The Opened Mind Table B (Inactive)

Game Master TheBobJones

Dice Rolls | Tactical | Jace’s Stanchion


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Dice Rolls | Tactical

Listening to the inspiring words of House Duarran and the newcomers, the populace stirs as underlying thoughts and feelings begin to bubble up.

Unable to fully restore the town's folks' memories, but triggering enough emotion to confuse many of the populace, they begin to react.

For some, the emotions of loss and sorrow are too much to overcome. They drop to the ground, covering their heads, and being to weep uncontrollably. Their bodies are wracked with heaving spasms as they try to draw in breath between sobs.

Others stand dumbfounded. They have never fully trusted House Duarran, but they do not know who these newcomers are. Do they rely on gut instinct, or unfailing logic? Should they join in the revolution, or prevent an upheaval of all they know and have ever known.

Others can feel the anger rise in them, the anger and pain of loss. Loss that can never be rectified. Can never be fixed. The 'What could have been' and the 'If only they were here for' ruminate around their conscious. They begin to shake their fists and scream. A few of the embolden pick up egg sized stones and begins to throw them at Horrik and the House Duarran guards.

The dromites, quickly apprising the situation, beat a hasty retreat to the colony. This was not their fight, and they knew that mobs turn violent quickly, and could easily transfer their violence to anyone that is considered different.

Horrik calls out to his retainers, "Form up!" The House Duarran guards quickly take up positions at the front of the platform to keep the unruly crowd at bay, while some press on the sides looking at the caravan guards.

Horrik turns to the caravan guards, "Leave. Leave now and never come back. You have caused enough damage here to prevent us from controlling the populace. We shall have to find a new way to keep that horror in the mines from overwhelming our town.

"If you tarry, more innocent blood will have to be spilled."

GM Rolls:

Christaph Sense Motive: 1d20 + 2 ⇒ (6) + 2 = 8 + 2 if his Psicrystal is w/in arms reach - which it generally is!
Neils Sense Motive: 1d20 + 0 ⇒ (15) + 0 = 15
Squirm Sense Motive: 1d20 + 0 ⇒ (9) + 0 = 9


Dice Rolls | Tactical

You all believe he is telling the truth.


Dice Rolls | Tactical

Forgot about Bertrand and Syonne

Standing with the populace of Jace's Stanchion, Bertrand and his loving wife Syonne look around. They remember being happy here, but they also remember a different time, a time equally as happy roaming Golarion.

As the words from the caravan guards sink in, they look at the chaos around them. Confused they feel a pull as if to 'Go' to 'Leave'. The screams, the yells, the anger, the sadness. They watch as if they are watching a puppet show, or even worse, are the puppet show,

2d20 ⇒ (1, 13) = 14

Bertrand shakes his head, unable to jumble his thoughts, while Syonne see the caravan master. "Come love. It is time to go."

Tears streaming down his face, a crushing look of sadness envelopes it. "But why? We are so happy here. We are going to have little ones and raise them. We can have the life we always dreamed of. Don't make me go. Don't make me leave. PLEASE!"

"No dear. You have it wrong. You love me, and you will never leave me. It is for the best. We will be together. We will have little ones. Trust me. You have to trust me." comes Syonne's soft reply.

Much like the tone a humanoid can have over a feral beast, Bertrand nods along with her. "I will go, but I do not like it."

Syonne grabs him by the hand and leads him through the mob towards the waiting caravan master. Morris can be seen leaning on a wagon, Simon next to him flippling his dagger hilt over blade, a smile on his lips.


Male Elan TN Psion Lev 2 | HP: 20/20 | AC: 14 (13 Tch, 13 Fl) | CMB: +3, CMD: 13 | F: +3, R: +2, W: +5 | Init: +2 | Perc: +8, SM: +4 | Speed 30ft | Energy Ray: Unlimited | Powers: 1st 5 | PP 6/14 | Active conditions: None. Character Sheet

Christaph turns and looks at Neils and Squirm, "I believe we may as well go. I think we have done all we can here."


Male NG Human Soulknife (Gifted Blade) 2/Aegis 1//Stalker (Brutal Slayer) 3 | HP: 47/47 | AC: 17 (12 Tch, 15 Fl) | CMB: +7, CMD: 17 | F: +5, R: +8, W: +8 | Init: +3 | Perc: +8, SM: +8 | Speed 30ft | Power Points: 9/9, Ki Pool: 3/3, Active conditions: Astral Skin, Elemental Nimbus.

Neils gives Horrik a stony glance and then turns his back from the scene. He returns to the caravan to silently assist with preparations to depart. He was done here, and while he was worried for the people he knew that he had to believe that he had made the right choices. Being a hero could be hard, behind all the gusto he knew that, but he had to hope that he had saved lives today. It was up to the people to win their freedom now, and he hoped they could.


NN Dromite (Fire) Dread (Nightmare) 2 | HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: -1, CMD: 12 | F: +2, R: +6, W: +3 | Init: +3 | Perc: +7 | Speed 20ft | Power Points 10/10 | Active conditions: None.

Squirm has nothing more to say to Horrik, to anyone, as he watches the Dromites leave, returning to their community, their family. He raises he right hand to call to them but stops before he can say anything. His head sags and he limps over to the caravan.

He helps to pack up in silence, a silence that stretchesinto the journey ahead...


Dice Rolls | Tactical

Adventure Over

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Male NG Human Soulknife (Gifted Blade) 2/Aegis 1//Stalker (Brutal Slayer) 3 | HP: 47/47 | AC: 17 (12 Tch, 15 Fl) | CMB: +7, CMD: 17 | F: +5, R: +8, W: +8 | Init: +3 | Perc: +8, SM: +8 | Speed 30ft | Power Points: 9/9, Ki Pool: 3/3, Active conditions: Astral Skin, Elemental Nimbus.

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