you hear a strange sound. Someone is playing haunting accordion music. You keep eyes pierce the darkness to find the player is someone sitting by the riverside.

Then, in a moment of slight hilarity, both Sister Purnoma and Scout suddenly perk up at the same moment, in a rather similar manner, minus ears. Scout growls and paws at the deck, while Sister Purnoma snaps to attention and addresses Lhyrnyr, "Something just hit us. Below the waterline."


~~ Estate hills of Saringallow - Cruor's Library ~~

Natty heads to the library, and gets to work. He feels a vague exaltation breathing in the smell of dust and decaying paper... surrounded by the ancient knowledge of long-dead intelligentsia.

linguistics?: 1d20 + 9 ⇒ (9) + 9 = 18 or perception: 1d20 + 2 ⇒ (13) + 2 = 15


~~ Deck of the Iron Prowl ~~

"Great... so it's under us..." the gnoll answers, annoyed by this development.

Notch-Ear looks over the edge of the ship, trying to gauge the situation.

How deep is the water around the boat?

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

I go find gnome ranger by knocking on his door or by going to his place of work. taking 10 on my perception as I move for a 23


The water is 40 foot deep.

No need to wait on me for the roleplay the acquisition of Gnome Ranger 1, you can even name him if you like. :P

Roll (1d6+1) halved for how many hours it takes you to find suitable references, Natty.


1d6 + 1 ⇒ (5) + 1 = 6 = 3 hours

The hours slip by for Natty... only the guard's yawns, and unsubtle sighs of boredom hint at the time he's spent as he finishes the translation.

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

I knock on his door, as he answer it. I say Hey Lucky, we can use your help, we need you to track something, goblins that attacked yesterday, any chance you can help? and assuming he says yes, I will lead him to the scene of the crime.

he then looks back to see if Derrik is still there.


If you are heading to the scene of the crime, that's the plotline you've decided to follow, so you know.

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

yep, I'll head there assuming Derrick comes along.


R-r-r-retcon! The river is now 25 feet deep. 40 feet is pretty beast.


Hah. Gotcha, no problem.

"Let's go wake the others up," Notch-Eye says with a smirk. "It's time to catch us a big fish."


Just Me Rolling Some dice, no cause for alarm.:
GM Rolls: 1d20 ⇒ 4More GM Dice: 3d10 ⇒ (4, 7, 1) = 121d20 ⇒ 41d20 ⇒ 20

~~ Estate hills of Saringallow - Cruor's Library ~~

Natty finds a most alarming correlation. The script is written in the same text as that of "Rites of the Last Moon", a collection of mad ravings of cultists of Groetus. You then use it as a translation reference and quickly get the hang of the writings from the crime scene.

Your skill at spellcraft readily identifies that there seems to be some sort of charm, weaved through the texts, a spell of protection against divination. It is obvious and not hidden, save via the obscure language. Likely, it would have interfered if someone had attempted to use divination in the crime scene.

~~ Deck of the Iron Prowl ~~

As Lhyrnyr heads below decks, he hears a scream from the bottom deck.

Do you head down, or continue to the crew quarters?


"Go wake the others," Notch-Ear calls out to Sister Purnoma. "This one will go check what's going on." He adds, rushing to the source of the scream.


~~ Deck of the Iron Prowl ~~

Purnoma nods as she goes to wake them.

As you head below decks, you see a tendril, half as thick as a man, of bone and necrotic flesh, ending in a scythe like blade created out of fused bones. It protrudes from a hole in the ship. If the crew could get down here, they could plug the hole, but not while this is here. A man nearby appears to have been slashed by the tendril and fallen unconscious or dead against the floor. The tendril is flailing around wildly.

Also, you can hear, over the rushing water flowing into the ship, something trying to bore more holes in the ship. Possibly whatever is on the other end of this tendril.


Notch ear draws his greatsword as he enters below deck, judging best to use a weapon more fit to close quarters than his hammer.

Seeing the scene, Notch-Ear lunges into action, taking a powerful swing at the tendril.

Greatsword, Charge, Power Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 2d6 + 9 ⇒ (6, 6) + 9 = 21


~~ Below Deck, the Iron Prowl ~~

Lhyrnyr rushes forward, and with a single blow severs the tendril at about half it's height. The lower half writhes and squirms as it pulls itself back into the water below.

Scrabbling and scratching can be heard on the underside of the ship, but Lhrynyr has at least a moment to himself to take stock of the situation or perform another action.

~~ Burnt Farmstead, outskirts of Umok ~~

Derrick as he waits at the farmstead, sees the Wolf Rider coming towards the farmstead. With a raised arm, once he spots you, the rest of the goblins hang back as the wolf slowly moves forward.

DC 15 Perception check:
He has a potion in his non-shielded hand, and the spear upon his back is a different one than yesterday.

DC 20 Sense Motive only if the perception check also passed:
He doesn't seem to be particularly itching to fight right off.

~~ Rabbit Warren, outskirts of Umok ~~

"Yep, Cydonious was certainly here, but from the signs of it, he was attacked. There's a few bloodstains here and there. Goblins, I'd assume." Max's Ranger gives him his best analysis of the scene.


With the monster kept at bay for a short moment, Notch-Ear approaches the fallen man, checking for any traces of life.

Is he unconscious or dead?


Whooops, forgot to roll the damage die:
1d10 ⇒ 11d20 ⇒ 111d20 ⇒ 11

The man's unconscious. He's already stabilized from his shallow wound, that likely only knocked him unconscious from the shock of it. He'll be fine.

DC 15 Heal check to have noticed this without using up your action.


Heal: 1d20 ⇒ 16 Hah, lucky.

Bit of info I forgot to ask about earlier which will affect my course of action: Does the boat have some manner of harpoons, or other such equipment that may prove handy for a sea creature attack?


Yes, but they are not kept down here below decks.

Water continues to flow into the ship, and a cracking and groaning focused on one point suggests another hole is about to be broken through the hull.

Sister Lilyenne arrives, jumping down the ladder rather than taking it, landing smoothly, with a splash as her feet land in the two inch deep water.

"Situation?"


~~ Estate hills of Saringallow ~~

Natty scribes another copy for Lord Cruor as requested. He asks the guard to pass it along - and his gratitude, to Lord Cruor. He then heads back out into the cold to seek out Detective Dekker.

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

so what do I see in the investigation?


M elf cleric 3 HP:20/20 AC:18 T:13 FF:15 CMB:+1 CMD:+15 Fort: +3 Ref: +4 Will:+7 Int:+3 Perception:+11

Derrick will make his way to the arranged meeting site after spending a little more time to prepare.

preparing magic weapon 1st level, and lesser angelic aspect

He will sit and wait within the doorway of the half burned building keeping keen eyes and ears about.

perception: 1d20 + 11 ⇒ (17) + 11 = 28


Derrick, my post is above. Your actions?

That depends on your survival check.


M elf cleric 3 HP:20/20 AC:18 T:13 FF:15 CMB:+1 CMD:+15 Fort: +3 Ref: +4 Will:+7 Int:+3 Perception:+11

oops, totally missed it.

sense motive: 1d20 + 8 ⇒ (18) + 8 = 26

Derrick will stand with his weapon sheathed as well. As a readied action, prepared to cast divine favor if the goblin acts hostile.

Derrick Holds up his hands palms open towards the wolf rider.
Hail! Do you speak common? I merely wish to talk!

simple start,


"It's trying to sink the ship. It's already pierced one hole, and it's trying to make a second. Any ideas?"

Notch-Ear's first instinct was to dive off the ship and show the creature the business end of his hammer's pike, but he had some idea that this might prove foolish.


~~ Saringallow - Richter Lane~~

Detective Decker is found holding a waterskin up against one of his eyes, wincing a bit, sitting on the doorstep of the crime scene.

~~ Burnt Farmstead, outskirts of Umok ~~

"Hah! I doubt there's anything merely about it." The goblin bitterly mocks you, "No doubt you've got a dozen questions followed by a dozen blades. You know as well as I do, that the war between uncivilized and civilized races isn't going to end today."

It's a bit disconcerting to hear a goblin talking like that. It's definitely against stereotype.

~~ Below Deck, the Iron Prowl ~~

"We can't fight it underwater, so, when it breaks through, we crush whatever limb it is using to do so, till it has no more limbs left, or we have sunk." Sister Lilyenne says this matter of factly, checking the bandages on her fists, as well as a tap to her bandanna to make sure it is tight.


"That's an idea this one can get behind," Notch-Ear replies. "One down, Asmodeus knows how many left."

The next time he comes across a crewmember, he orders them to get anyone who knows how to handle tools to get to fixing the hole from earlier and keep ready for other breaks.


M elf cleric 3 HP:20/20 AC:18 T:13 FF:15 CMB:+1 CMD:+15 Fort: +3 Ref: +4 Will:+7 Int:+3 Perception:+11

Indeed, A thousand years of war and pain cannot end in one day, however, seeds of peace can be sown, or at least, parley. I have brought no band here to fight, I merely wish to talk, if you would answer Great wolf rider. If talk is what is done today, no blood will be shed Of this you have my word.

diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

Derrick Stands still

I will offer compensation for your time and answers, Perhaps a question, for a question? To start with, I merely seek to know if there was any particular reason why you raided this land, Perhaps someone that you see as an equal, or even, superior sent you here? And Where you obtained that, quite marvelous shield.

Can I Identify the potion in anyway? Or would it be too far away.

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

I will count the number of goblins here while Derrick is talking.


You are not there, and you still haven't given my your survival check so that I can tell you what you saw on the scene.

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

survival: 1 + 1d20 ⇒ 1 + (8) = 9 and what about the npc ranger helping me track?


He told you what he saw, and you don't see particularly more than that.

~~ Below Deck, the Iron Prowl ~~

A crew member is called, and a few men ready themselves to start patching the holes, but they are too afraid to come down while the monster is poking holes in the ship unless an appropriate social check is made.

Eventually, a drill, grafted to spinning tendons and bone, bursts through, and you and Sister Lilyenne rush to strike it.
Attack at your ready.

~~ Burnt Farmstead, outskirts of Umok ~~

"Reason? The reason is the war. Those craven inane beasts that make up my "clan" will strike at anything they do not possess. they are wretched existences that are little more than a force of nature, vermin on a large scale."

"As for me personally.... Heh, yes. I have seen many equal or superior beings. I seek them out. Only by combat between equals can I escape the pathetic fate of my people. The one you seek is the one who elevated me... I will tell you her name on my dying breath, if my strength fails here."

"Stand ready, warrior." The Wolf Rider's wolf seems to sense the tension and howled as the Wolf Rider raised his shield.


"Cowards! Do you WANT to sink?!" Notch-Ear roars, looking to push the men into action.

Intimidate: 1d20 + 13 ⇒ (4) + 13 = 17

He holds his blade to the side as he runs to the tendril, and gives a broad swing, aiming to sunder another one of the beast's limbs.

Power Attack: 1d20 + 7 ⇒ (19) + 7 = 26Damage: 2d6 + 9 ⇒ (3, 1) + 9 = 13 Notch-Ear will charge if positioning allows it, bringing the roll up to +9 at the cost of his Armor Class.
Oh hey, look at that pretty 19.
Crit Confirm: 1d20 + 7 ⇒ (8) + 7 = 15Critical Damage: 2d6 + 9 ⇒ (3, 5) + 9 = 17


M elf cleric 3 HP:20/20 AC:18 T:13 FF:15 CMB:+1 CMD:+15 Fort: +3 Ref: +4 Will:+7 Int:+3 Perception:+11

Derrick will mutter a few words under his breath. And give a wave of his hand in front of him as if waving away something. (Casting divine favor as per readied action)

if a duel is what you seek, I would be happy to pay you with it. If you would but answer my questions first, its a strange enjoyment to find such a well spoken individual among... Your kind. Pray, what potion is that?

diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

initiative: 1d20 + 4 ⇒ (13) + 4 = 17 (if need be)

Derrick will watch the rider. Moving casually as he speaks to avoid direct paths to him. If the rider moves to drink the potion he Carries I will have to take it as an act of combat due to his last statement and will cast summon monster II

Acquisitives

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M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

I will move onto the next town if my character knows what/where that is. when all else fails and you don't know what to do in a homebrew, just wander around randomly, something is bound to happen.


~~ Rabbit Warren, outskirts of Umok ~~

Olam materializes and does a quick 360 of his surroundings looking for any threats. Not sensing any immediate threats he begins walking towards what looks like a cross between and man and a rabbit. Interesting...

As I approach non threateningly I am in the Eyes of the Crane Stance allowing me to detect evil at will. It is my habit to assess unknown people with this ability and the Psionic Talent lvl 0 Empathy (detect the surface emotions of any creature you can see that is in the power’s area) to establish whether they are possible threats.

If I establish that this Rabbit-man is not evil I will greet him as follows:

Hello sir... Can you perhaps tell me the name of this area? I know it sounds like a strange question but I guess you could say that I'm new in town

Pay no mind to my name WabbitHuntr. I assure you Olam has never harmed a hair on a rabbits head much less a hare's

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

They call this place Umok, only you are in the outskirts of it.
About a day ago the goblins burnt down this farm and ran off, and we can't seem to track them.

as far as the read thoughts on me, you can pick up a, what do I do now type of thing.


To what purpose are you trying to track down these goblins? Is it simply to find them and kill them to ensure the safety of the town or is there something more to it?

Olam is just trying to figure out the details of the situation rather jumping in blindly with his offer to help track the goblins down. But he knows that his Masters from the Jade Winds Monastery would not have sent him here without purpose.

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

they have been slaughtering the gnomes for years, not to mention I think they are responsible for a disease on the rabbit population. And they burnt this place down. I might try a diplomatic solution, but they might be beyond reasoning.


If you would like, I can help you track down these goblins

Despite his humble appearance and lack of visible weaponry or armor, Olam seems confident that he can help in this matter.

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

Sure, I accept


~~Below Decks, Iron Prowl~~

Notch-Ear's roar manages to spur the men into action, and two begin to tentatively come down, when a drill breaks through the deck. A heavy rusted iron drill, grafted directly onto bone crests out of the wooden deck. Striking with fury, Lhyrnyr's blow is so massive, that the blunt trauma shatters the bones connected to the drill.

Heavy scrabbling can be heard around the hull, it seems the beast is repositioning. The crew, encouraged by your success, begin doing what they can, and Sister Lilyenne assists. She is clearly much stronger than the crewmen, capable of lifting with one hand burdens that a crew member struggles with.

~~Burnt Farmstead, Outskirts of Umok~~

"Hah, and will you politely tell me how to counter the spells you will cast? I've already stated my bargain. You'll have her name on my dying breath or yours. She's the key to all your questions." He downs the potion and readies for combat.

Annnnd I need to wait until later tonight when I have his stats handy.


Max Willard wrote:
Sure, I accept

I ask Max to take me to where the Goblin presence was largest and once there I manifest: Psychic Tracking..


Roll your spellcraft.


Count Visage wrote:
Roll your spellcraft.

Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24

Acquisitives

M SRO Operative 6: EAC:20, KAC:22, Init:6, Speed:50 20 climb, Fort:3, Ref:9(evasion), Will:6 (+4 vs effects that target only humanoids) Perc:13, darkvision

Max leads WabbitHuntr to the approximate exact location of the main goblin he fought and does a reenactment of the battle.

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