The City of Axiom (Inactive)

Game Master OllieTwist

You are a citizen of the city of Axiom, and, until last week, you believed your city was alone in the world.


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Female Human Cleric 1

We'll miss having you along, Rashid, but perhaps you're right - a bit of prudence might be wise. If you send some coin with us, though, we can see about picking up anything that anyone might need, food and drink to be certain. Smiling, she sets a hand on Kelrot's arm. Shall we be off, then? If we don't intend to stay we may not need to speak with the authorities, but I'd like to make as much small talk as we can about the town - clearly, they don't think they're from this desert, so I'd like to hear about where they think they are.

And she does just that, leading Kelrot to the marketplace and striking up conversations with the stall owners as she makes the caravan's purchases. Carefully she attempts to spread the coin around as evenly as possible, allowing her to start as many conversations as she can about the town and its residents. She even asks one of the locals to take her to find some of the more unusual purchases, talking all the way.

Diplomacy to gather information about the town: 1d20 + 8 ⇒ (13) + 8 = 21


Female Half Orc Wildblooded Sorcerer 1
Spoiler:
HP: 10/10 | AC: 11 (Tch: 11;FF: 10) | CMB: +2; CMD: 13 | F: +1; R: +1; W: +1 | Init: +1 | Perc: -1 | Speed 30 ft | Hero Points: 1|

As Korza escorts the caravan through the city, she continues to keep a careful watch for anything suspicious. Exactly what she's looking for, she isn't sure, but she's vigilant for anything that might pose a threat. She certainly doesn't want to run into any soldiers if it can be avoided.

Perception: 1d20 - 1 ⇒ (10) - 1 = 9

"I think we should try to stay within the city limits for now. Close to the edge, but without going too far. There are strange magics at work in this desert, and there's a chance that once we leave we won't be able to come back - or that our companions won't be able to rejoin us." She still couldn't prove it, but Korza was convinced there was no village before the sand whipped up suddenly. Who could say if the opposite could happen once they left.


M Goblin Barbarian
Stats:
HP 16/16 | AC 20 (T 15 FF 16) | CMB +2 CMD 16 | F 5 | R 4 | W 1 | Init: +4 | Perc: +6 | Bite +4 1d6+3
Raging Stats:
HP 18/18 | AC 18 (T 13 FF 14) | CMB +4 CMD 14 | F 5 | R 4 | W 3 | Init: +4 | Perc: +6 | Bite +6 1d6+5

Stealth: 1d20 + 9 ⇒ (11) + 9 = 20
Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Gruknuk does stick out like a sore thumb, but the small goblin manages to find at least a few good hiding places in the marketplace. With that perception roll, he probably won't uncover any new information :b

Grand Lodge

| NG Male Half-orc Phalanx Soldier (Fighter) 1 | HP: 12/12 | AC: 19 (Tch: 13;FF: 16) | CMB: +5; CMD: 17 | F: +4; R: +3; W: +0 | Init: +3 | Perc: +0 | Speed 30 ft | Active Conditions: none |

Kelrot goes with Saria as beckoned. He was a little disappointed that they wouldn't be seeing much of the soldiers but was starting to realize that may be for the best after participating in some of Saria's discussions with the merchants.

Diplomacy with the merchants about the soldiers and town: 1d20 + 2 ⇒ (18) + 2 = 20


Stats:
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex) hp 14 (1d8+3) (+3 feat) Fort +2, Ref +7, Will +4; +2 vs. enchantments;I Init +7; Senses low-light vision; Perception +8

After Geesyl hears how the soldiers are regarded by the villagers, she rushes to find Saria.

In a low voice, she whispers to her, Saria, these soldiers that everyone keeps mentioning are most likely trouble for us and the caravan. It seems that they take what they want without regard for these citizens.


Korza Ren wrote:
"I think we should try to stay within the city limits for now. Close to the edge, but without going too far. There are strange magics at work in this desert, and there's a chance that once we leave we won't be able to come back - or that our companions won't be able to rejoin us."

"That would indeed be bad. I don't want to stick around after dark either. This place might protect us from what happens at night or might make it worse. So far those...things haven't approached in the night so I'd rather deal with the evil we know than the one we don't."


Stats:
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex) hp 14 (1d8+3) (+3 feat) Fort +2, Ref +7, Will +4; +2 vs. enchantments;I Init +7; Senses low-light vision; Perception +8

Geesyl finds a quiet place to sort through her belongings, finding the extract that she believes helps her decipher unfamiliar languages. She drinks it down and then after her head spins, she gains new clarity. Geesyl decides to go back into the marketplace and find some of those disappearing words to decipher.


Stats:
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex) hp 14 (1d8+3) (+3 feat) Fort +2, Ref +7, Will +4; +2 vs. enchantments;I Init +7; Senses low-light vision; Perception +8

Geesyl again traverses the city, only after consuming the elixir that enables the recognition of unknown languages, to try and decipher some of the signs posted about.

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