Silverhex chronicles (Inactive)

Game Master Oykiv

Ulisha´s hideout

Initiatives
[dice=Seelah]1d20[/dice]
[dice=Merisiel]1d20+6[/dice]
[dice=Zadim]1d20+2[/dice]
[dice=Enora]1d20+2[/dice]


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AC 17 T 10 FF 17 | Current HP 13/13 | F +4 R +0 W +3 | Init +0| Perc +1
Spells Active:

Sense Motive: 1d20 + 5 ⇒ (19) + 5 = 24

"You lie. You killed him, didn't you?"

Seelah levels her sword at him.

"Is that why you try to send us into this trap that Merisiel just caught? To get any witnesses to your presence here out of the way?"


As Seela levels his sword to him, the nobleman tryies to pick his own weapon. That means your word? You make a deal with me and now broke it to kill me?

Violence is not mandatory if you find a way to solve the situation. But the nobleman feels his life is threatened and will fight for it

initiative:

Nobleman: 1d20 + 1 ⇒ (9) + 1 = 10
Seelah: 1d20 ⇒ 9
Merisiel: 1d20 + 6 ⇒ (3) + 6 = 9
Zadim: 1d20 + 2 ⇒ (1) + 2 = 3
Crowe: 1d20 + 1 ⇒ (9) + 1 = 10
Kyra: 1d20 ⇒ 13
Enora: 1d20 + 2 ⇒ (14) + 2 = 16
1 Nobleman, 2 Crowe: 1d2 ⇒ 2

Bad situation
Bold can act before the noble starts to fight for his life

Enora
Kyra
Crowe

Nobleman
Merisiel
Seelah
Zadim

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Enora stands with empty hands. No one has yet broken their word, but you are obviously not dealing in good faith.
It may be difficult for some nobles, but at least try telling the truth and dealing honestly. Possibly bloodshed can be avoided.

Scarab Sages

Male Crowe Human Bloodrager 1

This is you last chance! Stand down and stop fooling around!

Intimidate: 1d20 + 7 ⇒ (9) + 7 = 16


Please, move yourserlves in the map. It can change some things.

Then man really wants to avoid bloshed, and is afraid of what can the earthbreaker do if it´s used on him instead of on the door.

Being threaten with a sword is not dealing in good faith.

I offered you a deal, help me to enter in the Tullibor mausoleum and I´ll share the loot with you, and maybe some gratefullness from my family. The deal is honest. If you think the deal means more than that is your problem.

Now, if you lower your weapons I´ll do the same

If everybody lowers their weapons you can continue asking him, trying to enter in the mausoleum or whatever you want.


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

"I have no objection to sharing - provided that what we are looking for is not the same thing as what you are looking for."


AC 17 T 10 FF 17 | Current HP 13/13 | F +4 R +0 W +3 | Init +0| Perc +1
Spells Active:

She isn't lowering anything until her concerns are satisfied.

Seelah stands her ground.

"Have you no shame? Trying to goad our sympathies when it's clear you are not acting in good faith."

She walks up to him, her sword still poonted at him.

"Now, reveal your true motives and whether it was you that killed this man, and you save yourself from a battle you clearly stand no chance in."

Scarab Sages

Male Crowe Human Bloodrager 1

I just realized that I am not on the map.


Seela no lowering, so you can see how the nobleman is going to shot.
I putted Seelah back becaus her initiative os lower than the noble. Enora, Kyra and Crowe, make your combat actions

[/b]Combat round 1[/b]
Bold can

Enora
Kyra
Crowe

Nobleman
Merisiel
Seelah
Zadim

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Observe! And a burst of colors springs forth from Enora's fingers.color spray, will save DC=14


noble will save: 1d20 + 3 ⇒ (10) + 3 = 13
horse will save: 1d20 + 1 ⇒ (18) + 1 = 19

The burst of colors hits both the nobleman and his horse. The horse resists the spell far better then the nobleman, who is stunned and drops his crossbow to the ground

Combat round 1
Bold can act

Enora
Kyra
Crowe

Nobleman stunned this round
Merisiel
Seelah
Zadim

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

I didn't roll durations because I don't know his HD.


No need for rolls, he has 5HD and the horse passed the check


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

"Good job, Enora! We should grab him, and tie him up, whilst we have the chance."


I´ll bot Kyra and Crowe. PMs sent

Seeing how Enora had stunned the nobleman, Kyra and Crowe go against him. Being stunned he´s not able to avoid both combantants and the rest of you surrounds him tying him quickly.

crunch:

Kyra grapple: 1d20 + 2 ⇒ (14) + 2 = 16
Crowe grapple: 1d20 + 5 ⇒ (3) + 5 = 8

I´ll surrender! I´ll surrender!
Don´t take my life, my family will pay for my liberation

The noble is you prisioner; you can continue asking him, try to solve the riddle and/or bypass the trap


Female Human Cleric 1

"I trust my companions senses" she nudges towards Seeleah "so I would ask of you to truly tell us what your goal here is so we could maybe work together."

She would glare at the nobleman.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

"That was the right thing to do. Now we can both explore the tomb and capture this obvious murderer," Zadim says.


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Well, if no-one else is going to answer the riddle...

"Guys? I think we just have to wait for nightfall; if sunlight hits the pedestal at sunset, it may do something... If that fails, we can just bust our way in."


AC 17 T 10 FF 17 | Current HP 13/13 | F +4 R +0 W +3 | Init +0| Perc +1
Spells Active:

Seelah gives a steely nod to Kyra in recognition of her solidarity.

"Thank you, Kyra."

She turns back to Merisiel.

"I concur with that interpretation. The solution seems quite straightforward."


Nightfall is near, and the sunlight is hitting the pedestal without anything happening. But thinking about it, without anything obstructing it, the last rays of the sun should hit the pedestal night after night. If something will pass just in that precise moment, the guards should have seen it day after day.

Wrong answer, but near


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Merisiel thinks for a bit.

"Does anyone have a mirror? Perhaps we need to reflect the final light from sunset upon the pedestal. Failing that, we can try using a blade."


The sun allways hits the pedestal. And it not makes anything happens.
If you want to reflect the sun, it should be to another place


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Is there anything on the building we are in that obstructs any of the sunlight?


Zadim checks the Tullivor mausoleum and sees that what´s happening is the light is obstructed to the Tullivor mausoleum. The spire of the Sarvio mausoleum is making a shadow over the the building you´re in.

Climbing is a DC 15 check.

Having climbing and passing a DC 15 Knowledge engineering or Perception check:
The spire has a weak point near its base making easy to break it


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Climb 'Take 10' = 15.

Merisiel climbs up on top on the Sarvio mausoleum, and takes a look around.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27.

"Ooo! Yes!"

There is a cracking noise, and the spire from atop the mausoleum snaps off.


With the last rays touching Tullivor mausoleum a click can be heard from the other mausoleum.

The mausoleum door opens once having solved the riddle, and thus disarmed the trap. As the group enters you can see five sarcophagi bearing the names of the Tullivors interred within. Above Laban’s casket, a gleaming tapestry depicts the Tullivor crest and the family motto: “Never in Shadow.” The tapestry, woven with gold and silver thread, is worth many gold pieces.

Quest ended, I´m only pending of know what you want to do with the noble.
I´ll start the next quest in a few hours.


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Find where the remaining Tullivors are, and dump his bound, unconscious body on their doorstep, with a note (listing his suspected crime of murder), saying 'have fun!' pinned to his chest?


I´m ok with that, but maybe you want to ask your paladin first ;D

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Enora laughs at Merisiel's suggestion. Seems rather appropriate to me.


Excepts from Ulisha’s Journal (Mists)
When seeking to conceal something, one’s first instinct is to choose a spot no one would think to look. Better yet, choose a locale no one would dare to go. Such was my logic after liberating a magic lantern from an anemic necromancer in Ustalav. Lest the wizard track me through its magic, I hid the lantern underneath some rocks in a stream near Cannibal’s Grove, whose own magic would disguise the lantern’s own. Now that time has passed, I’d gladly cut you in for a nice percentage of its value. All you need do is travel to the Forest of Veils in southern Varno. From there, any superstitious peasant should know the route to Cannibal’s Grove. How bad can it be?

The group travels through Varno, a county in southeastern of Ustalav, without incident, following instructions left in Ulisha’s journal. You see see little of the region’s timid peasantry until they arrive at The Restless Bear.

This crumbling, moss-choked inn stands alone at the road’s end. Looming over its squat frame, a dense curtain of foliage marks the border of the Forest of Veils. The sign above the door reads “The Restless Bear,” and it seems to refer to a stuffed bear’s head that lolls upon a flagpole near the eaves.

The common room feels like a cave, its sagging rafters clogged with yarn, shabby ribbons, and odd miniature knick-knacks that reinforce its claustrophobic atmosphere.

As you enter, the hostess presents herself: Welcom travallers, Im Birdy. Do you want drink or food?


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Zadim nods. "Food and drink would be welcome, as we have traveled far," he says.

"Also, I am fairly certain that a place called Cannibal's Grove is located nearby, but needed confirmation. Might you point us to it after bringing our drinks?" he asks.

knowledge local: 1d20 + 6 ⇒ (20) + 6 = 26


Birdy looks frightened to Zadim as he asks, I’m not keen to put my own soul in peril, steering you to such unhallowed spots. But whe she crosses her sight with the slayer, she feels there´s more risk in not talking, so she continues Well, there´s no path to Cannibal´s grove, but you can walk about a mile to the south to find it.

You can continue asking Birdy, or go directly to the grove. If you go, please make a DC 15 Perception check


AC 17 T 10 FF 17 | Current HP 13/13 | F +4 R +0 W +3 | Init +0| Perc +1
Spells Active:

Seelah bows her head and places a hand on her heart.

"We shall do our best to ensure that any unhallowed place shall not remain so for much longer. We thank you for your assistance."


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Merisiel smiles brightly.

"Well, nevertheless, thank-you for the directions!"

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

You hear Enora muttering, Ending unhallowed... Hmm... Yes... And there just might be something to learn worth knowing...
.
Polite but distracted, Enora finishes her meal. Although I am eager to get there, prudence suggests I bring up the option of waiting until morning. 'Unhallowed' tends to suggest more dangerous after dark.
.
.
.
Of course if the rest of you are all set on going immediately, I can probably be talked into it.


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

What *is* the time of day? The environment is described as gloomy, but nowhere is the actual time referenced ;-)

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)
Jethryk Devarre wrote:
What *is* the time of day? The environment is described as gloomy, but nowhere is the actual time referenced ;-)

.

Ha! I just assumed we were getting there in the evening, since almost everything has you getting there in the evening. Meta much?


There´s no time reference because it don´t matters. But I like Enora´s assumption, so we can say is in the evening with enought time to go and search


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Works for me :-)

Merisiel winks at Enora.

"Aww, don't be a spoil-sport! It's only a mile out of town. There's plenty of time to go out for a little stroll, even for those who don't have "Elf eyes"!"


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

"Thank you for the confirmation of the location," Zadim says. "We will cleanse this unholy place."

The slayer appears ready to leave when the others are.

The Exchange

gunslinger (pistolero) 1/alchemist (sabatour) 8, HP:86, AC:20, Touch:14, Flat Footed: 17 F:+15, R:+14, W:+6, Init:+3, Perc:+15(+2vs magical traps, +2 with heightened awareness)

Excellent! I was hoping that would be your preference.


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

"Well then, let's be on our way! The sooner we get this sorted out, the sooner we can come back for dinner, and a good night's sleep!"

Merisiel then heads for the door.


Perception checks:
Seelah: 1d20 + 0 ⇒ (18) + 0 = 18
Merisiel: 1d20 + 7 ⇒ (10) + 7 = 17
Zadim: 1d20 + 4 ⇒ (6) + 4 = 10
Kyra: 1d20 + 3 ⇒ (13) + 3 = 16
Enora: 1d20 + 1 ⇒ (17) + 1 = 18

Merisiel, Kyra and Enora:
As you go out of the inn you note the bear head has dissapeared.

You walk a mile to the south seeing how thick tendrils of mist rise from the ground as you approach the groove and Unsettling noises permeate the clearing, mostly echoes from the babbling stream to the south.

Crimson thistles have overtaken this clearing, punctuated by a ring of mossy standing stones. In the center, a neglected stone slab bears ancient stains and gouges.

There´s concealment to all creatures beyond 5 feet. Tell me where you search in broad terms; near the river, inside the stone circle, in the island, etc


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Merisiel moves to search the stream, looking for any unusual piles of rocks.

Since the note said it was hidden under some rocks in the stream near Cannibal's Grove.

Perception 'Take 10' = 17.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Zadim peers into the mist and moves toward the stone slab.

perception: 1d20 + 4 ⇒ (6) + 4 = 10


crunch:

Merisiel init: 1d20 + 6 ⇒ (11) + 6 = 17
Kyra init: 1d20 ⇒ 12
Zadim init: 1d20 + 2 ⇒ (5) + 2 = 7
Enora init: 1d20 + 2 ⇒ (3) + 2 = 5
Seelah init: 1d20 ⇒ 8
unknown init: 1d20 + 7 ⇒ (7) + 7 = 14
animal init: 1d20 + 3 ⇒ (4) + 3 = 7
bear head attack: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 71d4 - 2 + 1d6 ⇒ (1) - 2 + (1) = 0

Merisiel digs until she finds a humanoid skull dangling from a short length of chain, a boar and a wild dogs appears from the eastmost trees growling and barking. Then, four light spheres appears surrounding her.

As Merisiel picks the lantern, the lights dissapears and you see how a bear´s head followed by a humanoid light goes flying toward him, suddenly increasing his velocity. SHe can avoid it, sho the head crashes to the ground.

Neither the boar or the dog moves toward you, they continue in his place barking and growling, but large elk with yarn and ribbons in its antlers is moving aggresively toward the island.

Combat round 1
Bold can attack

Merisiel
Unknown attacker
Kyra
Seelah
Elk
Zadim
Enora


Male Half-Elf Tattooed Sorceror (Harrow Bloodline) (HP 8/8) (AC 9/9/9) (CMD 8) (Fort +2, Ref -1, Will +3) (Init -1) (Perception +13)

Merisiel pulls out a dagger, and throws it at the elk.

Dagger: 1d20 + 4 ⇒ (14) + 4 = 18, for 1d4 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9 damage.


Merisiel picks a dagger and throw it directly to the elk heart, wounding it badly. Then a diminute female form apperas flying at her side and stabs her with a rapier as it shouts It´s mine, don´t pick it. 5 HP damage

crunch:

diminute rapier: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 1 ⇒ (4) + 1 = 5

Something appears

Combat round 1
Bold can attack

Merisiel stabs and is stabbed -5 HP
Diminute female form appears near Merisiel thrusting her
Kyra
Seelah

Elk -9 HP
Zadim
Enora


AC 17 T 10 FF 17 | Current HP 13/13 | F +4 R +0 W +3 | Init +0| Perc +1
Spells Active:

Seelah straps on her shield and moves up, drawing sword as she moves.

"I am coming to your aid, Merisiel!"


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Still waiting for Kyra, looks like...

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