Mothman's Jade Regent

Game Master Mothman

Jade Regent Adventure Path
Licktoad village map


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

As her sister slips away, Haelynn moves away to distract the halfling. "Walthus, you appear to be injured," she says, pointing at his leg, "may I offer you blessings of the goddess to ease you pain?"


Grendel, you're not aware that Walthus is a religious man, or that he ever stays or eats at the Rusty Dragon, but he seems to have an amicable (if not close) relationship with the Sheriff, so that might be your best bet.

Walthus seems somewhat bewildered at Grendel's joke about the maid, and just stares at him for a moment without answering. When Grendel invokes Sheriff Hemlock's name and asks for help regarding the Licktoads, Walthus says, "Goblins. Yes. Um, they live in the middle of the swamp. That way," he points vaguely towards a wall (to the south). "I don't have any contact with them - I stay out of their way, they stay out of my way."

Grendel, or anyone listening to the conversation may make sense motive checks if they like - except Marc who has already made such a check.


By this stage, Walthus has led Grendel (and anyone else who is following) through doorway to another room, a combination cooking area and dining room. A halfling sized wooden table with a single (halfling sized) chair occupies the centre of the room. A high bench (with a footstool below it) runs along one wall, and there is a simple wood burning stove with a small stack of firewood beside it in one corner. This room appears somewhat neater than the last room. Another doorway appears to lead to a pantry or larder.


While Walthus leads the way into the dining area, Yumiko hangs back, looking critically at the broken chair, then turning to sneak off up the stairs.

Yumiko:
The chair appears recently broken, and to our eye more likely as a result of some recent misadventure.

Sneaking up the stairs, Yumiko finds herself at one end of a dimly lit, narrow corridor with three wooden doors off it.


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:

While Walthus leads the way into the dining area, Yumiko hangs back, looking critically at the broken chair, then turning to sneak off up the stairs.

** spoiler omitted **

DM:
Yumiko starts poking around through each of the doorways (starting from the leftmost to rightmost) looking for anything untoward - evidence Walthus is in league with the goblins; unholy symbols to demon-snake deities; smokerooms filled with the hanging carcasses of his previous victims; misfiled tax returns; diaries with incriminating evidence to support his claim to the throne of Cheliax... (Yumiko is a suspicious witch.)

Use as many of these as you need...

Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 4 ⇒ (9) + 4 = 13


Male Halfling Rogue (Scout)/1

Sense Motive: 1d20 + 5 ⇒ (5) + 5 = 10


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

"You appear to be limping Walthus," Haelynn points out, again, "would you like me to tend to your leg?"


Male Musetouched (Azata-blooded Aasimar) Bard 1

Sense Motive: 1d20 - 1 ⇒ (20) - 1 = 19

Xargin is hilariously bad at Sense Motive... right up until he hits level 2, at which point he's going to become the most emotionally perceptive bastard on the damn planet, because BARDS!

EDIT: Huh... bad at Sense Motive or not, can't argue with that 20... The Random Number God is a fickle beastie


The first time Haelynn asked her question, Walthus appeared either not to hear her or ignore her, but the second time he looks away from Grendel and responds. “Snakebite,” he says. “Yes, it hurts. Who is your goddess? Would she help me?”


Xargin:
You can’t help thinking that something seems quite off about the way that Walthus is speaking and acting. You’ve heard that he is eccentric yet friendly – you certainly see the former, not so much the latter. He seems quite nervous (perhaps understandable, given the tall armed strangers that have turned up at his doorway, but you’re not sure) and very vague – for example, you would have assumed that someone in Walthus’ position would make a point of knowing exactly where the goblins that share his swamp lair, yet he seems unable or unwilling to tell you with any sort of precision. You’re pretty sure he’s hiding something – but what?


Yumiko:
The first doorway to the left opens to a room containing shelves and crates crowded with weapons, tools and hunting supplies. There is a folded tent, some snares, fishing hooks, rope, a hammer and box of nails, a wood saw, a hunting knife, and several small weapons and sets of armour, including a trio of hand axes, a longbow, two quivers of arrows and a couple of suits of leather armour. The gear is in some disarray but in otherwise good condition.

The second doorway leads to a bedroom containing a human-sized bed covered with a dusty sheet, and an apparently empty wardrobe with a broken door. The third door leads to another bedroom, this one cluttered with halfling sized furniture, clothing and bedding. There is a small bed, desk and chair, a crowded wardrobe and an open chest filled with shoes. The place is something of a mess.

There is little up here to indicate that Walthus might be in league with goblins or a secret demon-worshipper or anything.

You’ve used your first three Perception checks giving each room a cursory search.


Male Musetouched (Azata-blooded Aasimar) Bard 1

Xargin steps forward slightly to stand beside Haelynn

"Walthus, is all well with you? If it is just the snakebite paining you, please, let our friend Haelynn assist you. If there is something further troubling you, then please, share your woes with us. Mayhaps we could be of assistance. We do not mean to pry, you just seem ill at ease, and we know it cannot be easy living out here on your own."

Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23

Given that Xargin has reason to suspect that something is wrong, he's going to make another perception check to see if he can figure out what's going on, if that's okay with you Mothman.

Perception: 1d20 + 3 ⇒ (2) + 3 = 5


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:

** spoiler omitted **

GM:
Yumiko lets out a quiet, frustrated "Hmmmm..." and scratches her arse in a contemplative way, wondering whether to return back to the others. If she can hear the soft murmurs of conversation downstairs, she will spend a little longer poking around the rooms. She will concentrate on the 'occupied' bedroom - the desk, wardrobe and chest to begin with.

Next she will look at the wardrobe in the 'unoccupied' room. Is the door broken recently like the chair downstairs? Anything under the sheet?

If there is still time she will rifle a little bit more through the equipment room (looking for odd equipment or weird crafting marks - that kind of thing).

If this proves unfruitful, she will sneak back down the stairs to the others and pretend she was never gone.

Stealth: 1d20 + 10 ⇒ (16) + 10 = 26


Walthus turns to consider Xargin. "Well ... my snakes. There is a problem. Something's wrong with them I think ... they attacked me, something they've never done before. I can't control them. Maybe it's the goblins setting off all those explosions? I don't know ... Perhaps you could deal with them for me?"

GM Only:
1: 1d20 + 10 ⇒ (10) + 10 = 20 2: 1d20 + 24 ⇒ (3) + 24 = 27

Xargin, you don't notice anything unusual.

Anyone else may make perception checks, and any character present can make Sense Motive checks if they like in relation to Walthus' statement and query.


Yumiko:
You can hear the continued murmur of conversation from downstairs, so continue poking about the main bedroom using your fourth Perception check.

You don't find anything wrong us such (except if you count an excessive amount of snakeskin leather clothing and accessories as 'wrong'), but you can't help thinking that the untidy nature of the room almost makes it look as if it's been ransacked, rather than just generally left in an untidy state.

You can move onto the next room if the conversation continues downstairs ..


Male Halfling Rogue (Scout)/1

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Sense Motive: 1d20 + 5 ⇒ (12) + 5 = 17


Male Musetouched (Azata-blooded Aasimar) Bard 1

Sense Motive: 1d20 - 1 ⇒ (17) - 1 = 16


Female Vishkanya Nightmare Draconic Bloodrager 1

Never one to be overly diplomatic, Jasminder spends her time in the hut standing silently off to the side, allowing those with more skill at speaking to coax help from the frightened Halfling.
At the mention of "dealing with" the snakes, her ears prick up though. She does have a certain fondness for the reptiles, but not so much that she wont kill them if it comes to it.


Grendel and Xargin:
Ah … perhaps its this issue with his snakes – not to mention the snakebite – that has Walthus acting so strangely?


Tannithil Sense Motive: 1d20 + 5 ⇒ (6) + 5 = 11
Tannithil Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Tannithil says nothing, just gazes suspiciously at Walthus.


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

"If you can spare a moment, Walthus," Haelynn asks softly, "I will tend to your leg. I doubt the Eternal Rose will withhold her blessings from you."

Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10


Apologies all for my absence

Marc follows the others into the house and looks around. He looks critically at Walthus as the others question him, convinced he's not telling the whole truth.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Sense Motive: 1d20 + 5 ⇒ (19) + 5 = 24


"Ah ... alright," says Walthus, rolling up his pants leg to reveal two nasty looking puncture marks surrounded by a swollen, red area of skin.


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

"Well...,"

Heal: 1d20 ⇒ 6


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

"...just a moment."

I am not sure if a cure light wounds will help Walthus too much, yet Haelynn will give it a shot!

Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3


Haelynn lays her hands on Walthus’ wounded leg and calls on the Eternal Rose to grant her healing grace. The healing prayer seems less effective than normal – while the bite marks heal up very slightly, the spell does little to reduce the swelling.

Haelynn, please make a Perception check.


Yumiko:
While Haelynn is healing Walthus downstairs, you have time to make another search of the guest bedroom. There’s nothing under the sheet but a bare, slightly mouldy mattress, nor is there anything in the old wardrobe … but the door appears to have been broken recently, with fresh splinters poking from the broken timber around the lock.


Marc:
Sorry, missed your post … You get the definite sense that Walthus is not being honest somehow. Something about this whole scenario is off. Why would he be so vague about where the goblins lair, why would he not jump at the chance to help you deal with them (at least by properly pointing the way), if he is a generally good hearted if eccentric fellow as you have heard? Why did he not immediately ask for some help with the snakebite, or at least mention it prior to being pressed on the matter? And would a man who apparently makes something of a living wrangling snakes not be able to deal with the beasts himself? No, something’s not right here.


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:
** spoiler omitted **

DM:
"Why would Walthus break into thine own wardrobe?" Yumiko mutters to herself.

Are there any markings in the wardrobe to suggest something has been recently taken out? Shapes in the dust on the shelves?


Yumiko:
No, it appears to have been empty for some time judging by the dust.

RPG Superstar 2010 Top 16

DM Mothman wrote:
** spoiler omitted **

DM:
Yumiko moves on to the equipment room, and then downstairs (assuming nothing interrupts her.)

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

Heal: 1d20 ⇒ 3
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

RPG Superstar 2010 Top 16

DM:
Whoops, Yumiko has a +5 Perception mod not +4, so all those rolls should have been at 1 point higher (not that it should make any difference).


Haelynn:
As your spell heals Walthus you notice something odd – the skin around the wound seems to wripple slightly, and for a moment seems to take on a rubbery texture and greenish-grey hue before returning to normal.


Yumiko:
You return to the equipment room – it will take a while to thoroughly look through all the gear here, do you wish to proceed?


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:
** spoiler omitted **

DM:
Yumiko half-heartedly picks up a few pieces at random, but then gives up and sneaks back down the stairs to the others.

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

Starting at the reaction to her healing, Haelynn stiffens for a moment before smiling at Walthus to hide her surprise, "I must apologise, Walthus, I am not as skilled in healing as my fellow clerics." She spends a moment binding his leg, and uses the opportunity to make eye contact with Marc. Her face showing her concern.

To cover her surprise when Walthus's leg reacts to her spell.
Bluff: 1d20 + 4 ⇒ (3) + 4 = 7

To try and determine what is going on...
Intelligence check: 1d20 ⇒ 20
Heal: 1d20 ⇒ 3
Knowledge (planes): 1d20 + 4 ⇒ (14) + 4 = 18
Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14

Not sure what she needs to roll to get Marc's attention...
Charisma check: 1d20 + 4 ⇒ (18) + 4 = 22


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

I am starting to think that Haelynn wasn't kept around the cathedral for her ability to use the Heal skill...


Walthus pulls quickly away from Haelynn and rolls his pants leg back down. “Thanks,” he mumbles.

Haelynn:
You don’t think there is a spell effect at work here, and it doesn’t strike you as anything ‘extra-planar’ … you wonder if perhaps there is something very wrong with Walthus’ leg (or he himself), and for a moment you saw things as they truly are …


Male Halfling Rogue (Scout)/1

"Do we have time to deal with these snakes? We are really here for the goblins, and if Walthus doesn't know anything useful..."


Marc takes in Haelynn's look and gives her the tiniest of nods. Her concern gives some comfort that he is not the only one thinking the halfling's story is not quite adding up.

He casually circles around behind Walthus, surveying the halfling for weapons and scanning the room for any other lurking dangers. When he arrives, he suddenly moves forward and clamps a hand down on the Walthus' shoulder.

'Now that you have tried to feed us a whole lot of horse dung, I'm going to ask you for the truth. What have you done with the real Walthus?'

Bluff: 1d20 + 6 ⇒ (14) + 6 = 20 (to circle around without raising suspicion)
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Intimidate: 1d20 + 8 ⇒ (17) + 8 = 25


Walthus Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9


Walthus starts when Marc puts his large hand on the halfling's small shoulder, then snarls angrily and pulls away as the cavalier begins questioning him.

"If I knew that, I'd be sleeping better," the halfling snarls cryptically, stepping away from Marc as his features seem to writhe and melt.

Roll for initiative! And place yourself on the map.

The orange squares are the interior of the house (the darker orange are the stairs). "Walthus" is in F5. Marc and Haelynn can start in an adjacent square to the halfling if they like, but Walthus has been careful not to let anyone else get too close, so everyone else should be at least one square distant from him. If you haven't really been interacting with Walthus, you may start in an adjacent room (for example, Yumiko is probably still on the stairs).


Male Halfling Rogue (Scout)/1

initiative: 1d20 + 3 ⇒ (13) + 3 = 16

Start in H6


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

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

Start in F6.


Marc draws his sword and readies to face the creature posing as Walthus.

Start in F4. Assuming the creature is looking to attack, Marc will strike at it, positioning himself to get flanking bonus if possible.

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
To Hit, Long Sword: 1d20 + 3 ⇒ (10) + 3 = 131d8 + 2 ⇒ (6) + 2 = 8


”Walthus” initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Tannithil initiative: 1d20 + 4 ⇒ (4) + 4 = 8


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)

Start at the top of the stairs. G12 will do.

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Yumiko has no real way of knowing what's happening, so assume she's still stuffing around upstairs until stuff gets noisy.


Male Musetouched (Azata-blooded Aasimar) Bard 1

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Xargin will start in G7, and when it's his turn, will make a knowledge check to see if he can identify what this false Walthus is. Moth did you want to tell me the check to make or do you want me to just take a guess?


Xargin:
Dungeoneering.

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