The Town of Grundy: A Tale of Meteors, Metal, and Men (Inactive)

Game Master Spacefighters

A sleepy town, finally coming into it's own is thrown for a loop when a meteor strikes down on it's doorstep . Now it's up to an unlikely group of townsfolk to protect Grundy and prevent what was unleashed from consuming all of Golarion!


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Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Looking to Letka, "Would it be possible to examine the wounds on the most recent victim? Maybe between the lot of us, we can identify the type of creature that made the marks." Please do not let this be the work of demons, I can not handle demons right now.


The Tannery House

Letka will look a little guilty at the mention of the corpses, but will respond,

"I have paid to keep two of the corpses preserved for examination. Unfortunately there... wasn't enough left of poor Kahlil, and Belloo's compatriots have already buried him in the forest in accordance with his faith. The others remains are being kept in the temple should you wish to see them."


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd nods, "Yes, let's take a look at the bodies, I've a little skill with healing who knows might find something. Is there someone we should ask for M'a, er, Sheriff? After that my pcik would be speaking with Tabitha, Grundinnar does not tell me she's evil, and I think the poor woman gets a bad reputation because folks are superstitious - I'll trust Albert Grundy's judgement over the local gossips anyday - but she might be able to give us an idea if magic is in play."


The Tannery House

"Speak with Bellum, he is the one preserving the bodies for me. It seems you have a plan, as Torag intends. Well then good luck, be sure to keep my son out of trouble. I have faith that Torag and your abilities will guide you to your answers."

With that Letka will leave, her heavy boots again echoing on Albert's wood floors. The now empty room seems large and quiet, even Albert seems to have left during the chaos.

So where to first? The last crime scene in the south streets is a little bit closer than the temple in the center of town. The other crime scenes are farther and spread about, but both Belloo and Sandra's respective scenes are on the way to the crash site. Most of the suspect could be found in and around town.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

"Ok then, let us go have a look then. First the bodies, the sooner we get done with those the sooner they get laid to rest."
Marconis will head to where the bodies are to examine the claw marks.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

"Anyone that does not have some skill in identifying some kind of claw marks could stop by the crime scenes, or speak to suspects or witnesses." Marconis will say on his way out to seek Bellum.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

On the way to see Bellum, Marconis will cast Arcane Mark on the back of his badge.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Marconis you can edit your posts for up to an hour if you have additional thoughts, etc. Of course its not required, but I think it looks neater and it shows a more accurate count on the campaigns tab.

Moving along with new and old comrades Judd says, "Its possible this Bellum could be a suspect so keep an eye out for anything funny, Grundinnar tells me Kai is evil so be on your guard. And frankly I'm a little dubious of anyone who hides so much of themselves, though they've been good for the town."


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1
Judd Stonebarrow wrote:
Marconis you can edit your posts for up to an hour if you have additional thoughts, etc. Of course its not required, but I think it looks neater and it shows a more accurate count on the campaigns tab.

Thanks, I will have to keep that in mind.

"Do tell, why would you count this Bellum, among those suspected?"


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

"My wife hides herself, as she does my daughter when they must wander closer to town, Not everyone is blessed with our fair features Deputy Stonebarrow, but as to the Razmiran's I've never trusted this so called living god of theirs but that is a religous debate im afraid. As to Bellum, I would think if The sheriff has him preserving the bodies he might be almost ruled out, but i will trust the judgement of the proffesional in this matter." He said politely following along.He glanced to the north as they made their way to Bellum torwards his home, adding a prayer to Milani that he would be able to keep his family safe through these times... and furthering that thought, the town as well.


The Tannery House

As when you left for the meeting, the streets of Grundy are still crammed full of people. Humanoids of all shapes and sizes bicker, barter and banter in the streets of the town, all enjoying the nice weather. As you walk along into the town proper you can make out the entertainment troupe that was stranded in town with the river blockade setting up. Their good sized stage supports a large sculpting of Shelyn's holy symbol atop a huge May-pole, the bird seems to have been made from scraps of colored parchment, and obviously enchanted as it sings happily to the members of Grundy, chirping sweetly as they pass.

The temple sticks out like a sore thumb, it's elegant spires sticking up much higher than the humble building around it. A few devout kneel praying to the various anointed statues that line the stone temple, taking advantage of the bright day, many symbols of Sarenrea can be seen. The large heavy doors of the temple are open, and several large oak tables are spread around the well tended garden that leads to the temple's entrance. The tables hold the remains of one if two daily meals the temple prepares for interested residents. Several down on their luck families, and numerous orphans and runaways are still milling about, the children tearing over and under the tables after one another in one game or another. It would seem some good came of the influx of newcomers after all, with the arrival of several more priests of Razmir, the temple looks even more impressive than normal, it's cool grey stone shining as if polished.

Dion:

One of those kids is definitely using your favorite pair of calipers to pull earthworms from the ground and squish them in front his friends to a flurry of evil giggles. You don't seem to recognize him from among the gaggle that run with Violet though...

Immediately inside the church, one has to take care to avoid walking onto the famous Steps of Razmir, with only a thin walkway around it allowing access to the rest of the temple, "Because the Steps are so easy to begin upon" is Bellum's famous excuse. The steps themselves are gorgeous, with both polished grey marble and gold worked into them, with a shining silver mask of the living god adorning the top. It's a bit easier to forgive the extravagance of the idol when coming into the temple proper, which contains several facilities to aid the community such as a modest hostel, a fully stocked ladder and kitchen, a large meeting/dining hall, and of course the catacombs beneath the temple that serve as the town's graveyard.

Both Bellum and Kai are seated at a small table apparently finishing up a small meal in the aftermath of the meeting. Weirdly their masks are still fully secured, and you can't help but think that if you had arrived but a few moments earlier... But it would seem you weren't the only ones looking for the two priests. Riven and Seela Oakheart stand next to the clerics' table, and all four of them stare at your group in the way that only people who have been interrupted speaking if private matters can stare. Riven is a tall broad-shouldered man for whom the phrase 'aged with grace' seems to have been invented for. His salt and pepper hair and deep frown lines add an air of distinction that only age can, and though he wears simple working clothes, they are well tailored and clean, showing ofF his still impressive physique. Seela was one of many crusaders wounded by the various horrors of the Worldwound, and with the loss of her left arm she lost her deadly skill with a bow. Learning to compensate with the Arcane arts, she is now the schoolmarm for Grundy and staunch defender of the town's youth. It is very well know, entirely through Seela's efforts it would seem, that the two have a great dislike of Celen and his family, and the two's stares will quickly turn to sneers when they spot him among the group.

"Oh I..."

Seela will begin, flipping her silver hair in agitation, the acid in her voice already rising. As soon as she begins, however, Bellum's booming voice will ring out interrupting her. Already muffled by his mask, his rich bass will nonetheless drown her out, echoing in the stone room.

"It is a pleasure to see our deputies, new and old, so soon. What bring's you to Grundy's home for the living god?"


Inactive

Calli, who has so far been lost in thought and unusually silent (for her), speaks up.

"Sorry to interrupt yer meetin', but we're lookin' into these strange killins' that's been happening in and around town. Letka told us you've been keepin' some 'o the bodies preserved and we're here to see if any of us can make heads or tails out of what was done to 'em." She pauses a moment and then adds, "Might even be interested in hearin' what the two of you make of it, bein' priests and dealin' with sickness and injury an' all...but none 'o it would be 'propriate to discuss in polite company, 'o course." She politely nods at Riven and Seela with her last comment.

Calli is going for a subtle and polite way of saying that Riven & Seela need to either bug off entirely or give the rest of us some privacy while we look at/discuss the bodies and then continue their chat with Bellum and Kai afterwards.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Oh joy, all four of my least favorite townsfolk in one room... Celen thought acridly trying to keep the distaste from his face. (He was failing it was obvious he... had dislike for the Oakhearts, everyone probably knew why.) So instead he just slowly shifted, not quite hiding behind the others but certainly moving out of direct eyesight. He was too tired to deal with the oakhearts bigotry concerning his wife and daughter. His dislike for the Razmirites wasnt as obvious, in fact he didnt even appear to notice them even with those two in the room.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

As soon as Bellum shows us to the corpses, I will begin examining the marks to see if I recognize them as from extraplaner creatures.

Kn-Planes: 1d20 + 8 ⇒ (8) + 8 = 16

Not as grand of a result as I would have liked.


The Tannery House

"Ah, of course. Allow me to show you to the catacombs. Kai, if you would be so kind as to show the Oakhearts out?"

Bellum will get up and motion for you to follow him to a large wooden door set into a foreboding archway, while Kai silently motions for the couple to follow her.

"Well I never, how rude, forcing us from a place of worship...

Seela grumbles, but they seem to get the hint, walking slowly out and whispering angrily amongst themselves.

The door leads down into freshly cut stone stairs, it's unusual to see a place such as this not worn with age. The stairs lead down quite a ways, Bellum's mask lights the dank hallway as he somberly leads you. Eventually the stairs bottom out in a room that is half natural cavern, half worked stone. Underground caves made by running water, that can still be heard from the entrance to the catacombs to your right, the tunnels blocked by another door to prevent moisture from seeping in, the left side of the cave is wide and open, the floor to the left falls away revealing a dark hole that smells of water and mold. In between, near the entrance to the catacombs is a large table covered with ceramonial veils and curtains, a deep maroon. Bellum will reach to pull them back, but turn to say,

"I must warn you, they are quite horrific. They were enchanted to resist any decomposition, besides what occurred before I could work on them."

He'll pull pack the veils to reveal what remains of poor Sandra and Dirk. Either one would be enough to make you loose your lunch, but together it's almost too much.

Fortitude Saves, DC 12 or sickened for 3 rounds.

True to Letka's reports, the bodies were horribly damaged and are completely unrecognizable. There may be some few clues to be garnered, but it will be difficult to say the least.

DM Rolls:

Bellum: 1d20 + 14 ⇒ (17) + 14 = 31

Bellum takes his time pouring over the corpses. His mask makes it difficult to tell if he is affected by their nature, but you are at least thankful whatever enchantment he preformed took their smell away, leaving only a fresh rose sent.

"Well, I can tell you that whatever killed poor Dirk is unlike anything I have ever seen. If it was indeed a magical effect I have never seen it's like, and there are no traces of such a spell left, which if it was powerful enough to mutilate his body like this, it would surely leave some clue. Poor Sandra is as much a mystery. While it is clear some animal savaged her, there are clear indications of claw marks, she also has several wounds from what I would estimate was a weapon similar to a short-sword. This weapon was very sharp, undoubtedly magically so. Of course none of this is anything Letka could not discern with a glance, I apologize for not being more helpful. I will pray to Razmir for guidance."

Ok, everyone give me three rolls, whatever you think would be appropriate. Those of you with more physical acumen than mental may roll a d20 and add your base attack to try and determine something about the attack. Don't forget any penalties if you are sickened (-2).


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

I dont suppose that since i have knowledge Arcana +5,Nature +5, Planes +5, religion +5 I can try all four?
fortsave: 1d20 + 4 ⇒ (14) + 4 = 18
The smell for a moment made his stomach swim... thankfully he had been so stressed lately that he hadnt bothered to eat breakfast. Still the bodies were pretty vile. He closed with them and frowned "curiousier and curiousier"
knowledge arcana: 1d20 + 5 ⇒ (13) + 5 = 18
knowledge nature: 1d20 + 5 ⇒ (13) + 5 = 18
knowledge religion: 1d20 + 5 ⇒ (13) + 5 = 18

Wow... did that just happen 3 13's in a row?


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd nods staying quiet and moving in to examine the bodies with scant concern for their grizzly nature.

Sorry for the short post pressed for time.

Fort: 1d20 + 9 ⇒ (13) + 9 = 22
Heal: 1d20 + 4 ⇒ (6) + 4 = 10
Knowledge Religion: 1d20 + 6 ⇒ (15) + 6 = 21
BAB: 1d20 + 3 ⇒ (6) + 3 = 9


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Fort: 1d20 + 2 ⇒ (8) + 2 = 10
The dice are not with me. This brings my original check down to 14.

"Horrid, why would such a terrible fate befall such a kind town as ours. These citizens did not deserve this."

Recalling what Bellum said about a possible magic effect, Marconis tries to think of a spell that could replicate such damage.

Spellcraft: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20


Fort: 1d20 + 4 ⇒ (1) + 4 = 5

At the smell of the bodies, Dion stopped dead in his tracks and shook his head. "Nope. Can't go in there." In fact, he seemed a little green, shaking his head as he backed up a couple of steps. "I'll--hurp Got to get some fresh air." Turning, he headed back up the steps, mentally willing to keep his stomach where it was, and off the path of rebellion. At least, he could head back to the outside of the temple, and see who that was that was using his calipers. The fresh air would help, anyways.


Inactive

Fortitude: 1d20 + 4 ⇒ (19) + 4 = 23

At the sight of the two bodies, Calli's face pales and she though she doesn't seem to be sickened, she does briefly look away in disgust and horror. After a moment passes, she seems to compose herself and begins to study what remains of Sandra and Dirk, attempting to look for any additional clues as to how they met their end.

Kn. Nature: 1d20 + 6 ⇒ (3) + 6 = 9
Heal: 1d20 + 3 ⇒ (8) + 3 = 11
BAB: 1d20 + 2 ⇒ (1) + 2 = 3

A few minutes pass as Calli looks over the bodies with the others. She then shakes her head in frustration. "I can't tell a darned thing about this 'sides what you told us, Bellum. Mebbe one 'o the others can find somethin' the rest of us are missin'."


male Human Alchemist 3

Very interesting... Alfons muses as he produces a scalpel and begins to examine the mess before him in detail.

Fortitude 1d20 + 5 ⇒ (7) + 5 = 12
Perception1d20 + 9 ⇒ (8) + 9 = 17
Knowledge Arcana 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge Nature 1d20 + 9 ⇒ (18) + 9 = 27
Knowledge Nature for Heal 1d20 + 9 ⇒ (11) + 9 = 20
Recalled that I can sub Knowledge Nature for heal so scrap perception roll


The Tannery House

Pooling your resources you examine the corpses. Each of you offers something, and talking about your examination helps those of you more knowledgeable about such things to come to conclusions. But almost as soon as your examination begins, Bellum pulls closed the chanted veils.

"Forgive me, the moisture in these caves wears heavily on the enchantments keeping the bodies intact. I may only reveal them a short time."

Celen's and Calli's well timed advice assists with Judd and Alfons' conclusions, and Marconis' various contributions assist in ruling out a great deal of culprits.

Arcana- Magical weapons are unique in that the magic worked into them prevents the various damage and warping that occurs with the use of their mundane cousins. This causes such weapons to be much sharper and more dangerous, leading to much cleaner sharp cuts. While Bellum and Letka were correct in assuming these wounds were caused by a short, magical blade, the wounds upon closer examination are too clean. Whatever was used to savage Sandra's was almost impossibly sharp, even sharper than normal magical weapons. Unless whatever attacked Sandra was wielding an enormous magical scalpel, it was something else.

Heal- While Bellum's assessment of the bodies is correct, it is pretty cursory, nothing you couldn't have determined from Letka's report and the bodies themselves. The most unusual feature of the two are the strange growths originating from within Dirk. Calli's hints provide Alfons with an important clue, these strange growths are reminiscent of an ancient blood disease. The origins and causes of this disease are heavily debated, and even it's effects are random, though it's generally accepted that these tumorous growth are a result. Should Alfons present this body at his old university it would undoubtedly cause a ruckus, the number and size of these various growths are unheard of, and it would appear that these tumors literally warped poor Dirk's body to the point where he appeared to have melted, when really it was the rapid mutation. While the incredible proliferation of the disease suggests magic, no traces of it such a spell can be found.

Nature- One of the strangest mysteries of Sandra's corpse is the initial attack, the strange bite-mark that severed her spinal cord in one swift move. The bite's power is similar to that of a large reptile like an alligator, but the unusual size and shape of the mark is whats interesting. Going through a list of various fauna, the closest thing to this unusal mark would be one of the various sea snakes and eels brought in from the inner sea. The Moray Eel in particular is known for it's unusual set of secondary jaws. Whatever creature attacked Sandra, it must have had some appendage or unusual set of jaws.

Planes- While you can list off several creatures that might have perpetrated the deed, none seem to fit well enough. Most outsiders aren't known for their subtlety, but perhaps examination of the various crime scenes would yield better results.

Religion- Strangely, knowledge of Undead reveals a great deal about the murders. The 'claws' of skeletons are very similar to several of the wounds inflicted on Sandra, at least in placement. The depth of the wounds suggest that while whatever attacked poor Sandra was similar to a humanoid attacking with it's nails, it instead had hard long hardened claws, longer and harder than normal nails, which suggests a humanoid creature whose finders end in long sharp claws.

Spellcraft- Marconis's knowledge of spellcraft is extensive, but after rattling off dozens of known spells and effects, not a one matches with whatever happened to poor Dirk. While there are several necromantic effects that will instantly wrest the life from a person, this attack bears resemblance to more evocation effects. The fact that the effect originated from within Dirk is the problem, it's normally impossible to center an evocation, or most magic, from within a humanoid, and even if such a powerful spellcaster had managed to succeed with such an effect the damage done is unlike any energy effect you all have seen. While Dirk appears... melted, he also shows signs of unusual growths that burst forth from his body, which don't normally correlate with acid burns.

BAB- Unfortunately due to the nature of the corpses, determining anything of the attack from the bodies alone proves to be impossible. Perhaps examining the crime scenes might yield more results.

-
-

Dion:
Outside the fresh air does wonders to ease your stomach. Many of the families and street urchins seems to have left, but that child with your tool is still leading a small line of smaller kids in a chase, trying in vain to catch one of the various robins flitting about the tables, picking at the few crumbs left over from lunch. The boy must be about 9 years of age, though the thick layer of dirt that covers him like armor makes it a bit tough to tell. His dirt blond hair is wild and a bit too long, constantly getting in his eyes. He has that wicked glint in his eyes that only young boys can truly master and just from looking at him it's clear he's a master at causing trouble.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

"Well then, shall we continue to the crime scenes then?" Marconis asks, when Bellum closes the veils.


Inactive

"I reckon that's the next step, yep. Most of the killins happened a bit away from town so mebbe there's still some clues to find. Then we can think 'bout talkin' to some 'o the folks listed there in the file."


The Tannery House

Well then where to? South Grundy Streets? East to the crash site? Or farther south to the Tannery House?


Inactive

Calli pauses for a moment, thinking back to the information given in the dossiers and their current position at the temple.

"Well, the south Grundy streets is the closest to the temple here. Don't see why we couldn't go there first and work our way outwards towards the other sites. Works out purty good too, iffin' anyone has any personal business that needs seein' to before we head further out. What do ya'll think?"


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Celen nodded to the 'true' town deputy.
Your experiance in such matters far outweighs mine, I shall follow you and Judd's lead. I just need to make sure the wife knows I will be away from the shop for a few days, and that we are trying to discover what ails our precious one.
He finished quietly.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

"Sounds good to me, I will need to procure a few things for a stay outside of town. Not to mention I would like a closer look at the crash site, find out what all the excitement is about. And if maybe there is a link between it, and the murders. Perhaps something was awakened, or set free, from that place."


male Human Alchemist 3

Alfons is still completly fascinated with the tumor infested body and actually would prefer to spend more time with it but when his fellow deputies which to push on he nods reluctantly.

Yes, yes let us head south. Just one more moment while I document this impressive growth here!


The Tannery House

Was holding on Dion, but feel free to post retroactively to the kids if you would like.

The short time you spent examining the bodies allowed even more people to cram the streets of Grundy. The bustling crowds around the center of town seem to be focused around the troupe setting up in the square, but as you head a bit to the south west the crowds are focused on the small section of shops that has become something of a merchant street.

The first shop closest to the square is the Cozy Corner Home and Travel, an older building from before Albert took over, it's age is balanced out by its size. Obviously meant to be a small manor or vacation home, the two story building stretches around in a 'U' shape, allowing for comfortable living above, and a large selling space below.

In the crook of the 'U', Shiloh d'Monis has constructed an elaborate garden, full of dozens of herbs and vegetables now full in bloom. While Shiloh but up a small fence to keep out chickens, it does little to stop hungry passerby from taking a quick snack, and Shiloh can be seen standing guard over her guarden, her long silver hair pulled back into a loose braid, under a faded wide-brimmed straw hat. Her clothing looks a bit loose, as if she's lost a bit of weight recently, but still manages to look fashionable, waving a broom wildly at any pedestrian that wanders too close.

Sitting up on a balcony overlooking the busy street, Silvy d'Monis can be seen, upon the easel in front of her is a half-finished painting, her brush wanders lazily allowing the watercolor to run down the canvas. She waves occasionally, her simple red sundress sleeves billowing in the wind along with her long golden hair, and the small crowd that has gathered to watch her happily waves back, many of the men in that group three times her age call for her to come down and say hello, to which she sweetly refuses, causes them to only plead harder.

The many doors of the shop which are normally open are instead closed tight, with only the main doors open to the public. Both Anna and Pralia keep a close eye on what leaves from that door, learning their lesson after several thefts. The shop is well organized, with dozens of sections for even the most esoteric of equipment. Surprisingly, even the fancy clothing and impractical adventuring gear has been flying off of the shelves, each treasure hunter looking for anything to give them the edge. In the three weeks since the meteor fell, Anna has become the model of efficiency, blurring around the store selling and stocking and talking, Anna has truly come into her own in the business, helping to take in a small fortune, and even levy some of the profits to bring in more goods to sell from elsewhere, and the young woman can be seen almost at multiple places throughout the store, her short red hair and practice clothing give her an authoritative feel that keeps too much trouble from finding her. While Anna has thrived under the pressure, Pralia has done much the opposite, shirking her chores and responsibilities to converse with the myriad of interesting strangers coming in through their doors. While it's clear the beautiful young woman is still trying to help, directing the various customers to different sundries, it's clear she is more interested of their tales and stories from the world beyond Grundy's borders. She currently has a large throng of such customers piling around her as she sits on a table folding shirts, her raven-black hair framing her face's beautiful smile as she listens intently to a far too charming elf that is whispering far too closely to her ear.

Just down the busy road is Celen's Solutions, The Hammer Boy's workshop is right to the north on the Main Street of Grundy, and down the merchant road closer to the docks, near the popular Apotheke Zitter, are the forges, where Dion shares a workshop with an often absent farrier who travels north to work with the farm's horses this time of year.

Feel free to stick together or split up for this part.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

"If you would excuse me for just a moment, since we are right here I would like to explain the situation to my family as it presents itself. If you would wait for me, I shall not be but a few minutes." Marconis says to the rest of the group. "Just need to let them know I may not be home for awhile, and grab a few things for our trip out of town."

At this point I will run in and grab a few days worth of rations, and my travel pack, making note of anything I grab from shop inventory so I can repay the store later from my personal funds.

"Mother, I have taken a deputy position and may be gone a few days," Marconis says exiting the shop, "please let Anna know she will be in charge of the shop while I'm away. That is, when she slows down enough to talk to."


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Celen watched at the busy swarm that was Marconis' shop ...men seemed to flock to a few of his sisters. He didnt think he would have to worry about that too much with his daughter. That stray thought made him sad and glad at the same time.
I will be right back as well He said hurrying down the road to his own place. Thankfully his wife was free for a moment. He hugged her a bit awkwardly (her belly large from child) and gave her a kiss. The mayor has deputized some of us to look into some strange happenings about town, but dont worry, we have two real deputies with us. I'll get to the bottom of the strange dreams love." He said sharing a quiet moment with his wife. He gathered his things. Rations and the like much like Marconis, in case they were away from the city for the night.
I'll keep you informed with what we find of course..." He added with a final kiss before he hurried back to the group.


The Tannery House

"Well, it's about time you took some responsibility around here!"

Shiloh d'Monis will say to her son, and as flustered as she is it's hard to tell if she's joking or not.

"Don't you go worrying about me, or the girls, or the shop. You just do what you need to do to help this blasted town. Use your 'gifts' to help some people."

Shiloh will give you a warm smile, her old eyes twinkling. The moment will be broken when her head whips around and she starts swinging her broom towards a fat crow edging towards her summer squash.

"Oh no you don't, I see you there! Keep yourself safe my son, I'll see you later."

--

Celen's Solutions is a new building built on a slight hill that leads downward into town, it's painted wood still fresh from the Echo wood. While not a large building, it's location makes it easy to see from a distance, and it has multiple levels, including a 'basement' built into the hill that leads to a small garden full of exotic plants and mushrooms. The store section is open and quite busy. Hepzibah's favorite red orchid bush is blocking a bit of your sign, somehow that thing always seems to get knocked when you leave, and the clientele seems much... rougher than normal, many shady out-of-towners loitering on the lawn. Inside, the pregnant Hepzibah has planted herself behind the counter, with what seems like every pillow in town piled upon a short stool, the added height somehow putting the tiefling a head above most her customers. With young Jyacynth bouncing happily on her knee, she seems to be gouging her customers for every copper, and she weilds her children like weapons, asking customers if they'd be happy leaving Jyacynth naked and starving on the street by asking for less than the listed price on the strangely already wrapped vial.

Hepzibah will be about to scold you when you arrive for being away too long, but your news seems to bring her some sorely needed comfort. The deep circles under Hepzibah's eyes seem even darker than normal, but she manages a smile.

"I trust you Celen, that odd goddess of yours always seems to be looking over you just like you watch over us. Don't take too long or I'll drag you back here myself. Fill up my tub before you go, my feet are killing me."

She says, pointing to a small tub covered in pillows.

"Say bye-bye to papa dear."

Hepzibah says to Jyacynth, bouncing her higher.

"Bye-bye daddy!"

The young girl says happily, giggling madly. She waves good-bye with her pudgy pink fist, the strange ear-like growth on her head bobbing with her curly white hair.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd grins at seeing the town thriving so, and while the others go to check on their families he wanders over to the workshop to check in with the lads,

"Hey fellas, how are you getting on? Sorry to foist off all the work on you, but well you know how it is. Got any interesting orders in? I might be able to help out a bit if I use Grundinnar's blessings."

After a brief catch up he returns to await the others.


The Tannery House

The Hammer Boys shop is an old barn used by the original tenants of Grundy, long since gone. The boys proved their skill by converting the barn into a solid wood and stone structure, complete with an impressive masonry workshop and modest living quarters. The crowds milling about the town square occasionally poke around the shop, but the large 'CLOSED' sign tends to send them wandering away.

Inside, and even a bit outside the shop, you can hear the constant arguing of the three workmen within. As usual, without Judd around to push them into action, the three passionate men tend to spend a bit too much drinking and going back and forth about nonsense. Apparently their current conversation involves whether an Elk could beat a Gelatinous Cube in a fight.

"No see! The things are gigantic! All acid, all the time, the Elk couldn't even touch it without dying!"
"No! No! No! No! It's the horns man! The antlers! Thrashing about, hooves and spittle! Come on!"
"What!? What!? It's all about the surprise, the ambush! Stupid deer all walks up and boom, sucked in!"
"Nononononono, Deer!? This is an Elk, the king of northern forests, wolves don't mess with bucks man."
"Hooves'll melt in second, seconds! Are you even listening to yourselves!?"

It will take a little doing to get their attention, but eventually they'll realize you're back. Badly will down whats left of his cold mead, which sounds heavenly in this weather, and speak up.

"Oh uh hey Judd. Uh sorry 'bout that. We uh, we had a bunch o' orders an the like, lots o' jobs an the like, but uh, we don't have the s-s-s-s-s-stuff Judd."

"The stone, Judd."

Tungst will add, the Half-Orc's voice gruff and a bit sullen as he rubs his shaved head in frustration.

"Those damned pirates from the Black Marquis have blocked off all our supplies. We've got the jobs sure but we don't have the supplies. We've done what bit of work we could, got a few foundations down, but we can't do our work without that stone."

"If that Grundinnar o' yours could help out tha'd be great!"

Badly will add in.

"But if you've got to go we'll watch things here. We're trying to get some construction work done, but after that last adventurer stiffed us setting up his camp we'll have to keep an eye out. Good luck."

Tungst and the boys will offer a drink for the road, and almost immediately continue their debate.

Who's the third member of the Hammer Boys? I couldn't find his name, sorry.


While they were headed this way, Dion was considering what he had (or had not seen), so far. Some of the younger kids that he knew took things out of his workshop, he never saw directly. If the rules of the "game" were what he thought they were, the new kid was probably going to be down some points in their tally.. After all, they were not supposed to be seen, he thought. Settling against the weathered stone of a nearby building, he was going to have to ask Violet about it if he remembered.

The meeting and what followed was all well and good, but he did have to check his workshop for any new assignments or requests, and this would be a good time to check his traveling supplies, since with things getting more dangerous, he was going to have to be more careful. Hearing about it was one thing, but seeing the bodies (even briefly) was something else. Closing his eyes momentarily, he sighed into the warm breeze, smelling the scent of Grundy as he had come to know it. Dust, some dirt, the various smell of people, and the faint acrid smell of metal from the forges. As it was a ways down the road yet, he decided to wait for the others, and would check in later, if anything was needed.

In the meantime, he eyed the colorful throng waving up at the painter, and chuckled, waving himself when he thought she looked his way. He also kept an eye out for one of the many Handful that he suspected was out and about, beckoning one over if he saw them. That he was holding a pair of copper between his fingertips might help improve his odds of being listened to.

If one comes by:
"I saw someone with my calipers, squishing earthworms", he said with a slight smile, tapping his badge with the coppers. "Do make sure Violet knows, hm?" Dion had no doubt that the word would get passed on eventually, and the badge was something that would just help it along. If the Little was inclined to talk more, he would ask if anyone had heard anything more about what was going on, or what places they avoided now because of what happened.


The Tannery House

Finding an urchin to speak too proves difficult, and it will take the liberal application of coppers to even get one to come up to you. Apparently, word has already spread of your deputization, and while the law in Grundy is not by any means harsh towards children, they tend to force them into things like school, so children have learned to steer clear of those silver stars.

The child that eventually takes the bait is one of Violets, an eight year old be-freckled blond by the name of Rudy. Rudy walk up and clasps his hands around the hand with the coppers, proclaiming loudly,

"Nice ta meet ya mister!"

He'll shake your hand up and down, and when he is done the coppers have disappeared. He doesn't seem surprised when the report of the stolen tool reaches his ears. Instead he'll set his little face into as serious a look as he can get it, nodding vigorously in affirmation of reporting it to Violet. Another copper will get him speaking about the state of town, seemingly proud of the information he has gathered, he'll let it all pour out in one hyper sentence. Apparently Violet's lessons on the value of information had yet to sink in.

"Oh yeah! There's lots going on all sorts o' stuff with alla the peoples comin' in like we added a bunch o' new kids to da gang an they're ok I guess but den this new kid was getting all jerky like he was better tha' Vie Violet an he was all like "I ken do better dan you lame heads!" except he said a bad word an den he took some o' my friends an they said they was gonna be da new gang an den they made a hideout in da north but we said don't do dat cause da inn is all scary now an does bad guys are walkin' around at night an Billy says they take kids but I don't know about dat but he says they make some kids see da bug-people but they set up up there but we said not ta and now they're being jerks!"


Inactive

As the various members of the group hurried off to visit their homes and shops and to make preparations for a possible night or two out of town, Calli decided that it might be a good idea to do the same. As she ambled down the street towards her home, she smiled as she took in the happy, lazy scenes of town life that were all around her.

Days like today remind me of why I decided to stop here and settle down. This town is good folk, some of the best I've met. Even most of the crazier ones have their own kind of charm about them. It's why folks like me and the others have to do what we can to keep them safe and smiling.

Calli takes her time with her walk, enjoying the bustle of activity around her but also keeping her ears open for any interesting bits of gossip and conversation that she might hear along the way.


The Tannery House

When everyone meets back up, you all head back off to the latest crime scene before heading off the further scenes.

While not a large town, the South Streets of Grundy have become somewhat infamous for the shady and rough characters who take up residence there. Many of the buildings to the south of Grundy are remnants of when the town was lorded over by the Black Marquis, and though Albert wanted to do renovations, the many squatters who had taken up residence refused to leave, so Albert decided to leave the buildings be until they fell down, which due to the poor wood and construction of many of the buildings looks to be any second now. Walking past a few dilapidated structures, you find yourselves in a particularly sketchy area, a row of building built from old river boats, known among the town as Skiff Street, even some of the deputy's are nervous to walk this area alone. It would seem that many dark and questionable folk coming to Grundy in the wake of the meteor found their way to Skiff Street, and it appears as if every eye on the street is trained on you, your group, and the silver targets badges on your person.

This particular scene happened in between two competing "bars" that have become almost as famous as the Huberts and the Velsiykes for their feuding. Gar's Bar, to the left of the alley, is simply the home of Garreth Stoneeye, one of the most sour and foul Dwarves on Golarion. Gar, as he prefers to be known, assumed he could get around paying business taxes by simply selling beer in his living room, and though understanding has long since been beating into him by the end of Letka's flail, people seem to enjoy the novelty, and Gar's growing collection of homey nick-nacks have given his dingey smelly home/bar a bit of flavor. Across from him, on the alley to the right, lies Mangrove's Magnificent Mansion, an overwrought name for one of the foulest bars in town. Years ago Felben Mangrove, a lying snake of a human, came across a magical cape that gave him some minor arcane abilities. Since then the grifter has styled himself a master wizard, capable of preforming amazing feats, for outrageous prices. Fleeing his last failed con, Mangrove used his ill gotten profits to fund his purchase of the rotten hovel across from Gar, and he became popular on Skiff Street for selling ice-cold (or steaming hot) beverages, made possible by the magic if his cloak. Since then 'honest' business has evened Mangrove out a bit, and apart from the occasional shanking of someone trying to steal his cloak or the defacing of a piece of Gar's property, the Sheriff is only seen arresting him occasionally.

The two establishments seem quite busy, despite it only being a bit after high-noon. As the only two places on Skiff Street allowed to sell alcohol, the two have large crowds of people lining their doorsteps, with several swaying shady characters giving you all some very dangerous looks. Towards the alley, you can spot the wire fence Letka placed to preserve the scene, as well as two nervous looking part-time deputies, two human brothers Micken "Mic" Redson, and Danken "Dan" Redson, stand at attention. Their mother being a successful arms merchant from Daggermark come to Grundy to retire in peace, the boys wield some impressive bastard swords, which seem to be all that's keeping an extremely inebriated Ratfolk from dedicating in the alley. Apparently surprised that he isn't allowed to poop where he pleases, the Ratfolk is unsuccessfully trying to convince the lawmen from letting him pass.

Extremely excited to see some back-up, the two youngsters will call out at the same time, apparently unconcerned about talking over one another, the two blurt out,

"Aw well it sure is good ta see ya'll, we was having a hells of a time keeping these fellers outta this here alley fer so long, it sure is-wha? No sir ya can't go in I don care how bad ya got ta-good ta see you fer sure, you all gonna hop in here an check this out- No no sir again I am sorry but ya just can't do that kinda thing out where everyone can see ya-It don't matter if it's an alley there's still gonna be folks walkin' around an- you just come right on back ladies an gentlemen, I sure hope ya can parcel out what happened ta that poor foreign feller it sure is a-no sir their not going back there fer that yer just gonna have ta find somewhere else!"

Dan will uproot one of the posts and begin rolling back the wire allowing you all access to the alley, but just as you begin approaching the alley a mountain of a Half-Orc will burst from Gar's home. His voice is incredibly deep and carries throughout the street, obviously drunk beyond reason, the Half-Orc bellows out,

"No! I seen what was done to Joary at that cursed place an I ain't going back! Ye can't make me!"

The huge man shoves into the crowd in front of the alley which ignites like a powder-keg. Drunk, angry, and bored, the crowd erupts into an instant fight with people of all shapes and sizes intent on beating the stuffing out of each other. Curses, chairs, and bottles are thrown about, people begin swinging wildly, even the two exquisite swords the deputies carry aren't enough the deter the mob and they are soon pulled screaming to the ground and kicked repeatedly, for no other reason than representing the much loathed law. Strangers and locals alike leap into the fray, purses being taken, teeth flying, though this might seem unjustified, the tense atmosphere about town certainly weighed heavily on everyone, and it seems some men and women can only sort out their worries with their fists. As you look around at the seething mass of frustrated fists and undue whoopings, several among the crowd note your authority, and seem intent on giving you a swift kick in the teeth regardless.

For combats I'll be rolling combined initiatives and splitting the actions between the party and your adversaries, it is by far the most elegant solution to PBP combat I have seen. If you invested in initiative it will only help the groups aggregate total, though if you'd like to change things around because of this feel free, just please let me know what you change. I'd like to keep combat quick, so if you don't post within 24 hours without a heads up, I'll post your action so we can keep things moving.

DM Rolls:

Alfons: 1d20 + 4 ⇒ (1) + 4 = 5
Calli: 1d20 + 6 ⇒ (2) + 6 = 8
Celen: 1d20 + 1 ⇒ (16) + 1 = 17
Dion: 1d20 + 2 ⇒ (12) + 2 = 14
Judd: 1d20 - 1 ⇒ (5) - 1 = 4
Marconis: 1d20 + 3 ⇒ (4) + 3 = 7

Alvin: 1d20 + 4 ⇒ (10) + 4 = 14
Bar Fight: 1d20 + 2 ⇒ (15) + 2 = 17
Bar Fight: 1d20 + 2 ⇒ (6) + 2 = 8
Bar Fight: 1d20 - 1 ⇒ (3) - 1 = 2
Bar Fight: 1d20 - 1 ⇒ (4) - 1 = 3

The Map is the link under my name. You should be able to move yourselves around.

The crowd is hostile but as of yet, no weapons have been drawn, most people just seem to be blowing off a great deal of pent up hostility. While you may be able to talk some people out of it, most of them are almost too drunk to stand, and a good face-beating might just be the best answer.

Your turns


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd rubs his head, "Fellas you need to be practical, if we've not got the stone let's get some kilns set up and start casting bricks, use them for anything you can and we'll deal with this blockade once things are a bit more settled. And the gelatinous cube either wins or the elk moves away, if its made of acid the elk just hits it and start melting, the elks not going to attack a gelationous cube right because he's an elk... Though I suppose if it was hurting a baby elk or something... Hmmm, I'm still giving it to the cube, a charge with antlers has got to hit like a hammer but, hit goop with a hammer and it doesn't do much because the power spreads - right? Ask around see if there's any decent clay about for bricks, must be, did we use up all of that clay on the bank of the Brayer's Brook? Anyway I've got to be off, I know you can handle it lads, show'em the Hammer Boys aren't going to be beaten by a few obstacles!"

In the alley Judd nods to the Redson boys, flashing a comradely grin before bellowing

"Right you lot, you've two choices, either I show you what it feels like to be a rock no longer capable of making a hard place or you start behaving. I've got some questions for me laddo here so the rest of you need to quiet down and behave like the civilized folk I know you can be, you're better than this fellas, please show it!"

Forcing his way through the press the big man sweeps his hammer into the half orcs legs, sending him sprawling though inflicting no real injury, "Stay where you are, instead of causing trouble I'm enlisting you to help us stop it. Be a good lad and answer some questions for us."

Realize I don't actually have time to make the checks by the rules, just making rolls to indicate how convincing Judd is, etc.

Intimidate: 1d20 + 4 ⇒ (5) + 4 = 9
Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18
Trip: 1d20 + 8 ⇒ (12) + 8 = 20


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

all this is assuming well Judd Getting swarmed. Otherwise, unsure what to do Celen would cast his sheild spell instead bumping up his AC

Eyes widening Celen backs up behind some of the larger more combat ready fighters in his group. He looks for the largest (ie looking the strongest) and he casts a spell, the end of his gesture makes it look like he is 'throwing' a coruscating light grey ray at his target.
casting ray of enfeeblement dc 14 save for half
ranged touch: 1d20 + 2 ⇒ (20) + 2 = 22
confirmation: 1d20 + 2 ⇒ (5) + 2 = 7
strdamage: 1d6 + 1 ⇒ (3) + 1 = 4

"Folks Stand down and disperse!" He said hopeing that perhaps taking the fight out of the big fellow might calm the crowd down some...


The Tannery House

Judd-
"We uh got those kilns down by tha crafters, but we need ta mix tha clay with tha s-s-s-s-s-s uh the ground up lime for tha best bricks. But you're right as always Judd, we won't be beat!"

Inspiring the boys (and making their argument even more heated) you feel pretty confident you put them on track before leaving.

--

DM Rolls:

Concentration: 1d20 + 5 ⇒ (20) + 5 = 25
AoO: 1d20 + 4 ⇒ (14) + 4 = 18
Thug Save: 1d20 + 3 ⇒ (20) + 3 = 23

The Half-Orc, though previously swinging around wildly with enough force to knock over a small tree is tipped with a heavy push from Judd after he dashes past Alfons. The Half-Orc's breath could knock a mule over, and despite Judd's impressive bellow that cuts through the noise of the tussle, his coughing undercuts his ferociousness. Surprisingly the Half-Orc will begin sobbing on the ground, clearly the fight has been taken out of him.

"Oh Joary, those damned metal halls took ye from us too soon, why'd ye want ta go in there so bad..."

The large angry looking river-boatman in front of Celen will swing around drunkenly when Celen begins waving his hands and speaking arcane words.

"Ee's a bleedin' wizard boys! Let's get im!"

The drunk will take try to swing for Celen's jaw and instead miss so badly his fist will hit the dirt road as Celen dodges back swiftly and unleashes a long glowing green line that will hit the river-boatman square in the face. Almost immediately his jaw will go slack, the muscles in his neck will loosen and his head will flop around while he gurgles angrily.


'Here's the trouble I was worried about', Dion thought to himself as he looked at the oncoming situation and reacted. A gesture and a sound put a spread of grease on the ground across the mouth of the alleyway covering the ground under the two guards that were just doing their job, and extending towards the oncoming group. "I am obligated to inform you that we are empowered by the law", he said calmly. "You are assaulting the peacekeepers of Grundy. This is your one warning to desist and disperse."

Grease cast to protect the two guards, and catch as much of the mob as possible.


The Tannery House

^ Don't forget to give me the DC for your spells please, and with area attacks just let me know where you want the place them on the map.

DM Rolls:

Grey Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Purple Reflex: 1d20 + 3 ⇒ (4) + 3 = 7

The two drunken rogues kicking the poor deputies into unconsciousness look up with surprise when Dion opens his hand to a loud clicking mechanical noise. A loud snap can be heard, and suddenly a thick pool of greasy oil spreads across the ground, covering the dirt road beneath the Redson boys. The quicker of the two leaps to avoid whatever icor now covers the street, but when he lands he slips backwards so fast he lands on his head with a sickening crunch. The other drunk wobbles precariously but refuses to go down, though now his attentions seem to be focused on keeping on his feet, rather than beating the tar out of the two boys.

One of the sloshed thugs will scream out,

"NO YER ASSAULTING THE PEACEKEPPERS OF GRUNDY!"

His friend behind him will say,

"Oh good one man, hahhaha!"

He will them proceed to kick his friend in the head.


Inactive

Seeing that most of these people appear intent on a fight no matter what, Calli calmly takes a swig from her hip flask. She then huddles into a defensive stance that seems reminiscent of a turtle.

"Ya'll ain't too bright, are you? Don't like fightin' town citizens but can't let ya beat up on them boys - or us. Last chance, ya'll best git on home before we decide to git serious!"

Intimidate: 1d20 ⇒ 15

She holds her ground, ready for the first one dumb enough to take a swing at her.

Drinking to gain 1 drunken ki point, standard action which shouldn't provoke any AoOs. Then swift action to enter Snapping Turtle Style to give Calli a +1 shield bonus to AC.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Once Marconis realizes the weight of the situation, his expression changes from easy going to gravely serious, as he begins working a spell.

Mage Armor

"Stand down, you are impeding an official investigation, leave now or be held as suspect."

Status Tracker:
Init+3 Perception+1
Ac13(+3Dex) Touch13 Flat-Footed10
Fort+2 Ref+4 Will+4 (Resistances: Electricity 5, +2 Saves vs Poison)
Hp: 20/20
Claws: 8/8 rounds/day
Bolts: 20/20
Spells
1st: 6/7
Temporary Mods+4 Ac

Not Letting me interact with map, it says "view only" on top.


The Tannery House

Whoops, sorry. You should be able to move yourselves around now.

The drunken out-of-towner in front of Calli will object when she takes a swig from her flask and doesn't offer it to anyone else.

"H-hic-Hey! Y-you should, you should shhhare tha..."

He'll drunkenly stagger forward to grasp at the flask (missing horribly of course), but when it's clear Calli indeed knows what she's doing in a fist fight, he rethinks his position almost excruciatingly slowly, and finally decides it wouldn't be worth the trouble.

"Aww, itsh just, just. Imma out of here..."

Though he turns to leave, there are plenty of others behind him still willing to fight.

DM Rolls:

Marconis Concentration: 1d20 + 8 ⇒ (17) + 8 = 25
Red AoO: 1d20 + 4 ⇒ (5) + 4 = 9
Blue AoO: 1d20 + 3 ⇒ (5) + 3 = 8
Alfons Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Alfons Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Restricting his movements, Marconis works his spell carefully, not allowing the sloshed idiots room to take a swing at him. A red light slowly works it way around Marconis, and through that slightly malevolent light Marconis seems strangely more sinister. Though whether or not the people fighting in the street notice is impossible to tell.

Alfons, no stranger to brawls between angry men doesn't bother reasoning with the unruly and inebriated crowd, he instead reels back and punches the nearest thug in the face. Staggering back, the thug yells out in surprise. Alfons simply says,

"Next one to step up gets two."


The Tannery House

All around the street people seem to be dropping off one by one, either getting fed up or knocked out. Those few who are still focused on beating people up array themselves around the deputies, seemingly finding common ground, or at least a better target. With all the coordination and teamwork of room full of toddlers, the drunken men and women will charge your group, some swinging wildly and others using far more precision.

DM Rolls:

Yellow Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Pink Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Grey Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Brown Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Brown Confirmation: 1d20 + 4 ⇒ (6) + 4 = 10
Pink Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Blue Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Yellow Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Purple Attack: 1d20 + 2 ⇒ (1) + 2 = 3

Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Though no one has pulled a weapon, and no one is in any real danger of loosing their life (but maybe a few teeth), its usually only a matter of time before tempers flare and blood is shed.

Alfons- You can look over to see Alfons squaring off against two dwarven siblings who seem intent on pummeling him. They both knock him around but obviously the bookish alchemist is made of sterner stuff and he takes an old defensive boxing stance.

Calli- The Kellish woman to your left is clearly a lightweight, stumbling around drunkenly, but she seems up for the challenge stepping forward, she'll launch a quick high-kick that will catch you in the sternum, but she's obviously a novice and you'll be able to get a quick jab off before hand. You may take an attack of opportunity, but if unimpeded she'll deal 5 non-lethal damage

Celen- The sailor you enfeebled stumbles drunkenly to the ground, what little muscle control he had seemingly shot thanks to your spell. His friend, drawn by his comment, rushes forward much more coherently and manages to land a quick left into your gut. 3 non-lethal damage

Dion- From behind, a surprisingly old woman with blackened teeth will tackle you, knocking you for a loop. She'll cackle happily as she expertly punches your kidney, and hops of, all while singing an old sailing chanty. 3 non-lethal damage

Judd- The large farmer sees the Half-Orc fall, and in his drunken stupor he'll scream out,

"You done tipped mah best green cow, Imma get ya!"

He'll dash past the sobbing giant and surprisingly pull off an admirable haymaker, cracking into the side of your jaw, which will let out an unhappy 'pop' in response. 5 non-lethal damage

Marconis- The tall Elf, who judging by his dirty and worn noble clothing has seen better days, will jab wildly in your direction mumbling about something about stealing his fortune and sleeping with his mistresses, apparently you did something very wrong to this poor Elf. Surprisingly his half-hazard assault slips past your arcane armor and he clips your chin. Though from his reaction your chin was the thing damaging his fist. 4 non-lethal damage

Your Turns


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

defensive cast: 1d20 + 5 ⇒ (19) + 5 = 24
Weaving and marking his opponent he clutch Milani's holy symbol and called out to her aide Her blessing's spread amongst his allies.
(Everyone including the other 2 deputies are filled with Milani's blesing granting a +1 bonus to attack rolls, and a +1 vs fear effects)
You have one chance to back down drunkard before you are arrested. He warned even after the shocking shot to the stomach

17/20 subdual


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Judd raises his chin, cracking his jaw as he glowers down at the farmer as he taps his own wrist the red mark vanishes in an instant. The big man then swings his hammer, spinning it at the end to slam its side into the farmer's stomach hoping to send him sprawling while inflicting no lasting damage.

"Next fool that tries to hurt one of my friends who are trying to protect this town might not get a playful tap. If you people want to feel what it's like to be a block of stone getting hammered you are going the right way about it!"

Lay on Hands: 1d6 + 3 ⇒ (5) + 3 = 8
Nonlethal Earthbreaker: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16

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The Tannery House

This is the discussion area for out of character and out of game chatting.


The Tannery House

Hey guys, thanks again for showing interest and making some awesome characters, welcome to the game!

Before we begin there are still a few more things I'll need. Namely, the town. While I have a few NPC's and a few maps, it's still pretty bare-bones. And that's where you guys come in. Feel free to add as much or as little as you want. If you have a cool idea, feel free to pitch it. I'm open to pretty much anything that doesn't contradict the story or ruin the atmosphere of the game.

In addition to any town information, I'd like for everyone to post any NPC's they have made. Just list their names and give a short description of them, their personality, whatever you'd like. Just remember, when the game starts they'll be under my command, and while I don't intend on making anyone's love interests raging drunk with anger issues, if you aren't happy with the way they're acting it's on you for not telling me (and you two not getting along could make for some great roleplay).

The last thing I'd like to see from everyone is one, specific NPC. I would like everyone to make an enemy, a nemesis, that has been making your character's life difficult in Grundy. It doesn't have to be someone who wants to kill your character, not even someone who is necessarily a physical threat, but for whatever reason the two of you are at constant (or recent) odds.

I'd love to start this weekend but you guys can take your time.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

dotting ... and I will get right on that. I did have a little alchemists shop designed. I'll get it posted shortly.


The Tannery House

Also, to my two competing alchemist (and anyone who owns a business), the meteor strike and resulting explosion destroyed the vast majority of your available stock, along with almost all of the glass in town (not to mention some of the older, unstable buildings in the south-side).

Feel free to purchase available wares with your starting gold, but whatever you do not purchase will not be available. What remaining stock you have must be sold to keep your business sustainable.


Heya! Thanks for having me Spacefighters. I'll get an Alias up over the weekend as I'm currently headed to work.

Can we craft some potions for ourself or do we have to purchase everything at market value?

Also two Alchemists for 1300 people that's sure to bring up rivalry.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

awesome! Is the stock of herbs okay? ooohhh even better it was ruined by the shattered stock perhaps?!? Exciting time!


Inactive

Dotting; I'll be thinking about NPCs and such but it'll probably be Friday night or Saturday before I'll have a good chance to sit down and write it all out.

*edit* And yes, thanks for having us :)


The Tannery House
Alex Mack wrote:


Also two Alchemists for 1300 people that's sure to bring up rivalry.

Heh, well you do have an... 'in' with the preeminent merchant in town. I imagine Celen caters to the rest of Grundy.

To anyone with any item creation feats, creating items at cost is perfectly acceptable with your starting gold.


Inactive

Amusing fact: almost immediately after my idea for Calli, I had an idea for a Grenadier alchemist...poor Grundy wouldn't have been able to take the strain of three alchemists!


The Tannery House

Now that would have made for an interesting party. Make Grundy alchemy town, a unique treasure trove of hard to find materials. Grenade ranges,vial shops everywhere, Mister and Misses Hyde speed dating, it'd be a blast (get it?).

...heh, that kinda sounds like fun


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Hey everyone delighted to be aboard and really looking forward to the game.

DM Spacefighters are we allowed to have employees? I've got the former members of Judd's gang as employees in my backstory just wanted to ensure that was okay.

Locations

The Hen's Tooth Inn, a run down establishment that was once much finer. Run by the ever sour and notoriously lazy Hesha Hardel. Many trappers use The Hen's Tooth as a base, mostly because its cheap and Hesha's brother Rundel Hardel is one of their number.

The Hammer Boys Worksop, a masonry workshop with a prime location on Main Street. Judd runs it, with three of his friends and in practice it is more a partnership than anything else. Most fine work is done in the shop, while there are three wagons loaded with inbedded heavy tool chests - fitted with heavy locks since they masons recall their own pilfering of tools. There is a small suite of rooms behind the shop, with two rooms, and a larger suite above the shop. Judd lives above the shop. There is also a yard out back where Judd keeps a team of six donkeys, and a half dozen goats.

NPCs

Manda Rierson, the twenty year old daughter of Karldon Rierson the towns notoriously fertile miller. Third eldest of the nine Rierson sisters, she has refused several offers of marriage in her pursuit of Judd. Judd saved her from a bear trap and stayed with her for an hour talking to her to keep her awake while the rest of The Hammer boys went to fetch help. She effectively runs her father's bakery, with four of her younger sisters. Being one of the loveliest girls in town she tends to attract a great deal of attention from passing crusaders and occasionally plays along in rather blunt attempts to make Judd jealous. Most of the town is amused by her relentless pursuit, and Judd's astounding cluelessness, and rooting for her.

Tungst, a half-orc orphan who became one of the Hammer Boys and now works with Judd as a mason. Tungst is a cynical fellow prone to brooding, and loves books and writing, despite having only learned the arts at age sixteen. He recently married Carlia Rierson, the oldest of the Rierson girls, and a young widow.

I'll flesh out a few more NPCs later.


Would you like us to stat out family NPCs or is it okay for them to just be words :)


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

DM Spacefighters could you move the description in Campaign Info down into the lower box? Placed like it is currently it ends up filling up the campaigns tab.


The Tannery House

Employees are fine, and no need to stat anyone out, I'll take care of that if need be.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Badly Burgess, a clumsy young giant of a man with a speech impediment, and one of the Hammer Boys gang - named Bradley, though even he uses Badly. Badly was never a orphan, but his father Kurik the cooper beat him so often he ended up effectively living on the streets. A fair mason and the closest thing Grundy has to an architect Badly lives in the back rooms of The Hammer Boys Workshop and cares for the donkeys and goats diligently. He speaks little, and still has a terrible stammer, but has become a trusted man known for his common sense.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Checking in.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Checking in. I'm working all this weekend so I'll have things up as I can get the time for them.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

Celen's Solutions- celen's solutions is a alchemy/apothecary shop ran by he and his wife. He mostly simple items and herbs, and only makes dangerous things like alchemists fire on order. (Since he lives at the shop area he is very wary of fire, especially since his wife and child are there as well.) The herbs they grow and keep (and sometimes hunt for in the woods) are used to make things like tinctures and pastes to sooth burns, or ease headaches. His wife doesnt advertise it, but surely some of the area's young maids might know keeps a mixture of herbs to.. help prevent unwanted children from occuring.

Celen's Wife Hepzibah is a teifling fighter/rogue. She helps to manage the shop, and aides in the alchemy work. (she also crafts poisons on the side, though Celen doesnt know that.) Even though they have been living in Grundy for a few years now, (3 to be exact), Hepzibah when she has to go about town tends to keep herself decently hidden beneath a cloak for two reasons. Her dark heritage sometimes causes commment, Her dark and exotic beauty draws eyes... and whistles, and drools, and of course angry eyes from wives. Her and her husband do have differing opinions about a few things, but the love that pulls them together is obvious. Hepzibah is tall and muscular, taller and stronger than her husband by a good amount. Outside in the town, she tends to be quiet and reserved, though any who visit the shop find her to be upbeat, verbose and positively flirtatious. (one of the things her husband vetoed when they decided to settle down was a whore house. She thought it would be great fun to get a few girls and a bar set up. Celen wouldnt have any of it.)

Rivals/enemies - Riven and Seela Oakheart. One of the very first problems that arrived for he and is wife was the couple of semi - retired crusaders from Mendev who instantly saw the mixed heritage trouble and quite litterally picked a fight. If the timely intervention of the town's mayor hadnt occured who knows what would have happened. Riven mostly works a small plot of farm they have and does the occasional hunts into the woods while his wife, a wizard of some skill, runs the town's school. They have three children, whom often can be seen 'playing' near Celen's shop. The aasimar is very afriad that those three boys do so only for the chance to taunt or harm his daughter. He has yet to do anything about it, playing in the streets is certainly not a crime, but it does cause him no small amount of concern.
minor foils - A good portion of the town's women folk are distant and cold to his wife and Celen. No doubt from the influences of the school marm and well, his wife's no doubt exotic beauty and flirtatious ways. He could only imagine the anger that would have been there had his wife opened up such a den of inequity.


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Rival

Tarquil Hubbet was, and perhaps still is Grundy's most eligible bachelor. The heir to the Hubbet holdings Tarquil is darkly handsome and considers himself the closest thing Grundy has to a noble. He refused payment to Judd after the construction of a fine pen, claiming that Judd had been quarrying stone on Hubbet land and he would consider the work payment. The Hammer Boys masons, after several appeals were rudely rebuffed set out in the night and removed the wall, consequently setting free the Hubbet's prized pigs.

Tarquil called Judd out in the square, but all Judd would do was offer to help him find his pigs and tell him that in future he would be happy to work for him again - provided payment was made up front. Enraged Tarquil drew his sword and stabbed an unarmed Judd. But Judd simply pressed a hand to his side, and then picked the astonished Tarquil up and threw him down the well to "cool off".

When Tilly Hubbet began spending time with Badly Tarquil beat her. When Judd discovered this he had a talk with Letka and now Tilly is staying with the dwarven constable, which has only furthered Tarquil's ire.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

Shop:
Cozy Corner Home & Travel, sells about anything you could need for home or travel. From pots and pans, plates and cutlery, to clothing, rope, water skins, and nice wool blankets. Marconis hopes one day to add a few magical wares to his shop, but that will have to wait until he can afford to make them. For now it is just himself and the two eldest of his sisters that work the shop, but when the youngest sister is of age she will learn the business as well. The girls only really deal directly with customers when Marconis is not in, freeing him to gather herbs for his mother, or conduct business outside the shop.

Family:
Marconis has an aging mother, named Shiloh, of 58 yrs old(who he gathers wild herbs for), but aged beyond her years due to a hard life on the road before settling in Grundy. She is a talented herbalist, and uses her home remedies to help those she can(and to sooth her own aches and pains), and is responsible for crafting many of the articles of clothing for sale at the Cozy Corner. The eldest of his sisters is Anna age 23, she probably has an even better head for business than Marconis, but she would rather take her cues from her brother than argue(though she does make suggestions when he seem to be stuck for ideas). She is easily the most unattractive of the sisters, but definitely not ugly, beauty seems to run with the females of this family. At 16 yrs old, Pralia is the most attractive of the sisters, at least until her younger sister comes of age, and she knows it. Slightly bratty at times, she tends to flirt her way into selling items at the store, telling customers of both genders how great they would look in some of the more expensive outfits, and she is almost never wrong in doing so. She not only help her mother in designing and crafting outfits, but seems to have a knack for putting people in them, he has even been known to do custom work on a couple of occasions. The youngest of the sisters is 12 yrs old Silvy, there seems to just be something about Silvy that always makes her the center of attention. Mild mannered, always calm, never cries or shows fear, and has never so much as had a cold, people wonder if she was touched by the gods, but Marconis fears it may be something very different. Otherwise a normal child, Silvy loves to play outside with any children she can find, even befriending a local street kid by the name of Retten, who she shares food with to keep him from stealing to eat. Silvy is a talented artist and loves to paint, and sketch people, horses, buildings, and anything else she finds interesting.


The Tannery House

Hey, great stuff so far guys.

The Oakheart's are great Celen, I can definitely work with those two.

Tarquil sounds like a great opposite to Judd, he'll work well.

Keep it coming guys, good stuff. Don't feel too pressured to write everything immediately, the longer you take the more prepared I'll be.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

The other alchemist is a player correct? Marconis? or is an npc of sorts. I only ask cause i really couldnt see Celen being well an antognistic shop owner. I would imagine him being the sort to go for tea and chat over different recipes and the like.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

I left a few minor details out with this one, for spooks sake, let me know if you want these filled in, or if you want to run with it like this fer the fun of some mystery on my part.

Troublesome NPC:
Mysterious Shadow Man, I only catch glimpses of this stranger, but can't shake the feeling he is up to no good. His mere presence is unnerving, many times when I have seen him he is silently observing me, the few times I call out to him he vanishes as if he was never there.

Stranger
Name: Unknown Gender: Unknown Race: Human Class: Wizard(Universalist)/10
Alignment:?? Deity:Unknown Size:Medium Type: Humanoid (Human) Age:??
Initiative:+7 SensesNone Perception:+1
--------------------
Defense
--------------------
Ac20(+3 Dex, +4 Armor, +3 Deflection) Touch 14 Flat Footed 19
Hp62(10d6+20)
Fort+5 Ref+6 Will+9
--------------------
Offense
--------------------
Base Attack+5 CMB+7 CMD 20
Speed:30

Melee
+1/+1 Quarterstaff of acid +6/+6 (1d6+2 plus 1d6 acid/1d6+1 plus 1d6 acid) Type:B

Ranged
Javelin +8 (1d6+2) Range: 30 Type: P

Spell prepared
0-Acid Splash, Ray of Frost, Disrupt Undead, Prestidigitation
1-Obscuring Mist, Magic Missile x2, Jump, Feather Fall
2-Invisibility, Acid Arrow, See Invisibility, Web, Darkvision
3-Fly, Ray of Exhaustion, Vampiric Touch, Slow
4-Black Tentacles, Arcane Eye, Bestow Curse x2
5-Mind Fog, Waves of Fatigue
--------------------
Statistics
--------------------
Str15 Dex17 Con14 Int19 Wis15 Chr13
FeatsTwo Weapon Fighting, Eschew Materials, Scribe Scroll, Improved Initiative, Craft Wand, Spell Penetration, Greater Spell Penetration, Quicken Spell, Craft Rod
Skills Appraise +17, Craft(Jewelry) +12, Craft(Sculpting) +12, Fly +17, Kn:Arcana +17, Kn:History +17, Kn:Planes +17, Spellcraft +17
LanguagesCommon, Elven, Abyssal, Draconic, Goblin
--------------------
Gear
--------------------
Bracers of Armor Ac 4, Ring of Protection +3, +1/+1Quarterstaff of acid, 6 Javelin, Spellbook, Lesser Metamagic Rod(Quicken), Scrolls; Fireball(3) Lightning(2) Spider Climb(2) Phantom Steed(2)Arcane Sight(2), Scroll Case(5), Ring of Sustenance


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1
Celen wrote:
The other alchemist is a player correct? Marconis? or is an npc of sorts. I only ask cause i really couldnt see Celen being well an antognistic shop owner. I would imagine him being the sort to go for tea and chat over different recipes and the like.

I'm no alchemist, I sell a different kind of product.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

well, your still invited over for tea Marconis.. unless you hate tieflings.. then we better go to the local tavern


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

I have no problems with tieflings, I like to consider myself culturally enabled.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

How do you put the info on top, where it says "Male Aasimar cleric 1 (Milani) Sorceror 2(arcane)?"


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

DM, is there someone in town who makes glass, or is this something that needs to be imported from elsewhere?

Grand Lodge

Male Humanish Gamer/18 DM/12 PFGM/6 Massure/6 Cook/6 Driver/26 SpeakerOfSarcasm/15 Father/22

Good night all, see you in the marrow, or later today technically.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

when you make your profile there will be those boxes to fill out. Just fill them out. Should show up


HP 46/46 | AC:19 T:9, F:19 | Save (F+11, R+5, W+7) | Init:-1 | Perception: +1 | Lay on Hands 9/9 | Smite Evil 2/2

Its the classes/levels box when you edit your profile Marconis, anything you type in there should show up.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

thanks judd my mind was blanking on words... been a long long night at work so far


Werehare Inquisitive 3/ Seeker 3/ Bard 3

NPCs

Dainarv of Brevoy:
(A.K.A. "Master Dain", "The Black Tinker")
Her multicolored hair is often concealed by her "working cap" as she calls it, a pair of goggles perched on her forehead. A belt of tools is around her waist, and her grin is that of cocky confidence.

Dion's Master, she is based in Brevoy, though her shop is mobile ("Staying in one place? BO-RING! Those who want to find me know how to reach me.") and the work she does is often for house lords, but part of her reputation has been gained from working on weapons of varying sizes and uses.

Violet:
Her hair is worn in a style that could be used for both males and females, though she tends towards breeches and a shirt when not on a job, she moves with a confidence that makes her seem capable, and a deft movement of her hands has been known to produce any one of a variety of small weapons.

A halfling "Opportunist" (her words), she may have been riff-raff, though Dion will occasionally jest at her for still being riff-raff, to which she would respond by politely tipping something of his over by "accident". She has found his work to be of great interest, and has demonstrated some proficiency in his craft, if specialized. He does not mind her company, despite the her being a distraction in his orderly work on occasion.

Troublesome:
"The Handful" (A.K.A. "Those Imps", "The Terrors")
Through reputation or intention, it seems that Violet has garnered a small following of street urchins and youngsters that she may or may not be training. It has become a game (and possibly good training) for them to lift something from his workshop, person, or location where he is working, show it to the others, and then return it without him (or the owners) knowing. The items may or may not make it back (to date, his tools and work have been more or less safe) before he notices, and he suspects something, but has no proof.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

I see, I will just not mess with that then, and track my stuff easier in post. Thanks for the letting me know though, any help figuring out this site is appreciated.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1

So, out of curiosity, what time zone is everyone in? I ask because I live in Central/Canadian time zone(aka CST), and I know I keep odd hours because of my medicines. I either sleep a minimal 2-4 hrs, or I'm out for 10-14(which will not keep me from posting every day), but I nearly always notice a new post no matter when I'm here.


The Tannery House

Alright, I'm going to open up the Gameplay thread so that people can introduce their characters and get a bit of roleplay going. Feel free to mingle, post a little about what others might know of your character as you all undoubtedly know something of each other. I won't move on until people feel comfortable with everything they've submitted and then we can really kick things off.

The Shadow Man is a bit different from what I was looking for Marconis, but I'd be scared to have a 10th level wizard after me! There is a lot I can do with him, even if he'll be different from the others enemies.

While there is a workshop in town that makes some small crude glasswork, there just aren't the facilities required to make large strong window panes, and those need to be brought in.

I'm EST, I'm a chef, my hours are weird and all over the place as is my posting. I'm usually good for several posts throughout the day, but my "weekends" are Monday and Tuesday and my posting drops off heavily during those days.

*Edit* Hm, can't seem to post in the gameplay thread. I'll figure it out, give me a while.

*Double Edit* Seems I had to make a new game, linked the old threads, everything should be good to go.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1
DM Spacefighters wrote:
The Shadow Man is a bit different from what I was looking for Marconis, but I'd be scared to have a 10th level wizard after me! There is a lot I can do with him, even if he'll be different from the others enemies.

Well, I could think of no greater nuisance than an agent of a powerful enemy(possibly another hidden threat), that I have no chance to defeat and can toy with me at their leisure. I'm kind of twisted like that.


Inactive

Haven't forgotten, just been dealing with a bit of writer's block! As far as posting goes, I'm on CST (GMT -6 I believe) and tend to be more of a night owl than an early bird, so you'll see some odd-hour posts from me.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

None of then have normal patterns of sleep or work. *lawls* I work midnights, and am on CST as well. But i only sleep from about 8am to 1 pm so lots of hours to post things yes yes.


Inactive

Old Friends:
Among the variety of things that Calli did before she wandered into Grundy, one of those was spending several months traveling the countryside with a caravan of like-minded Shelyn worshippers that called themselves the Glory of the Risen Rose. The group made it their calling to travel from town to town, performing shows and creating works of art to entertain and beautify the region. Though not a follower of Shelyn herself, Calli enjoyed the energy and creativity of the group and offered to travel with them for awhile, employing her fighting skills as a guard in exchange for food and a dry place to sleep.

As is common for such a group, people came and went all the time - sometimes someone might feel a calling to stay behind in a particular town while someone else would feel the call to travel and ask to join up. Though Calli was only with the group for a few months, she has a standing invitation to join up with them again if they ever cross paths.

Drinking Buddy:
Kieran Cavanan is a priest of Desna that lives in Grundy. He's a friendly man, if a bit shy initially. Calli often sees him in The Hungry Hobgoblin, as the man has no aversion to having a few drinks at the end of the day. Calli routinely shares drinks with the priest and on one memorable occasion, even sang a drunken duet with him. It was memorable not only for the sheer spectacle of it, but for the fact that Kieran is an atrocious singer - after that, the Hobgoblin regulars signed a petition to make sure that there were no more repeat performances.

Crazy Vegetable Guy:
Ernest Finley is well-known throughout Grundy for growing and selling some of the most delicious vegetables in the region. Unfortunately, this success has come at a price - Ernest is extremely paranoid that every strange occurrence or new face in town is related to a secret plot to steal his gardening secrets. This has only been exacerbated by the meteor strike outside of town and Calli has had her hands full dealing with numerous reports, both from and about the old man. If it's not Ernest filing yet another report of strange extraplanar beasts lurking around his property and eyeing his vegetables, it's someone else reporting the man for harrassment.


The Tannery House

Any spoiler that begins with Crazy Vegetable Guy, I am 2000% behind. Well done! Grundy is all the finer with Ernest Finley to crazy it up, and a traveling entertainment troupe joining the mix is a good idea.


Sor(Abyssal)/3 Ac13 Touch13 Flat-Footed10 Fort+3 Ref+4 Will+5 Init+3 Perception+1
DM Spacefighters wrote:
Any spoiler that begins with Crazy Vegetable Guy, I am 2000% behind. Well done! Grundy is all the finer with Ernest Finley to crazy it up, and a traveling entertainment troupe joining the mix is a good idea.

I'm with you there, the 'cabbage guy' from Avatar The Last Airbender was one of my favorite re-occurring characters in the series. This was the first thing I thought of when I seen 'Crazy Vegetable Guy' in Calli's post.


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

if hes a gnome i bet he has great turnips


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Eidolon HP: 2d6 + 8 ⇒ (5, 6) + 8 = 19
This presumes that its HP is handled the same way as the PCs.

Given the modifications from the Eidolon, I'll put up a spoiler for him with it summoned. Do let me know if there is anything you'd like me to tone down. I underestimated the amount of bookkeeping I would be doing.


Sorry folks busy weekend. I'll get my profile up today and get an intro post up in the Gameplay thread.


The Tannery House

Eidolon HP isn't rolled, unfortunately they only get average hit dice at each level (6).

A spoiler for your eidolon would be greatly appreciated, there is indeed a lot of numbers for summoners to keep track of.


Werehare Inquisitive 3/ Seeker 3/ Bard 3

Well, that makes things easier! :D


The Tannery House

Well it looks like I've gotten information from everyone but Alfons. If you guys have any other ideas, now is the time to pitch them, and when Alfons gives his info we can move on (no pressure though, you've got time).


Male Aasimar Cleric (Nethys)HP 14/14 | AC:12 T:12, F:10 | Save (F+5, R+3, W+9) | Init:+2 | Perception: +4|

I have a few ideas running through my head of say traveling traders that pop through on occasion or even other families. I kinda want to i dont know randomly roll to see how Celen and his wife get along with various other locals. Like Does he have issues with the razmirites on a personal level, or is it just conflicting religious dogma. How does they get along with the notable npcs like the sheriff or brie? etc.. but I can also make it up as i go along if thats not too much trouble.


male Human Alchemist 3

Sorry I'll get my NPCs up later today. Haven't figured my loot out at all yet. Hell o busy IRL as I have conference to attend come tommorow and have to finish up my presentation. Also I'll be traveling for the rest of the week so I won't be around much. Next week will be more chill for me.

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