Mothman's Jade Regent

Game Master Mothman

Jade Regent Adventure Path
Licktoad village map


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Female Vishkanya Nightmare Draconic Bloodrager 1
Marc d'Laurac wrote:
"Well fought," he says to Jasminder and Yumiko, looking somewhat sheepish at his lack of real contribution to the fight. "You are not hurt are you Jasminder?"

"No, not wounded she says," colour starting to return to her face. At Yumiko's words, she first wipes her face, then looks down at her armour and frowns at the ichor dripping off it. "Sometimes battle leaves me... tired." She sighs and turns to jump to the next rock, but in her still recovering condition, she doesn't quite make it and makes a large splash as she falls in the water.

Pulling her self up, she swims to the opposite bank. At least the creature has been washed off me, she thinks to herself. Although I seem to have traded the blood and slime for mud.

Acrobatics Check: 1d20 ⇒ 9
Swim Check: 1d20 - 3 ⇒ (19) - 3 = 16


Most of the group make it across to the south bank in some fashion or another, leaving just Haelynn and Tannithil on the north bank.

Grendel hunts around for the path, and soon finds a viable trail that stays mostly above water and the worst of the mud, leading south then south-west.


Male Musetouched (Azata-blooded Aasimar) Bard 1

Xargin once again offers to clear the worst of the muck off anyone who was in the river, and uses prestidigitation to dry and clean the clothes of anyone who accepts.


Xargin Kaijitsu wrote:
Xargin once again offers to clear the worst of the muck off anyone who was in the river, and uses prestidigitation to dry and clean the clothes of anyone who accepts.

"Thankyou for the offer, but I feel it may be an exercise in futility at the moment," he says, grinning while he uses his hands to wipe the worst of the muck from his armour. "If the offer is stands once we are out of the swamp, I will definitely take you up on it."


Female Vishkanya Nightmare Draconic Bloodrager 1

Jasminder nods her head to Xargin in thanks, and then rejoins the group to continue their journey once she is clean once more.


DMNPC for Haelynn and Tannithil.

I will assume they both swim across.

Haelynn swim check: 1d20 - 4 ⇒ (3) - 4 = -1
Tannithil swim check: 1d20 + 4 ⇒ (2) + 4 = 6


... OK ... Tannithil makes no progress and can try again. Haelynn flails about and starts to go under ... perhaps a white knight *cough*Marc*cough* will rescue her?


Tannithil swim check: 1d20 + 4 ⇒ (20) + 4 = 24


Seeing Haelynn seriously struggling in the water, and only halfway across himself, Marc directs Taletheus about. "Don't panic; we've got you," Marc says, reaching out and grabbing one of Haelynn's flailing arms. He pulls her up behind him on Taletheus' back then urges his horse the rest of the way across the water way.

Making the opposite bank he assists Haelynn down from the saddle. "I'd struggle too, in all that armour. Luckily for the both of us Taletheus is a strong swimmer." He pats his horses flank in thanks.

Seeing Tannithil making is across the water, Marc turns to Grendel. "Have you found the path? Shall we continue on?"


Female Aasimar (musetouched/tian-min) Oracle (life) 1

Shocked, Haelynn settles on Taletheus' back and clings to the Marc. "Thank you," she whispers, "and Taletheus as well. I am not much of swimmer."

Once safely on the opposite bank, Haelynn nods at Marc and joins her sister. "I managed to embarrass myself..." and stops mid-sentence as she glances at Jasminder.


Male Halfling Rogue (Scout)/1
Marc d'Laurac wrote:


Seeing Tannithil making is across the water, Marc turns to Grendel. "Have you found the path? Shall we continue on?"

Grendel flashes a smile at Marc and a wink towards Haelynn. "Yes, ready to continue, if you two are done splashing around."

The halfling turns to the path and starts on his way, eyes darting here and there as he strides along at a surprisingly fast pace for someone so small.


Following the halfling scout’s lead, the group continue to pick their way through the tangled vegetation and muddy water of Brinestump Marsh.

Here, the trail continues in a generally southerly direction, still marked periodically by carved marks and odd fetishes hanging from branches. After about another 5 minutes or so of traipsing through the mud, the path is once again bisected by a waterway too wide and deep to jump over or wade through, presumably yet another branch of the Soggy River’s delta. This one is spanned by a somewhat dubious looking bridge constructed of logs, rope and driftwood; although it doesn’t look entirely safe, a quick inspection suggests that it will probably hold together, and indeed the group is able to cross without incident.

Beyond the bridge, the trail continues south for a short distance before turning west. It winds its way through the wetlands, eventually heading in a generally north-westerly direction. The smell of brine and the sound of surging water grow stronger.

After about fifteen minutes of walking along the very winding, very muddy trail, the surrounding vegetation parts to reveal that a view of a swampy lagoon. The sand and mud flats of Sog’s Bay are visible beyond the lagoon’s shallow waters, while an old two story building, its walls peeling and soggy with moss and its roof sagging with age, sits on the lagoon’s near shore – the trail’s apparent destination.


Following closely behind Grendel, Marc scans the decaying house and surrounding lagoon for signs of life. After the trek through the swamp, Marc is somewhat dubious about a solitary human's ability to survive here alone. He reaches for his Lucerne hammer as he looks and listens, preparing for possible danger.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


The lagoon (which lies beyond the house from your direction of approach) looks fairly still and peaceful. Several long legged birds wade about in the water – they don’t appear too threatening.

The front door of the house faces you, sheltered by a narrow portico. The door is closed. Most of the buildings windows are covered by weathered timber shutters. A few of these hang open, the glass behind them is grimy and opaque. A crooked chimney rises from the rear of the house, but no smoke currently emerges from it. A ten foot high mud-brick wall fences off an area immediately south of the house.


Female Aasimar (musetouched/tian-min) Oracle (life) 1

Pausing to take in the scenery, Haelynn notices that Marc reaches for his hammer. She tenses and looks around, standing beside her sister and waiting for danger.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Female Aasimar (musetouched/tian-min) Oracle (life) 1

...damn. Probably spending more time taking in Marc than the scenery...


"Looks surprisingly tranquil for the middle of a swamp," Marc says quietly. He looks to Grendel and Tannithil. "Can you see any recent comings and goings that indicate old Walthus is about and well?"

If nothing else can be spotted or found Marc will begin making his way cautiously towards the front door of the house. He'll keep his hammer to hand and at the ready.


Male Halfling Rogue (Scout)/1

perception: 1d20 + 7 ⇒ (20) + 7 = 27

Grendel scans the lagoon and the house for any signs of activity.

Assuming nothing else is revealed

"Give me 5 minutes and then make for the house, I will circle around, make sure nothing nasty is waiting for us." He takes out his sling and starts off to the left, moving at a slower pace and close to the ground, trying to move unseen as he circles the house.

stealth: 1d20 + 11 ⇒ (15) + 11 = 26


Grendel begins snooping quietly around the decrepit looking house. The building has been constructed atop a small raised hillock of relatively dry ground adjacent to the lagoon. For the most part, the swamp's vegetation has been cleared back some five to ten feet back from the building, but here and there creepers and shrubs have encroached into this clear zone, and in some cases even grow up the walls. At the rear of the house there is a strip of land averaging about ten feet wide between the house and the lagoon. The bank above the lagoon overhangs the water somewhat, and Grendel gets the impression that the water was much further away when this house was first built - over the years the bank has crumbled away into the lagoon which creeps ever closer to the house.

Grendel's circuit of the house reveals only one door, the portico covered front door. There are several windows, but between partially broken shutters, the filthy condition of the glass, and in some cases curtains within, the halfling can see little of the interior of the house. Up close, he does hear some faint noises from within that might be footsteps, suggesting to him that the house is inhabited.

The area immediately to the south of the house is walled off by a tall, mud-brick fence that extends right up to the walls of the house - apparently enclosing some sort of yard, though Grendel is able to determine little of its contents. The wall is quite solidly built, with no substantial gaps between bricks. Grendel can hear some sort of faint scraping sound coming from behind the wall.

It only takes the halfling a minute or so to complete a circuit of the small building and return to where his companions wait.


Female Tiefling (oni/tian-min) Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)

Yumiko shrugs "Aye, we think's this's Walthus' hut. We guess us just knocks?"


Male Halfling Rogue (Scout)/1
Yumiko Kita wrote:
Yumiko shrugs "Aye, we think's this's Walthus' hut. We guess us just knocks?"

Grendel nods in agreement. "Sounds like someone is inside, we can only assume it's Walthus. I'm guessing we would be better off announcing ourselves rather than trying to sneak or break in - he must have some kind of defences against the dangers of the marsh."


Ok, going up and knocking at the front door?


Male Halfling Rogue (Scout)/1

Grendel moves forward, to within 20 feet of the front door, cups his hands around his mouth and hails the house as loudly as he can. "Walthus Proudstump? We are travellers from Sandpoint, and seek council with the warden of the marsh. Although we are armed, we come in peace, and mean you no harm. May we approach the house?"


Marc nods in agreement to Grendel's suggestion and then moves forward to stand next to the Halfling as he hails the house.


Male Musetouched (Azata-blooded Aasimar) Bard 1

Xargin stands back near Yumiko and Haelynn, wary but not overly concerned. He waits to see what reaction comes from Grendel's greeting.


There is no answer to Grendel’s hail. The halfling does hear a faint clatter from inside the house, as if someone had been startled and perhaps dropped something or bumped into something.


"It is as my companion has says, good Walthus; we mean you no harm. My name is Marc d'Laurac and my companions and I are seeking information from you, nothing more. Will you not treat with us?"

Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24


For a moment no response comes, but after a moment there is the sound of a bolt being drawn back from inside the front door, and the door opens a crack. A pale face framed by a mop of messy brown hair peers around the door (which is sized for human adults) at about three feet above the floor level. "Do I know you?" the figure calls in a somewhat quavering voice. "What is it you want?"


Female Tiefling (oni/tian-min) Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)
DM Mothman wrote:
For a moment no response comes, but after a moment there is the sound of a bolt being drawn back from inside the front door, and the door opens a crack. A pale face framed by a mop of messy brown hair peers around the door (which is sized for human adults) at about three feet above the floor level. "Do I know you?" the figure calls in a somewhat quavering voice. "What is it you want?"

"Walthus, thy old snake-husker! 'Tis Yumiko! Us still has some 'o thy skins hereabouts from afore when tha was last about Sandpoint." Yumiko begins "These folks dont' mean to tremefy, 'n' is all peacerly. Hurting you is the last thing us'd do (although it is on the list). The Licktoads've been recently igniparous with pyrotechnicalities, and we're here to ask if tha are any knowledgic about that?"

Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12

You guys have to be faster if you want to stop Yumiko from talking to people!


Male Musetouched (Azata-blooded Aasimar) Bard 1

why would we want to stop her? This can only end well!


“Er … Yumiko? Was it?” The halfling man, whom some of you do recognise as Walthus, seems rather unsure, but he does open the door wider and step hesitantly out onto the porch, looking about warily. “I … I’m not really sure what you just said?”


Female Aasimar (musetouched/tian-min) Oracle (life) 1

Haelynn steps forward, smiling, "Yumi means we come in peace, and mean you no harm Walthus," she tries to lean on her longspear, casually, where a moment ago she was ready to skewer anything that came out the house, "there has been some problems with the Licktoad goblins and we are hoping you could help us?"

Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10


“Oh.” Walthus seems unmoved either by Haelynn’s appeal or her natural courtesy and beauty. “The goblins. Yes, well, they’re always troublesome, but. Well, I would invite you in, but this place is a mess at the moment, perhaps some other time.” He steps back, looking like he’s about to shut the door.


Male Musetouched (Azata-blooded Aasimar) Bard 1

Xargin steps forward, hands at his sides, palms out to show that he has no weapons. He slowly reaches up, and removes his mask, revealing his scarred face, as he goes down on one knee to put himself on the halfling's level. Head slightly bowed, he speaks...

"Please, Walthus, wait. Our sister, Ameiko, has been seriously injured by the vermin, and now we hear tell that they have discovered some kind of explosive weapons. This can only bode ill for all of us, and we would surely appreciate any advice you could offer. She is all the family we have left in the world, and we must do what we can, not only to avenge the insult paid to her, but to ensure no others face the same fate."

Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

Inside Xargin's Head:
Please, let him see reason and help us...
He's hiding something. We know it. See how quickly he retreats? Why else would he do that?
Don't be ridiculous. He's an old man, alone at his isolated house, looking at a group of armed strangers who have arrived at his door. Surely you can understand his caution?
Perhaps, but we beg of you, please do not place blind trust in him. Be cautious, and know that we only wish for you to be safe... or as safe as you can be while on this journey...
Thank you my friends, your concern is a comfort as always. But we need this man's knowledge if we are to mitigate the danger we face later.

Haha! The dice are on my side again!


Marc is content to allow other's to do the talking, given he knows little of Walthus himself. Instead he studies the small Halfling, trying to determine whether his reluctance is due to being intimidated from a group of armed strangers, or something more...

Sense Motive: 1d20 + 5 ⇒ (9) + 5 = 14


GM only:
1d20 + 10 ⇒ (9) + 10 = 19


Walthus pauses at the door. “Huh. Explosive weapons … yes, I have heard the noise … sounds … uh, well, I suppose you can come in. Quickly now, it’s … it’s not safe out here.”

He opens the door wider and stands aside, gesturing you in.


Marc:
He does seem nervous to find a group of armed strangers on his door-step. He also seems concerned about something else, but you can’t tell exactly what – perhaps something that lives in the swamp?


Female Aasimar (musetouched/tian-min) Oracle (life) 1

Haelynn glances at her sister and shrugs. The tiger rests, but never sleeps.


Anyone going in?


Female Aasimar (musetouched/tian-min) Oracle (life) 1

Haelynn enters.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15


Male Musetouched (Azata-blooded Aasimar) Bard 1

Xargin stands and replaces his mask. He gestures for Yumiko to go first, giving her a very slight bow.


Male Halfling Rogue (Scout)/1

Grendel moves into the hut, looking around curiously.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Female Tiefling (oni/tian-min) Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)
Xargin Kaijitsu wrote:
Xargin stands and replaces his mask. He gestures for Yumiko to go first, giving her a very slight bow.

Yumiko frowns, trying to work out if his obviously feigned chivalry is some kind of trick or joke at her expense. She mentally prepares a choice wasting-curse to fling at Xargin if she is covered in chicken-feathers or 'somesuch wretchedly malodorous mollycoddle', and then steps over the threshold.


Female Tiefling (oni/tian-min) Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)
Haelynn Kita wrote:
Haelynn glances at her sister and shrugs. The tiger rests, but never sleeps.

Yumiko understands that look from Haelynn with an infallible sisterly bond. "Aye - in this jungle, this mightisome jungle, the lion sleeps tonight."

(Uyimbube, Uyimbube, Uyimbube, Uyimbube)


Female Aasimar (musetouched/tian-min) Oracle (life) 1

Haelynn whispers fiercely, trying to suppress a smile, "Take this seriously!"


Male Musetouched (Azata-blooded Aasimar) Bard 1

Xargin follows the sisters into the house, looking around warily.

Perception: 1d20 + 3 ⇒ (9) + 3 = 12


Several of the adventurers move forward, stepping through the front door into the run-down house.

The front door opens out onto a relatively large room featuring mildew spots and bubbling paint on the walls and ceiling. A faint smell of damp pervades the place. The house was obviously built for human sized inhabitants, but the furniture is mainly sized for halflings, and here and there are positioned old crates and crude steps to reach windows, high benches and such.

This room is furnished with several small chairs, one of them lying on its side with a broken leg, and a number of potted plants that don’t appear terribly well tended to. A wooden staircase winds up to an upper floor, and several doors open out onto other rooms.

As Haelynn passes close to Walthus to enter the house, she notices that the halfling looks unusually pale and tired, and appears to be wincing slightly when he walks.

“Err,” says the halfling, glancing about his house. “The place is a mess. Um. Something to eat? Come through.” He gestures towards one of the doorways at the back of the room, and limps over in that direction.


Male Halfling Rogue (Scout)/1

Grendel starts to follow Walthus. "The maid been sick Wal?" He asks, grinning.

Can I make a local knowledge check to see if Walthus has any particular loyalty/affection for the following: The Sheriff, Cathedral or Ameiko? If so will use one of them in the bluff

Local Knowledge: 1d20 + 5 ⇒ (15) + 5 = 20
Bluff: 1d20 + 5 ⇒ (7) + 5 = 12

"We are here at the behest of Sheriff Belor/The Cathedral/Ameiko. The Licktoads are causing real trouble, people are getting hurt. Have you had any contact with them recently? Do you know where their village is?"


Female Tiefling (oni/tian-min) Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)

Yumiko scans the state of disrepair around the house.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Does it look like the broken chair is the result of a struggle, or just the general wear and tear of the property?

She whispers to Haelynn, "Us's going to take a looksee around. Save us some provender." before making her way quietly up the stairs while Grendel is prattling on to Walthus.

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24

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