Rambler's Legendary Planet (Inactive)

Game Master Scribbling Rambler


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Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom says, "Show me," and begins casting detect magic.

Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Hahahaha, this is getting ridiculous!


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

I would be okay with us quickly going back for the shortsword. Petronicus had the best search socre so I'm surprised he didn't see it. I only left it behind because I'm little and can't carry much :-)


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"Oh yes there was a short sword. Silly me to get so distracted. Let's go back. And please someone take that long sword as well. I haven't the faintest idea how to use it."

For the sake of simplicity can we assume we take any treasure we find. Also that we take 10 to quickly use perception on any doors or containers we open before opening them. I am weak as a kitten so maybe we can designate a couple of pack mules for generally carrying stuff unless otherwise specified. Just a suggestion but might help to keep us moving. I will be the designated searcher unless I am not immediately present. Maybe Prahd could be the designated loot carrier as his combat is less impeded by encumbrance.

Does that make sense?

Also does Morgrom have the best Spellcraft at +4?


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Good suggestions

Spellcraft is one of those skills that I can use inspiration on without consuming a use. So: Spellcraft: 1d20 + 6 + 1d6 ⇒ (20) + 6 + (5) = 31. ...drops the mike...


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

Thorthal is fairly close to the light encumbrance limit. He can carry things if need be, but would rather not take the ACP if it can be avoided.


Male Elder GM

The shortsword does, in fact, have an enchantment built into it allowing it to strike true, and even to damage foes unharmed by mundane weapons. However, it's the weakest enchantment of that type.

Please let me know on the discussion thread where the dividing line is on what you're taking and not. The group would get quickly weighed down by mundane items. My earlier nudge was more about the fact that nobody checked for magic. You might also include that in your list of standard procedures, and let me know who checks in that case.


Male Elder GM

Now that you know the shortsword is magical, what are you paying Vorthad with?
Where to next?


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

"I think we should give Vorthad the longsword. It is worth more than the potions, but that makes up for the fact that we are not giving him a choice. Morgrom, why don't you use the magic short sword instead. And while we're at it, did you ever figure out what that tuning fork does?"


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom looks at Prahd, "It's a fork...an' it tunes...stuff."

Yes my spellcraft is only +4 and with the online dice hating me I'm not going to ID too many items. As for scanning items, I can certainly do that at each scene but if you recall, there was a bugbear who the dice loved.


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

"Well, I guess we are as sorted as we are likely to be. Shall we go check on the Mulnarin?"

Prahd checks the building is secure, and that his gear is stowed as he prefers. He moves into the point position, then checks that everyone is following.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"This sounds like a perfectly reasonable plan. My magic is fully depleted but I am sure these muscular warriors will protect me from whatever we encounter. " Petronicus loads his crossbow and follows Prahd.


Male Elder GM

The group continues around the circling road, then turns onto the road to the lumber mill.
To the right of the road lies the smoldering ruin of a large wooden building. It looks like it would have stood taller than the inn, perhaps 3 stories. Now 3 of the 4 outer walls remain, but the interior appears to be nothing but ash.
Beyond the ruin, and opposite, is a small farmhouse. Its door has been kicked in, and the adjacent barn has burned to the foundation.


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

Prahd tucks his holy symbol into his shirt, then cautiously approaches the farmhouse door, crossbow ready.

"Hello? Is anyone in there? We've come to help. Rexel sent us."

He listens careful for any response.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Male Elder GM

Prahd hears no response.

Petronicus:
Petronicus thinks he hears movement and whispering somewhere inside the building, but that may just be the creatures beyond the veil.


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*Chrrk-tk-Chk*


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom draws his sword so as not to be caught unawares again and says, "Move on?"


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"Let's search the place. There may be clues to the childrens' disappearance or their parents' murder."

Listens for activity. Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

"Yes. Lumber mill?" Prahd backs away from the door, then heads along the road toward the mill.

I was temporarily confused and thought the three storey building was the manor.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

I think we may have posted simultaneously. Haer Kul is suggesting to search the farmhouse and the remains of the destroyed barn first.


Male Elder GM

Haer Kul:
Haer Kul thinks that he may have heard some whispering and movement somewhere in the house


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

I didn't see that Haer Kul had posted while I was typing. I will back your play, but I think we should investigate the Mulnarins soon,because it may be time sensitive. If we get depleted fighting more goblins or undead, we may come back tomorrow morning and discover the Mulnarin children were eaten in the night.
Edit: to be clear, this farm is just a random farm, correct? It is not the Mulnarin home? If it is, then we should definitely investigate.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Very very quietly to the others (please don't make me roll a stealth check) "Shhh... I hear whispering. It may be the children." Haer Kul will continue to listen.

Neil:
Can I make out any words or the language that they are whispering in? Does the whispering sound fearful or is someone giving quite orders?

Everyone:

(Spoilered for space.) I think it is the Mulnarins' farm. From Vessa [url=http://paizo.com/campaigns/RamblersLegendaryPlanet/gameplay&page=9#448]

DM Rambler wrote:
"The Mulnarins owned the farm north of the road to the lumber mill. Somebody burned their barn after the priests hunged them."

There is a manor on the map that we get to if we take a right at the Lumber Mill.


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

Right, my mistake! I got confused about our destination.

Prahd freezes where he is and tries to not make any noise.

He looks over at Petronicus, points at Scuttles, then points at the farmhouse door, with a questioning expression.


Male Elder GM

I'd meant to say this is the farm that Vessa directed you to. However, I kept it short because you may have investigated the other ruin.

Haer Kul:
The whispering was brief and very faint. Nothing Haer Kul could make out beyond it's existence. Unless he imagined it.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul will wait for Scuttles to investigate


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"Seeking would be something I am still training Scuttles to do." whispers Petronicus. "Shall I try and use illusions to flush them out?"


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Its really unclear to me in the rules whether scuttles with INT 6 should be able to understand me or not, or whether he acts just like a normal animal despite his half-Orc intelligence.


Male Elder GM

Scuttles clicks a few times, scurries into the house, circles around a few times in the middle of the floor, then returns to Petronicus.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"I believe he is saying that little Jimmy fell down the well. Either that or perhaps there is a basement?"


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Petronicus moves closer to see if there is a trapdoor or other way into the basement.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

If there is one, he will open it with an open spell (from a distance) and send some dancing lights down below.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

I do have empathy with scuttles, so I am assuming I don't get any sense of clear danger?


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Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

Can you use ghost sound to pretend that an ice cream truck is going by?


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Male Elder GM

Petronicus spots the outline of a trapdoor in the floor. He casts his cantrip and the door rattles, but does not open.

Scuttles is serene. Slightly hungry.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Actions unless they conflict with other party members:


  • Haer Kul casts recharge innate magic. Remarks "It looks like there is no one here. Let's move on." Whispering to the party: "let's pretend to leave, and see if we can trick them into relaxing their guard."
  • Peers into the house through the kicked in door to look for any signs of danger (or movement)Perception: 1d20 + 6 ⇒ (3) + 6 = 9, and if safe, whispers "Cover me" and moves stealthily: 1d20 + 10 ⇒ (15) + 10 = 25 to the trap door.
  • A quick search for traps (perception): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 (because Haer Kul knows that children are inherently vicious creatures and not to be trusted).
  • If safe, listen at the trap door: Perception: 1d20 + 6 ⇒ (13) + 6 = 19


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Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Petronicus casts ghost sound to create the sound of voices and footsteps moving away down the road.


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom stands patiently, waiting for a chance to kill something.


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

Bardos holds his holy symbol an whispers a prayer.


Male Elder GM

The sounds of departure result in no further action.

Haer Kul:
There is the very faint sound of movement below the door somewhere.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul looks at the party and nods. Checks to see if the door is locked. If so picks the lock: 1d20 + 6 ⇒ (16) + 6 = 22. Once unlocked, opens the door and calls out "Children, you are safe. Rebel sent us. We want to help you. diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10

Haer Kul will go down into the basement if there is no sign of trouble.


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Male Elder GM

The trapdoor has no visible lock on it. It must be barred.

Haer Kul's voice takes on an unfortunate whine, and he fumbles over his entreaty. He even flubs the apothecary's name.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Damn you auto correct.
Haer Kul goes back to the group. "They may be safer there than with us. Do we break into the basement and bring them to Rexel or leave them here?"


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

"Maybe they will respond better to a familiar voice. Rexel is far away and slow, but whatsername at the inn also knows them. She might be able to get them out. We should split the party. A couple of us stay here, while the rest get help."


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"Given that there is still an invisible bugbear on the loose, might I suggest we kick in the trap door and get these children out as soon as possible? Now granted, I have never been known for paternal instincts but I am sure they will get over the trauma after a few weeks of household labour or other suitable diversions. That sort of thing builds character, from what I have been told."


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

"Good point" says Prahd. He sets down his crossbow and pulls out his morningstar, then walks in and starts smashing the trap door.
I don't think I can break it with one swing, so I will just smash it until it is open.
Between swings, Prahd calls out"I promise we won't hurt you, but you need to come out!"

diplomacy: 1d20 + 0 ⇒ (15) + 0 = 15


Male Elder GM

After the first couple of blows at the hatch, there are a couple of short shrieks from under the floorboards. Then, after Prahd's words ring out a voice calls, "Wait! There's a tra-"

A crossbow thrums, and even though Prahd drops at the sound, the quarrel slams into him and sends him tumbling.
trap: 1d20 + 15 ⇒ (18) + 15 = 331d8 + 1 ⇒ (5) + 1 = 6

"-ap!"

Beyond the hole Prahd has created, four children can be seen. The largest boy stands in front of the others, wielding a dagger.


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Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

"...ooow!" Prahd grimaces in pain.

"Okay, that's fair, I deserved that, but we really need to get you to Rexel now."

"Unhhh..."

"Grab whatever supplies youve got. And someone bring that crossbow."

Prahd patches himself up, and retrieves his own crossbow and waits for the others to gather the children.


Male Elder GM

The boy in front, who appears to be in his mid-teens, speaks up again without lowering his dagger.
"Who are you? And how do you know Uncle Rexel?"

Behind him are a younger girl, and an even younger boy and girl who may be twins.

Prahd,Thorthal:


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"Perhaps an attempt at comforting would be helpful, no? Well hello children, do you like cuddly pets? Cause my scuttles loves to hug! Would one of you like to carry him?" Petronicus holds Scuttles out at arms length toward the children in a (probably) misguided attempt to calm them down.

Diplomacy: 1d20 + 2 ⇒ (17) + 2 = 19 with circumstance penalties as you see fit.

Hmm that actually went better than I thought...


Male human gunslinger (bolt ace) Lvl:1 HP:10/12 AC:17 T:13 FF:14, F:+3 R:+6 W:+2 Init:+5 Per +6

"Petronicus, how are you for obscuring mist? Weay want some cover on the way to Rexel's place, especially as we pass the tree. Otherwise, one of us should go ahead as far as the tree, and make sure that there's nothing at the tree."

Turning to the children. "We are visitors to your town. We are trying to find out what has gone wrong and fix things. We met your uncle Rexel, and he is worried about you and can keep you safe. If you get separated from us for any reason, you should run straight to his house."

To the oldest boy: "I want you to take my morningstar. Give the dagger to your sister. You shouldn't need to use them, but don't be afraid to."

Diplomacy: 1d20 + 0 ⇒ (8) + 0 = 8

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