Rambler's Legendary Planet (Inactive)

Game Master Scribbling Rambler


801 to 850 of 1,898 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>

Male Elder GM

"If he's infected, he's likely to relapse if he is put under any sort of strain. So far, we were unable to find a cure, though we didn't have access to anything more than minor magic."


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

"If we are done our investigations for the day, I would prefer to spend the night here, transcribing formulae. If you could return for me tomorrow morning I would like to accompany you in searching the manor and the mill."


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

"Turnips turnips turnips," blurts out Bardos. "The word has lost all meaning to me."


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 steps away from Bardos and shifts his grip on his crossbow. "You okay there, Bardos? That outburst was a bit weird. Let's head out. Haer Kul, see you tomorrow."

On the way to the inn, Prahd will pause and look Bardos over, checking for symptoms.
healing: 1d20 + 6 ⇒ (7) + 6 = 13


Male Elder GM

Prahd:
Prahd sees no sign of sickness, but Bardos' behavior has been different today compared with the days leading up to this. Perhaps it's just the shock of everything he's seen in the town.

Haer Kul:
bomber's eye, cure light wounds, keen senses, cat's grace, cure moderate wounds, lesser restoration. 9 hours

Bardos:
"Shhh... This is a bad time to seem crazy. We must help the community."

The group returns to The Hapless Harpy. Vessa makes a fine meal, though she complains about running low.

As dark falls, she asks for help barricading the doors.

What's your plan for the night?


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

When Bardos eats his meal, Petronicus chuckles heartily while blurting out "Now that's a turnip for the books! Get it, my friends... turnip!" He seems quite delighted with himself.

I suggest we take the same watches as before, with at least one or two of us keeping watch over the entrance.


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 make sure there is one non-human person on watch at all times. I don't think any of us is infected, but it's not a good risk to take."


Male Elder GM
Prahd Goatsfoot wrote:
"I think we should make sure there is one non-human person on watch at all times. I don't think any of us is infected, but it's not a good risk to take."

Haer Kul stayed at the treehouse. Long night for Thorthal.


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. I also was thinking of Morgrom as non-human, but I guess that isn't really the case. So, 5 2-hour shifts?


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 will continue his nuts, berries and barley diet by ordering 2 more beers.

"Yee know, we coods jist block th' front duir an' gaee tae shleep."


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

Neil:

Deciphering is automatic with Rexel's help, but understanding the spell is DC 15 + spell level, requires studying spell for one hour. I don't suppose Rexel can aid Haer Kul with the Spellcraft checks to understand the spell?

bomber's eye, DC 16 to learn: Spellcraft: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (1) = 14. Darn
cure light wounds, DC 16: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (17) + 6 + (4) = 27. Yes!
keen senses, DC 16: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (11) + 6 + (1) = 18. Yes!

That's 3 hours. Another 2 hours to write the cure light wounds and keen senses into the formula book. So that's 5 hours. And then I guess 6 hours of sleep.

The second level spells will take 3 hours to understand and 6 to copy for a total of 9 hours (actually 7 - given the one failure). I'll try to arrange with Rexel to do those over the next few days.

cat's grace, DC 17: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (17) + 6 + (3) = 26. Yes!
cure moderate wounds, DC 17: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16 D'oh.
lesser restoration, DC 17: Spellcraft to learn: 1d20 + 6 + 1d6 ⇒ (10) + 6 + (3) = 19. Yes!

One week before I can retry on the failures.

Can Haer Kul borrow the writing materials from Rexel? The cost is 3*10 gp + 3 * 40 gp = 150 gp (only about 127gp more than Haer Kul has at the moment). Haer Kul will offer to pay Rexel back plus the customary fee (75gp) when he has acquired the funds.


Male Elder GM

Haer Kul:
Actually, Alchemists/Investigators never have to decipher the writings. Even from a wizard's spellbook. Rexel will let you borrow the inks to copy one 2nd-level formula.

Vessa addresses the group again. "I'm afraid that your dwarf has become delirious, either from the disease or overly weakened sinews. I would suggest that we just heap up enough tables and stuff to block the two doors."


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

"That'sh whit A said! Delirioosh... bah."


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

scribble scribble scribble scribble

Neil:
I will take Cat's Grace as the second level spell.


Male Elder GM

In the interest of moving things along again...

The group barricades the doors, and settles in for the night. Clearly, Thorthal is in no shape to watch all night, so a rotation is used.

Twice during the night, people are heard moving around outside. Watching out the upstairs windows, it appears there are two separate groups. First, a small party is seen (perhaps 4 or 5, carrying 2 torches) off to the west. Later, a slightly larger group is seen moving around near the mill. Both excursions are fairly brief.

Morning comes without the inn or treehouse being disturbed.


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

I am going to suggest we:

-pick up Haer Kul
-check on Vorthad
-look into the Mulnarins farm


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

"Turnip for the books." Petronicus chuckles to himself.


Male Elder GM

Vessa admonishes, "Yes, yes, you're very clever. Now finish your oatmeal and then go and get me my customers back."

The group returns to the treehouse to retrieve a tired but happy Haer Kul. Rexel has prepared two more curing extracts for the group. cure light wounds

Haer Kul:
How long do you figure you were scribing? I think that Haer Kul might be Fatigued today, depending how long it was.


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

What do we get back for a night's sleep, hp-wise?
"Right, Vorthad next, then the Mulnarins. We could check the mill after that, but I really think that today we need to either bust down the temple door, or go to the orphanage. But Vorthad first."


Male Elder GM

1 hp

Vorthad is unhappy in his cell, and asks for more food and water and somebody to empty his bucket. He also lets you know that he heard someone trying to open the locked outer door in the night.


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

I had one spell left yesterday so could I have cast cure light wounds? If so then: CLW: 1d8 + 1 ⇒ (3) + 1 = 4

"I'll keep look out while yooz take care o' Vorthad. When yer done we hit tha Mill and tha Manor."


Male Elder GM
Morgrom Hellblade wrote:

I had one spell left yesterday so could I have cast cure light wounds? If so then: [dice=CLW]1d8+1

"I'll keep look out while yooz take care o' Vorthad. When yer done we hit tha Mill and tha Manor."

No problem. Morgrom casts on himself?


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 thanks Rexel profusely for his generosity, and asks if he'd mind looking after his formula book and alchemist kit. He invites Rexel to copy whatever formulae he wishes.

Haer Kul looks extremely tired. His clothes are uncharacteristically rumpled, and he has ink stains on his hands which he does not appear to have noticed.

Neil:
Yeah, fatigued. It's 4 hours for the studying, and 2 for copying the 2 first level spells, and 2 for the second level. If he doesn't have time to do it all and get an hour's rest, he'll copy the second level the next day. -2 DEX, -2 STR. He'll leave his formula book and alchemist kit with Rexel to stay lightly loaded.


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

Bardos springs into the room, looking like he slept well (he's returning from the privy).

"Nothing like turnips to keep everything moving! I know a few bards who'd be proud of that movement! Now then, any thoughts on who I should look for this morning in the spirit department? I certainly wouldn't mind looking around Rexel's for someone, give Petronicus a little run for his money!"


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

"So we go to Rexel's and hope that some random wizard spirit will turn up for the books?"


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

"That's usually how it works Prahd, but we shall see."


Androgynous Aasimar Cleric 4; Init +0; Darkvision 60; Per +10; AC 19 (flat 19/touch 10/shieldless 17); HP 36; F+6, R +1, W+8

"So, on to the mill?"


Male Elder GM

Bardos performs his daily ritual while the group reunites.

After looking after Vorthad, the party carries on towards the Mulnarin farm, past the large ruined building. After that, the mill awaits.

Correct?


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

What does the large ruined building look like it was? Perception: 1d20 + 6 ⇒ (5) + 6 = 11 if it helps


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 will give Vorthad some more provisions, and empty his bucket for him outside. At some point after the group sets out, and the kids are out of earshot, he will address the group.

"Prahd an' A moved th' wee ones parents aff o th' tree an' in tae th' shop. Mebbes we could spaur th' time tae bury them at their farm?"


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

"Thorthal it may make it easier if you spoke the common tongue to us. Very few of us speak Dwarven I imagine."


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

Suppressing a grin, "It would be on our way, no? A few minutes for that, it is nothing. And it is the noble thing."


Male Elder GM

The large building may have been the militia quarters that Rexel said burned down, but a closer examination would be needed to be sure. If the group wishes to explore another burned down building.

Time is taken to bury the Mulnarins at their farm. A more thorough search of the farm turns up nothing of particular interest.

Petronicus:
The scholar finds a set of silverware which may be worth something.


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

"I found some silverware. If I had to guess at its value I would say it is worth..."

Appraise:: 1d20 + 4 ⇒ (17) + 4 = 21

"I suppose an argument could be made that this should be the children's inheritance."


Male Elder GM

The silverware is plain, scratched, and missing pieces. Value: 5 gp


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

"On to the mill, my fine companions."


Male Elder GM

Farther along, a side trail heads off towards a lumber yard and the manor. Ahead, an eight-foot-high fieldstone wall surrounds the remains of the burned ruins of the lumber mill, as well as three warehouses.

As the party approaches the opening in the wall, a half-dozen armed men appear on the road ahead.

One calls out, "Throw down your weapons and prepare yourselves for containment!"

He and the pair flanking him have loaded crossbows in hand, and the trio in front of them have drawn swords.

Haer Kul:
Haer Kul believes he heard somebody calling out from within the far warehouse.


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 says softly "Let's keep calm here," then calls out to the group "on what authority and grounds do you arrest us?"


Male Elder GM

"As the duly appointed defenders of Holver's Ferry, we demand that you disarm yourselves and turn yourselves over for internment. This is your final warning."


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

"WE have been acting as the defenders of Holver's Ferry. Killing goblins, subduing the crazy, saving the innocent. Lower your weapons at once so we may sort this business out!"


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

"Duly appointed by whom? Tell us who we would be turning ourselves over too?" Prahd stands so no one is directly behind him and is ready to sidestep any ranged attack.


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

Neil:
Was the voice calling out for help?

Quietly to the party: "I thought I heard a voice from the far warehouse. They may have prisoners."

To the guards, "As you can see, we pose no threat to you or anyone here. We are unafflicted. In fact, we are here on business, and perhaps you can help." Haer Kul attempts to look business-like, standing with two hands on his cane.

Haer Kul studies the guards, trying to determine whether they are who they say they are.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Sense Motive: 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge(local): 1d20 + 6 + 1d6 ⇒ (7) + 6 + (3) = 16
Diplomacy: 1d20 + 2 + 1d6 ⇒ (7) + 2 + (5) = 14

1 use of inspiration
Very quietly to himself "Bardos, please don't mention turnips...."


1 person marked this as a favorite.
Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

During the exchange with his companions, Morgrom looks over the armed men and then scans the nearby buildings. Perception: 1d20 + 2 ⇒ (9) + 2 = 11

"So, yooz tha one bin hangin' folks from that oak!" gesturing back towards the tree, "or yooz tha ones bin burnin' folks alive in tha church? I'm guessin' either way, yooz be cowards preying on tha weak 'n defenceless." Looking at the rest of his party, "But ya see, we ain't weak or defenceless. So you put your weapons down 'n beg us not to show you."
Intimidate: 1d20 + 6 ⇒ (20) + 6 = 26


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

Nice!


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

Ya, I was dreading putting that post together but I see the random number generater gods are finally smiling on me.


Male Elder GM

The spokesman, yells "Take them!" as he fires his crossbow. The others have been unnerved by Morgrom, however, and hesitate.

heavy crossbow: 1d20 + 3 ⇒ (13) + 3 = 161d10 ⇒ 3

The bolt bites into Thorthal.

guard: 1d20 + 5 ⇒ (20) + 5 = 25
swordsmen: 1d20 - 1 ⇒ (9) - 1 = 8
crossbowmen: 1d20 - 1 ⇒ (19) - 1 = 18
Prahd: 1d20 + 5 ⇒ (20) + 5 = 25
Morgrom: 1d20 + 1 ⇒ (9) + 1 = 10
Haer Kul: 1d20 + 2 ⇒ (2) + 2 = 4
Thorthal: 1d20 + 2 ⇒ (7) + 2 = 9
Petronicus: 1d20 + 1 ⇒ (13) + 1 = 14
Bardos: 1d20 + 5 ⇒ (3) + 5 = 8

Prahd
Guard (I forgot to apply a -2 here)
Crossbowmen
Petronicus
Morgrom
Thorthal
Bardos
Swordsmen
Haer Kul

Because Morgrom rolled so well, all of the soldiers are shaken. And I applied that penalty to their initiative, for what it's worth.


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 advances (to -I.-10) among his companions and fires a bolt at the lead guard (militia D).

crossbow: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 201d10 + 1 ⇒ (10) + 1 = 11

The bolt sinks into the guard with a meaty 'thunk.'


Male Elder GM

Prahd's target collapses.

As the spokesman moves towards Morgrom while drawing a sword, the other crossbowmen recover enough to fire. However, both shots go astray as the foot soldiers quake nervously.

Actually delayed the "guard" til after the others fired.

shot at Morgrom: 1d20 ⇒ 111d8 ⇒ 1
shot at Morgrom: 1d20 ⇒ 51d8 ⇒ 6oops.. should have said Thorthal

Haer Kul:
These soldiers are not acting like the people you have fought with the sickness. They seem more lucid, if unnaturally hostile.

Petronicus
Morgrom
Thorthal
Bardos
Swordsman
Haer Kul
Prahd
Crossbowmen
Guard


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

Morgrom's Action

Pointing his great sword at the spokesman, "Gorum applauds yer balls. Too bad you aren't gonna need 'em when I'm done with you," moving to as far as he can but not within 5' of the enemy and casts bane.

Map isn't updated so not sure where the spokesman moved too.


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

Petronicus casts Mage Armour on himself and advances to H11, taking cover behind the wall.

801 to 850 of 1,898 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Ascribblation Strain All Messageboards

Want to post a reply? Sign in.