The Opened Mind Table A (Inactive)

Game Master TheBobJones

Dice Rolls | Tactical | Jace’s Stanchion


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Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

I think it is very likely the rulers. Everyone seems to "think" the rulers are great.

Maybe it involves phrenic ore, maybe not.

How to investigate? Getting the colony onside cannot hurt. I think we should try to entertain them if possible. I lack the relevent skills, but I guess I could try untrained, hoping for a good roll. Anyone else?


Inactive

My laptop's hdd developed some bad sectors, so I'm trying to revive it, before buying a new one as the last resort. I'm not sure when I'll be able to post. Sorry, guys.


Dice Rolls | Tactical
Aidan D. Lafont wrote:
My laptop's hdd developed some bad sectors, so I'm trying to revive it, before buying a new one as the last resort. I'm not sure when I'll be able to post. Sorry, guys.

Thanks for the heads up. Cyber Monday. Few hours left.


Inactive

I'm back. Turned out to be just a software problem.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

It turns out we are an entertainment troupe rather than an adventuring party.

As for investigation strategies, we can start by talking to the Dromites. Other good ideas are very welcome, we have not made much progress towards finding out who is mind controlling the population, how and why.


Inactive

The Duarrans might be some kind of powerful mind controllers. Or not so powerful and use the ore to amplify their mind control. But why it didn't affect us (besides the fact that we're PCs)? Maybe it has something to do with hidden desires - Bertrand and Syonne might have been thinking about settling down, so the Duarrans used this.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

You all, maybe. Kenax is most assuredly an adventurer, as his skills will show. He has no use as an entertainer.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

@Aidan- Maybe.

Or it could be they have do do something specific to bring a person under control. And it hasn't been done to the PCs.

That lady at the healing establishment we thought was a church didn't seem mind controlled, she didn't use the same slogans. And neither do the Dromites.


Male NG Human Kineticist (Avant Guard) 2 | HP: 21/21 2 NL | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +7, R: +5, W: +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft | Magnum Opus Copies:5/5 [ooc]Active conditions: Burn: 1.

Tio's not much of an adventurer. He's tough in body, but a softy at heart; he just so happens to have friends to do his pummeling for him.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

The Dromites don't seem mind controlled zombies. Why?

I think the best chance of getting some info is tomorrow at house Daurron. I don't think they will tell us anything, but we may get a hint. At least they will keep us safe.

We could try sneaking into the mine. A guess.

Why do you want to go back to the Absent Eidolon Aidan. To spend the night? Not that I have a better idea.


Inactive

Morris and Simon might've returned. We should check that.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

Arent dromites a herd consciousness?


Dice Rolls | Tactical
Dromite wrote:
Hailing from a hivemind-like history, dromites have come to love and appreciate individuality while still continuing to live in a hive and collective environment. This individuality, together with a strong liberal view on life


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

Okay, so I was part-right. I'll take that.

But yeah, he's frustrated with a lack of progress and thinks that the best bet now is for him to go sneaky-sneaky inside House Duarran.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Bob, or anyone, what is that dark grey thing that goes all around the town on the map?

A road or some kind of wall? Stone deposits?


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

My stealth is +17 when alone. +27 if I'm not moving.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

My stealth is a whopping +3.

You get a bonus stealthing alone, Kenax?

I think we had best wait others input before doing anything radical.


Dice Rolls | Tactical

Grey lines are Cliffs.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

I get a bonus when invisible, which I can only do for myself.


Male NG Human Kineticist (Avant Guard) 2 | HP: 21/21 2 NL | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +7, R: +5, W: +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft | Magnum Opus Copies:5/5 [ooc]Active conditions: Burn: 1.

Shroud marksman are really neat. Instead of reading the wind and adding wisdom to their attack rolls if I'm remembering correctly at least, they can briefly turn invisible.

I've got a rank in it, and it's a class skill, but my dexterity isn't too high, and along with my ACP, I've only got a +5.


Yep. 3 rounds of invisibility. Few times a day. Just useful enough.


Inactive

My stealth is +4 with ACP. So, we all - except our dear iguana - have just about the same bonuses.


Dice Rolls | Tactical

There are other places in Jace's Stanchion that you have not explored. I am not trying to influence your choices at all, just pointing that out.

If you wish to sneak into House Duarran, you would make Stealth Checks vs the half dozen or so guards. At least, that is the only observable defence you have seen.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Yep, stone tower tailors, twin mills quarry, basalt mines and the general store.

We should be able to look at them all if its not impeded at all before nightfall.

And the plan for going into house Daurran is for Kenax to sneak in at night, with the rest of us outside in case he gets into trouble. Kenax is the only one with enough stealth.


Dice Rolls | Tactical

How is Kenax going to signal to you he is in trouble? Just want to be prepared.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Um screaming for help.

Unoriginal but logical.

Well, this is all my way of thinking. We may agree on something else.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.
GM_TheBobJones wrote:
Grey lines are Cliffs.

Are they real cliffs, or is it just some kind of bluff.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

I think we will come up with a codeword. Something obvious. Maybe even an action like an arrow protruding from someone's neck. We could try looking at like the tailors and stuff.


Dice Rolls | Tactical
Kazushi wrote:
GM_TheBobJones wrote:
Grey lines are Cliffs.
Are they real cliffs, or is it just some kind of bluff.

40-50 feet high. Buttes?


Dice Rolls | Tactical
Kazushi wrote:

Um screaming for help.

Unoriginal but logical.

Well, this is all my way of thinking. We may agree on something else.

Based upon where the fences are, it would be unlikely to be heard from inside the house. You are looking at a perception DC at or above 20


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.
Kenax wrote:
I think we will come up with a codeword. Something obvious. Maybe even an action like an arrow protruding from someone's neck. We could try looking at like the tailors and stuff.

We may as well look around for the rest of the day.

I wasn't 100% convinced of my plan about getting into house Daurran, and now the GM is hinting at problems. Maybe we should think more if the day does not turn up some information.


Dice Rolls | Tactical

Not hints or problems. Logistics. I want to make sure that your plan is feasible, which it is currently lacking in the 'Alert my friends if I get into trouble' part.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

I don't need to alert the fleshlings. I am the wind and will not be caught. And if I am, I will be sure that no one is alerted to my presence by putting an arrow through the throat of anyone interfering.


Dice Rolls | Tactical
Kenax wrote:
I don't need to alert the fleshlings. I am the wind and will not be caught. And if I am, I will be sure that no one is alerted to my presence by putting an arrow through the throat of anyone interfering.

Cool beans. I love it when my players split the party!


Inactive
GM_TheBobJones wrote:
Cool beans. I love it when my players split the party!

Yay!

Now about alerting if there's a problem. Maybe we can make a flaming arrow or two, and if Kenax is in danger, he shoots it in the sky.


Inactive

I think the basalt mines are property of house Duarran, and are within the walls. There are walls all around the house and the mines.


Male NG Human Kineticist (Avant Guard) 2 | HP: 21/21 2 NL | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +7, R: +5, W: +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft | Magnum Opus Copies:5/5 [ooc]Active conditions: Burn: 1.

You appear to be absolutely correct. I was posting from my phone earlier, couldn't manage to open the image properly for some reason.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Oops.

Unlike Tio I just wasn't looking closely enough.


Dice Rolls | Tactical

You can still get there. No worries.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

I don't mean to argue with the GM but as far as I can tell from the map, there is a fence all around 3 buildings and the basalt mines. The only place that does not appear fenced is the cliff, which I presumed was impassable.
Maybe it makes little difference, as the mines seem to be locked shut and disused. Apparently.


Dice Rolls | Tactical

Not that it matters, but the guards won't let you to House Duarran, but the mines are a different story. Hope that helps.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

Fair enough. One of my posts does not fully make sense in that light, but that is not so big a deal.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.

Can Kenax PLEASE shoot this one in the neck? PLEASE? I mean I'm not trying to be the bloodhungry type here, but if anyone needs killin, it's THIS GUY.


Dice Rolls | Tactical
Kenax wrote:
Can Kenax PLEASE shoot this one in the neck? PLEASE? I mean I'm not trying to be the bloodhungry type here, but if anyone needs killin, it's THIS GUY.

Just a reminder you are a hero in your own heroic story. It is nice that you are asking for permission though.


Female CN Kitsune Sorcerer False Priest Psychic Bloodline 2 | HP: 14/14 | AC: 13 (13 Tch, 10 Fl) | CMB: +0, CMD: 13 | F: +3, R: +2, W: +3 | Init: +9 | Perc: +1, SM: +1 | Speed 30ft | Might of Mind PP2 Dancing Lights 3/3 | Spells: 1st 3/5 | Active conditions: None.

I want to kill him too, slow and painful like. But it is really not a good idea. Not only will our good aligned party member object, it is a poor time to start a fight.

You really succeeded in having these guards get up our noses Bob, I mean both nostrils.


Inactive

If we were evil, that would've made this investigation a lot easier.


Dice Rolls | Tactical

Glad you found them enjoyable. I do weird really well too. Off to the waterwheel then.


Dice Rolls | Tactical

Plan time. Suggested courses of action are

  • A DC <> Acrobatics check will allow a character to ride the water wheel safely down to the glimmer.
  • A DC <> Swim check allows the character to make it down to the gleaming object.
  • Something else.


Male | HP: | AC: (Tch, Fl) | CMB: , CMD: | F: , R: , W: | Init: | Perc: | Speed | [/ooc] | Spells: None | [ooc]Active conditions: None.
Aidan D. Lafont wrote:
If we were evil, that would've made this investigation a lot easier.

Kenax is turning out a little more evil than I hoped, but that's a matter of circumstance.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

We seem to be running into a number of really infuriating guards.

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