Through the looking glass

Game Master Lloyd Jackson


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HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Still waiting for a response from the young woman in front of him, Thom gives a slightly confused scowl up to towards Annie before turning back.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Bumer. Oh well. Good thing then that you are just a little girl she replies with an amused smile. but with an eidolon and the ability to cast at least first level arcane spells, and produce fire as an ability....

Thom, fortunately it looks like i still have most of my adventuring gear with me. So we have some food for a few days, i'll check to see if nothing was damage during our transportation.

And with that she will walk toward "Ralf" the riding dog in order to check her supplies.


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Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

E-Terah hovered near the young women,cooing soothingly and giving them comfort. Perhaps they were so traumatized.by their ordeal they'd become incoherent.

By Torag, she wasn't all together herself at the moment!

She tapped a finger to her chin,mulling. She remembered that she had brought along one of the smaller bullygob hounds, a brindle female with a severe underbite that made.her resemble a tusked sow than a dog. One of.the.best out of her litter. But she couldn't recall.as.to.what happened between the time the carriage crashed and now...

Any o' y'all happen t' see mah dog,have you? Dwarven bullygob breed,like ah bulldog,built like ah keg with feet an' jaw like a beartrap? Bout th' size o' ah halflin'? Brindle,red nose, eyes like slate?

Her countryborn drawl mixed with her heavily accented Common started to.roll from her.lips.as.she.grew.more comfortable.

She tapped the fitted stoneplate protecting her torso,thinking..She addressed the black haired woman.

Miss Beylinda...th' soil an' stones o' this place.have got me all kinds o' muddled.Could you be a dear an' remind as to why we happens t' be here? All ah seem t' be able to recall is.when mah carriage crashed on th' road an' wanderin' ' bout wit me dog before layin' down t'.rest...th' rest escapes me like lighting.sand.in mah hands.

The befuddled she- dwarf stared at her gloved hands with a furrowed brow,honey eyes scowling.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

While rummaging trough her things in the saddlebag:

Dam Terah, i still have a hard time understand the way you talk. Ok i'll make it short then. That accident you are referring to happened about a week ago. I was hired by the pathfinder's to assemble a small team to go into cheliax in order to investigate some very old ruins on an island on the south coast of the country. We have been staying a little less than a week on the island since we got there. We were all working to understand a very big and antique piece of machinery when we got Zapped and found ourselves here.


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Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

Ewwww. Of all th' places I could have trekked to, I ended up in devil-lickin' Cheliax 'fore comin' here? The buxom she- dwarf made a sound of utter disgust at the mention of the reviled Empire of Devils.

What in the name of Torag had she been doing to want to go there in the first place? It was almost as bad as entering Irrisen, another place on her list of places to steer clear of.

Her pretty brown face settled into a suspicious glare, full lips forming an sullen pout. She stroked her sideburns out of habit. What, did I sign on wit y'all jus' coz or was I made an honorary Pathfinder or somesuch? I've read some o' yo' organization's Chronicles. I admit I found th' prospect o' bein' famous through them tales t' be appealin', not t' mention it would bring much pride.t' me family. I jus' don' approve o' some o' y'alls methods. At least y'all ain't like them Apis Consortium or Sczarni folk. Well, since I'm here an' all, may as well make th' most o' it. If'n y'all need somethin' t' eat o' some healin', I'm pretty capable. I'm no chef o' doctor but I'm passable. Imma farmer, first an' foremost.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

yup you did all that Terah, i still have a copy of your contract with me and the original are in absalom. And i hired you because you are pretty capable as a spellcaster and survival expert.


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Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

E-Terah started when she heard 'contract.' I did?! Lemme see that! What Faction?! Did I get tricked by some devil f'r me soul?! .

The she-dwarf hustled over to the Pathfinder agent with frantic haste,fuchsia brows knitted together in alarm. Her stoneplate armor was the only thing that restricted her voluptuous figure from bouncing about.

Cayden gets piss-drunk an' becomes ah damned deity an' I wreck mah carriage,get stranded,misplace me hound, an' apparently sign on to th' Pathfinders an' sign some contract without rememberin' any o' it! An' now...where th' drek are we anyway?! I jus' left behind that damned Sandpoint after those stinkin' gobbos attacked an' now I may have t' deal wit a geas. Just what did I sign onto?

The she- dwarf seemed more incensed at herself for signing something she couldn't recall than anyone in particular.


Male Halfling Rogue 2 (Thief) 26/26 HP

Offhandedly Gethric looks towards the one who masquerades as a small child and emotionlessly states "If the little one holds to falsehood now, then it may never be trusted." standing and moving back to the summoning sigil and attempting to make reason of it...
Knowledge (Arcana): 1d20 + 10 ⇒ (1) + 10 = 11
...murmering as he does "The burrowing demon yet lives... somewhere within the earth worming about. It may prove prudent to release the women and make our way from this pit... or at least be wary for it's return"


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Terah, you do not belong to a faction, as you are not a pathfinder, you are just working for them for this mission, i'll show you the contract later, promised. we have to get out of here first.

turning her head in the direction of Gethric:

understood gethric. If you could destroy the summoning circle, please do so

Closing the pack saddle and getting up on her feet, beylinda wil walk toward the bound girls.

thom, lets get the girls unbound and ungagged and let all get out of here.Terah, can you give us a hand?

Beylinda will assist getting the girls ready to depart, and once everyone is on top of the crater:

Annie, i did almost forget. if you are hurt, we can provide magical healing, and if you want we can escort you to the nearest town. Not that you need protection since you have an eidolon.


Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

Once she'd calmed herself, the she-dwarf stopped her hysterics. Relieved,she helped hustle the freed women towards the lip of the crater,eyeing the odd surroundings.

Looks like scrublands...


Male Halfling Rogue 2 (Thief) 26/26 HP

At Beylinda's words, Gethric turns and cocks his head curiously before putting gaze and atteniton back to the circle. Naja languidly slides off his neck and onto the ground. Walking in opposite directions the black candles are put out and scuff marks placed upon the sigils and circles of the summoning marker. When paths meet, the cobra coils slowly back around Gethric's leg and climbs his body to rest upon his shoulders as a scaled necklace once more.

From there they turn to see how Thom fares with the shackled ladies.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

As the team prepares to move out, Thom stays close to the girls, trusting in his trick to help him understand when they finally decide to open up. (And if the girls don't open up before that initial casting wears off, he'll be ready to cast it when they do decide to begin talking.)

As he clears the lip, his dark eyes take in the sweeping landscape, and he lets out a low, long whistle. "Well, this sure isn't Varisia."


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Annie looks up to Thom It isn't the Worldwound or Shudderwood either. Annie adds almost dropping her child like demeanor.

I saw what might be a town or something over that way by that big lake Annie points in the direction she saw everything.

Annie makes no comment to Beylinda when she mentions an eidolon.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Agreed. We can travel to this town. Either the girls will give us a name we can use or we will have to wait until tonight as Thom might be able to gives us indication to where we are.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1
Annie wrote:
"It isn't the Worldwound or Shudderwood either.… I saw what might be a town or something over that way by that big lake"

Thom smiles at the world wound comment, shading his eyes as he follows her pointed finger. "This place seems to have its own share of demons and small surprises so far…"

Thom wrote:
"Agreed. We can travel to this town. Either the girls will give us a name we can use or we will have to wait until tonight as Thom might be able to gives us indication to where we are.

Thom's smile slips off as he frowns at Beylinda, then looks over to the girls. "I was hoping we could get some information from these girls." He pauses to smile when one of the girls makes eye contact with him, then he continues, "If we can't get that information, I'm not sure how much help I'm going to be in gaining any information." He shrugs to Beylinda, "You're paying me to fight, boss.. I'm afraid my other skills don't include divining."

DM Grey, let me know if Thom can get any of the girls to open up... information is kind of a priority at the moment, and these girls seem to be one of the best sources we have available to us. And I'd like to see what information we can drum up BEFORE we head into that town, if possible.


Thank you all for posting so much.

DM:

1d100 ⇒ 45
1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (6) + 10 = 16

1d20 + 5 ⇒ (14) + 5 = 19

1d20 + 8 ⇒ (1) + 8 = 9
1d20 + 8 ⇒ (14) + 8 = 22

Gethric:

As you study the circle, you notice that the symbols in the circle are much the same as those on the man, with two very important differences. Instead of symbols for the Outer Planes, the symbols are for calling the Great Old Ones and beings of the Black Tapestry, and there are no symbols of binding or restraint, only calling.

As Thom motions for the girl to speak, she asks in a awed voice, Why did that Brotherhood bring you here Ranger? Looking at the others, Were you in the Sunrise lands? Or Across the sea?

As you free the young women, most seem relieved, frightened, and a on the verge of tears. Freeing the chelaxian, Thom senses something is off, and is able to grab hold as she does her best to attack the girl on the other end. If her words are any indication, she intends to kill her. Demon's whore! You're dead b&$*@! Her intended target takes refuge behind E-terah's armored form.


Male Halfling Rogue 2 (Thief) 26/26 HP

As the lady stands up with violence on her mind, Gethric moves to stand between her and the target of her wrath. Holding up his yet bloodstained morningstar he purposefully looks from it's spiky ball to the angry one before raising his left hand to give a warding sign so as to say No, if you act... I act.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

upon hearing the commotion down bellow:

Ladies, you will have all the time in the world to care care of your problems, but for you you will all With a booming voice behave, or your hand will be tied up until we reach town. Gethic if anyone misbehave, put her to sleep then bind her hands tightly please

DM, if you think a roll is appropriate please go ahead and roll


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Thom struggles to control the girl, "I don't think they understand us, boss." He wrestles her to the ground, attempting to use his weight to pin her arms and free one of his own. Thin puts his face so close to hers that he's sure he's all she can see... his voice remains soothing. "Come on, girl. I don't want to have to tie you back up." He puts a finger in front if his lips. "Calm down and I'll let you go."

If she seems to relent, he lets go of her wrists and pulls his weight off her, only keeping a hand on her shoulder for restraint as he addresses the group. "Welp, this could get interesting. Can someone hold her while i try to get some information from someone less intent in murder?"


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Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

E-Terah stood like a stony shield for the cowering girl as the other made to reach around her. Nonplussed, she warded her off with one large hand that reached up and mushed against her face.

I ain't got th' patience fo' none o' that mess. Cut that out 'fore I knock you witless. Calm yo' self.

1d20 + 9 ⇒ (19) + 9 = 28Diplomatic

Once Thom had subdued her, she moved to hold her arms behind her back easily in one hand. Her grim was firm without being crushing--her wrists were thin enough to accidentally break by applying too much force. She blew an exasperated breath through her nostrils, irritated at the woman's antics.

Grapple check?1d20 + 1 ⇒ (20) + 1 = 21

Miss Beylinda, what d' ya suggest we do wit 'er?


DM:

1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 8 ⇒ (17) + 8 = 25
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 8 ⇒ (15) + 8 = 23

The girl hesitates when Gethric brandishes his morningstar, giving Thom and Beylinda a chance to secure her. Sensing that she is biding rather than cooperating, they bind her hands. The intended victim keeps her distance from the others, and they do the same.

Thom&Beylinda:
You get the feeling that the Chelaxian is not alone in her feelings. And your intervention has won you no friends. Also, there is something... off, about the girl standing apart.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

The chelaxian girl (the one attacking) is speaking a language we do understand as she said: Demon's whore! You're dead b@%&*!

Speaking both to Terah and thom: well once they are calmed they can explain what they know during our trip to town. it will get a while for us to get there anyway.


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Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

E-Terah pointedly looked at both the bound girl and the one cowering apart from the others. She quirked one hot pink brow and offered a quizzical expression to get her meaning across clearly, and gestured with a gloved hand,palm up.

So what's all this hubbub y'all got goin' on now? If'n y'all explain t' us,we can all get ' long amicably an' get t' civilization that much sooner. Mebbie get ourselves cleaned up with hot baths an' some hot supper th' quicker we are. That soundin' right nice,don'cha agree, girlies?

Can I use my earlier Diplomatic roll or do I need to make another check?

Glancing back at the odd girl out with a tilt of her head, E-Terah considered her closely. Sense Motive1d20 + 7 ⇒ (13) + 7 = 20 Now,you, missy, what's got this girlie ' ere so upset at you ' fore,eh?


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Oh, i initially thought Thom was understanding her words via Comprehend Languages. DM Grey, were her words understood by all of us? If so, was it Taldsne?


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

well my assumption is that her words were understandable by all for if it was not than the dm would have said : in a language that only thom understand. Like the way he did with the spellcaster. Be we will get confirmation.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Yep. You very well may be right (as I review that post). But yep, let's get confirmation to amke sure we know what's going on.


Once again, I learn a valuable lesson. Thom is indeed the only one who can understand them. They are speaking the same language as the tatooed man. I didn't spoiler because I wanted all the players, if not the characters, to know what was happening.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Well thom, it looks like i have no idea what they are speaking. We must me on some really desolate and remote part of golarion if they don't know common.

No matter, lets keep them from each other throat and lets go to town. But is we to get there me still might have that language barrier problem is we can't find a shared language.


Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

1d20 + 5 ⇒ (18) + 5 = 23Survival

Feeling like she wasted her breath when the girls she'd addressed simply gave her clueless stares and shrugs, she snorted through her nose. Her eyes rolled as she turned away and started searching their immediate surroundings for any notable signs of passage or nearby wildlife. Or monsters.

From time to time she scented the breeze, tasting whatever it carried on the back of her tongue. Like poison,foul air, or the stink of death.

She wondered what kind of beasts and freaks dwelled...wherever this was.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Sorry for the absence. Weekends are always busy, but weekends in June are ridiculous for me and my family.

Thom considers the situation. "I don't know what's going on here, but that girl," he indicates the one who's separated from the others (the one behind E-Terah, I think) "... seeems to have more than a few enemies here."

Thom pauses, then looks over at Beylinda, "Not only that, but I notice something a little... off... about her as well. I'll see if I can get anything out of the other girls as we head to town. Will someone make sure our one outsider doesn't get away?"

As they walk, Thom stays near the four other girls. He nears the one who got violent and, without words, tries to get her talking. He points forward towards the town and shrugs, waiting expectantly for her to say something about the town.

DM Grey, let me know if his 10-minute spell duration runs out before we hit the town. While Thom is curious about the girls, he's going to save a casting of Comprehend Languages for when they get to the town.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

ok, thom. i trust you in this.


The rest of you move to join Beylinda and the strange child on up above. Climbing out take a bit of effort, the rocks seem to gleefully roll and slide beneath your feet. Reaching the top, you look out on a landscape illuminated by moonlight. You stand on the top of a hill some 600 feet high that slopes steeply downwards. On the plain below, The ground slopes upwards in a gentle curve towards a mountain, more of a high-point really as the slop is so gentle there appears to be no peak. Other cone hills, like the one on which you stand, dot the landscape in the direction of the slopping mountain.

Slightly to the right of this dome, you can faintly see a mountain of pure white. It must be immense, and very distant, to see only its snow-capped self. Nothing else in sight is covered in snow. Or perhaps it is a trick of the light. Slowly spinning around, the land slopes down on the right into three shelfs. Each rising slowly before dropping down to the next. At the base of the last shelf you can see the shine of a lake of considerable size, and beyond that the lights of what look likes towns or villages. Between you and the water is a dark shape, like a frozen river of stone. Behind you, the land continues in sparse trees and dark rock flows until it comes to distant hills. Now, almost full circle, more cone-like hills, spring from scrub land around you before everything is swallowed in a forest that stretches to the horizon.

E-terah:

The stones of this place are different that those of your home. The blood of the earth runs close to the surface here, and once spilled forth to cover the land. You stand atop a cone of cinders. The foamy rocks making a glass-like sound are they crunch together.

Looking forth across the lake, you are disheartened. It must be some five leagues to the town, and that as a crow flying across the lake. To go around, a full day's journey at least, and that if a suitable path can be found.

Gethric:

This area was once highly active volcanically. You recognize the rounded mountain as an immense shield-volcano. The cone-like hills are cinder-cones, formed by secondary vents spewing gassy magma. The foamy rocks make a glass-like sound as you walk over them. The ridges to your right are uplifts though. You seem to be at the meeting of two different terrains.

Beylinda:

As Thom deals with the girls, you examine the stone building perched on the crater's edge. Built on a low pedestal of local stone, the building itself is a wooden box, perhaps twenty feet in diameter with railed walkway around it. A barbed or bladed wire is wrapped around the railing to prevent intruders from simply climbing up. There seems to be a short stairway towards to back to provide access. The most remarkable thing though are the walls of hut itself. From waist to above head height, they are made of glass! Sheets wide as your arm span are joined with just small dividers between them, and there are none of the bubbles or ripples usually seen.

Thomdril:

The disliked girl sneers defiantly at her would be attacker, If it weren't for us 'demon worshippers' a real demon would be raping you, eating you, or wearing you, maybe all three! My father saved your life. Stupid cow. Moving to the ragged skin suit the demon left behind, she begins searching it for something before moving to join E-terah. As she straightens you see a flash of something in her hand, a necklace or amulet perhaps?

Staying close to the violent Chelaxian, she seems to know you understand her and quickly begins talking. That girl's a witch and worse, she sold her soul, and womb, to the devil! Her father is the one who made the circle and brought you here, before the demon crawled inside him. They're working with Calies, the Brotherhood you killed, probably trying to get help for a raid. She'll try to possess you, or sacrifice you. You should kill her quick. Reaching the rim, she points to, or maybe past, the ridges. That's home. Merrill. People'll want to know what happened, and they'll reward you for saving us.

The other girls are mostly quiet, unnerved by the horror they saw and alien rescuers who can't speak to them. Their conversation is mainly about how to get home, how they always knew Veronica and her family were 'not right', and who you are. Several names are thrown around. Rangers are mentioned again, as well as Brotherhood, Aryans, Bearkillers, and Clan. These all seem to be groups, though you can gather little else.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

one thom and the girls have joined her beylinda will look at him and after he has taken in the sights she will then point up her hand toward the night sky. Thom, can you tell us according to the constellation's position in what part of the world we are?


Male Halfling Rogue 2 (Thief) 26/26 HP

Pausing to see if there is anything Thom might want to share before posting ;)


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Again, sorry for the delay… crazy busy weekend.

Beylinda wrote:
"Thom, can you tell us according to the constellation's position in what part of the world we are?"

Knowledge: Geography (untrained): 1d20 + 1 ⇒ (4) + 1 = 5

--- I'm gonna guess that's a 'no' on Thom having any clue where we are.

Thom looks around and shrugs, "Nope. None of this looks familiar."

He looks at the girls and the town. "And this is some kinda mess we've stepped into." He points to the isolated girl (whom the other girls hate), "That's Veronica. The angry one says she's some kind of witch or devil-worshiper. She picked something up off that body while you all were climbing up here, too… just so ya know." He points to the town, "That's Merrill. Sounds like most of these girls are from there. They don't seem to trust Veronica or her father – not sure fi that was the guy whose head Geth mushified or the skin-suit on the ground. They didn't seem to know she was 'not right'. They think we're some kind of Rangers.. or did when we first got here. They also mentioned Calies – that's apparently the Brotherhood we just did some killing of – and Aryans, Bearkillers, and the Clan… no idea what those groups are."

Feel free to read Thom's spoiler, to make sure I didn't miss anything important, assume Thom did a full debrief.

Thom shrugs, "The angry girl seems to think we'll be rewarded for our help here in Merrill. It's as good a place as any to try to get some information. But if no one else has any way to communicate back to them when we get there, we're gonna be limited to what i can understand… and I only have about ten minutes worth of listening on that particular trick today."


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

That is rather unfortunate thom, i had really counted on you to recognize something, oh well then. Before we head for Merill, there is apparently a glass house i can make out from here pointing in that duration for everyone to see. Lets go investigate quickly the inside, we might find something useful as this could have been used by veronica's father. Oh and thom please remove that medallion or whatever it was from her. We will study it later, and don't worry too much about the duration of your comprehend language spell, i can use it too. she says with a smile.

Turning toward Gethric:

Gethric does any of these constellation rings a bell to you?


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Thom scowls at Beylinda, "Sorry to disappoint, boss. I've picked up a thing or two here or there, but knowledge of maps and places was never on my resumé."

He lets others do the pathfinding while he heads back to get the witch-girl's pendant... using charm if possible, force if necessary. If he gets it in-hand, Thom holds it for a few moments, letting his eyes unfocus a bit in an effort to see if there are any mystical energies to it.

Cast Detect Magic on it.


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Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

E-Terah was busy scoping out the layout of the land and sucked her teeth in a show of grudging acceptance and annoyance. She squatted down and sifted a gloved hand through the odd brittle stone.

Got some irritable news for you all....wherever here is there's been ah recent spot o' volcanic happenin' judging by topsoil an' th' volcanic glass. Molten rocks runs under us fairly close t' th' surface. An' as f'r distance t' th' settlement ahead, it's about a good five leagues off from here. An' we'd hafta go around that brittle coverin' that looks like a lake. I wouldn't risk tryin' t' trek across it-- it's flaky like ah hot pastry. We'd fall straight through to gods-know-where into gods-know-what. We'd have t' fly across it,if'n that was ah option. It'll take us a whole day o' marchin' t' walk around it--- barrin' encounters wit any aggressive wildlife, hostile locals, an' these brats we' s escortin'.

The dwarven beauty stroked one of her long,hanging sideburns thoughtfully,gold-flecked honey eyes scanning the area. An' then there' s th' problem o' findin' ah suitable enough path....

1d20 + 5 ⇒ (16) + 5 = 21Survival


Apologies, it really would be convenient to lay the map on a table for the group to look at. Star is your current location. Second and third maps are to give scale and detail. The map is as detailed as 2, well, more between one and two detail wise, while three shows the true area it covers.

The girl is reluctant to give up whatever she holds, but with a sigh opens her hand. In it is a simple gold locket, a trinket really. She opens it to show several locks of hair.

Thom:
It's something my father wore. So he'd always have a piece of us with him. It's only special to my family, can I please keep it? Her eyes begin to glisten with tears. Examining it closely, you can't sense any magic. It seems to be nothing more than a sentimental token. If you insist, she'll give it to you, though very unwillingly.

Beylinda:
As you scan the ground you notice a line cutting across the frozen river of stone, a road maybe?

Walking to the lookout's stairs, looking down you can see the slope is less step, with trees and grass covering the hillside instead of the bare rock on the other faces. A wagon trail zigzags its way down to the hill's base. Clearly someone uses this place.

The building itself is unlocked and entering you see the corpses of two young men. One appears to have been mauled by something with many small but sharp teeth. Your worm demon perhaps? The other's neck was broken. Both are clothed and equipped in much the same way. Leather pants with linen shirts and thick wool coats. Leather hats with a wide, slightly curled brim. Each is armed with a powerful crossbow of slightly unusual design and bastard sword.

The building itself is mostly empty. Benches along the walls seem to double as beds, judging by the two bedrolls whose owners no longer need them. Supplies, food, rope, etc. are stored underneath. The center is dominated by a large map, perhaps some five feet across, laid horizontal on pedestal about waist-height with a glass covering. A small panel set into one corner shows your location as though flying. Though faded, it is of remarkable quality, looking more like an illusion than painting. The larger map is odd, looking almost as though it had depth while remaining flat. Taking a closer look, you notice someone has modified the map, expanding the lake by painting nearby parts blue, though you can see the original green behind them. A guard post of some kind. Lookout Map

Your charges become upset at the corpses, beginning to cry. All except for Veronica and her nemesis, who continues to eye her suspiciously.

Thom:
From the sounds of it, one of the young men was from the same town. Though several years older than the girls, they seem to have known him. He was recently made a deputy and sent here to gain experience. Though there should be more stationed here, half a dozen at least. One girls suggests that they should wait for the others to get back, another disagrees saying that that could take days. They should just get these strangers to take them home. The discussion turns to how to be get there. There seem to be two options they are considering: Hill Road between lake shore and ridge, or gold-digger pass between two of the ridges. At this point your spell ends. Hurray for things not getting any simpler.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

Casting Detect magic out of habit... not that i expect anything

Calling everyone in
Ok everyone there are some travelling supplies here and there, grab what you are missing and stock on the food. Does anyone recognize the land depicted here?

once everyone has had a chance to look a the maps beylinda will try to see if it is possible to removed them and take along (it it is possible then the maps will be stored in a roll up box that will be carried by the riding dog. If no one want any of the crossbow, she will take one for herself along with necessary munitions


Male Halfling Rogue 2 (Thief) 26/26 HP

Gethric looks at the stars wondering what the lady thinks he will make of them. Cocking head to one side he replies "They seem as bright as last I chose to look..."

He follows after when they make for the lookout, though seems to focus more upon the corpses when they are seen. He pokes them once or twice before rolling them over to fully check them. He pays no mind to Beylinda's words at all.


current map
quick stats:
AC 20, T 16, FF 15 || HP 64/64 || Fort +4, Refl +7, Will +9 || Perc +10, Init +5

Annie seems disinterested in the other girls and just continues to follow along.

skipping along humming a little ditty. unless someone actually engages her in conversation she remains pretty much quiet.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Thom hands the trinket back to the girl with an apologetic smile, pausing only to make sure he's not being lied to in some way. Sense motive (to determine if she's holding something back about the locket) 1d20 + 8 ⇒ (13) + 8 = 21. I'm not assuming there is, but she seems to be the odd-man-out in this situation. If he doesn't feel like she's hiding anything, she keeps the locket.

"Hmmm," Thom looks over the two bodies before he ambles over to the strange map. "I still don't recognize anything." His shrug adds on a non-verbal 'for what that's worth'. He continues looking over the map, speaking low for the group, "My trick just ran out. But they seemed to have known the younger man… from the same town, sounds like. They seem to think there should be more of these guys here, though they don't know when the others will return. And they talk about these guys as if they have some kind of authority."

He spends a few quiet moments trying to apply the girls' discussion on routes home to what he sees on the map, fingers tracing what he hopes are a few routes. "They're debating whether it's safer to take the Hill Road," his finger traces an area between the lake shore and a ridge. "Or gold-digger pass." His finger traces a second path, between two ridges. "That's all I got before my trick ran out. I'm inclined to save my last use of it until we need it more urgently than we do now… though I guess being able to understand them has been somewhat useful."

Thom's vote (barring the revelation of more information about the two routes) is to go with whichever route to town is shortest.

Thom continues walking around, mostly just poking about in the lodge, when he sees Beylinda eyeballing the dead men's gear. "We should be careful what we take. I'm not against taking what we need, but given that we don't know these girls, this place, or those men, I'm reluctant to take things before we know what's going on."


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

well don't worry thom, if the villagers want the stuff we take here we can always give it back. As far as travel road, i don't really care either. Well if we are all ready and then let's go.


Thom, good move, but she doesn't seem to be hiding anything. I'm just waiting on a decision as to which route you use, and what items you take with you. You can remove and store the map.


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

beylinda will remove the map a crossbow and ammunition. Then she is good to go. Just get us one the route that appears the shortest.


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

My vote is for whichever is shortest... unless someone uncovers info that shows one to be obviously safer. Thom doesn't have any such information.


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Female Dwarf Oracle (Stone) Lvl 3 23/23 HP , AC 18 flatfoot 14/touch 11/ CMD 14/Cmb+3

E-Terah will take one of the crossbows coz dwarves like those ;) and more food in addition to the trail rations she already has,supplies, and the two bastard swords. Simply because she can carry it all. Also...do I meet up with my dog later on?

The she- dwarf made her way into the lookout post cautiously at Beylinda' s urgings,frowning at the mangled corpses inside. Although she was.annoyed at having to deal with the hysterical,sobbing gir-children, she also understood they were upset at the deaths of someone they've probably known and lived alongside.

She offered a hug and consoling pat on the arm or back to any of the firs that needed it. After she'd went about collecting the various supplies she'd believed they might need,along with the bastard swords and one.of.the interesting odd crossbows they had.

And in a show of respect and pity,once Gethric was finished his examinations of the bodies.of the.young human men' s corpses,she fixed the bodies so.they were laid.out on.thier backs,arms crossed,eyes.closed, and swaddled them in blankets.With or without help, she moved the to the benches so they were off the floor.

Shouldering her bulging backpack and adventurer's.sash over her hooded.cloak.and stone breastplate,the she- dwarf eyed the impressivly detailed map.

Usually I would suggest we be takin' th' shortest route possible t' civilization,but since we be in unfamiliar territory...th' shortest path might jus' be th' most dangerous. Treacherous terrain,bandits,other obstacles...but then again,th' ponder route may be ah waste o' time,not only takin' us longer,we'd use up more resources, an' be farther away than any nearby 'elp. I'd suggest we attempt th' shortest path first.an' if'n we.can't take that way, we got ourselves an' alternative. Better t' eliminate possibles fr'm definites....An' we gotta take in th' fact we got a buncha brats t' mind---I've raised a goblin toddler I found in mah bedroll tha' more o' less looked after itself without havin t' play nursemaid t' it. Seem like a.buncha common folk not used to leavin home,much less seeing death,gore,an' battle. Other than makin' noise an' squabblin', I doubt they be much help.

One of the meeker girls more or less hovered near her,sniffing,and taking hold of the edge.of her cloak.E- Terah gave her a bland look that set her beautiful features in a stotic expression as if carved out of stone. Relenting,she.gave the flustered girl an assuring pat on the elbow and made.what she.hoped was a.soothing noise to get across the language gap between them.

This is.gonna.be another long trip,I c'n see it already...the she- dwarf groused inside her head.

She spotted the odd 'child' Annie and scowled, Oi,brat. You gonna pull some weight an' help o' ya jus' gonna skip an' tag along an' set stuff on fire?


HP 20/20 :: AC 18 :: +5 Perc, +3 Init :: Fort +2 Reflex +5 Will +1

Thom listens to E-Terah's comments. When she finishes, he cracks a half-smile, "You coulda just said, 'I agree, Thom'…" He winks to cushion his jab.

Re-settling his pack on his shoulders, Thom waits until the girls aren't watching and then double-checks to make sure his ears are covered by his hair. People are comfortable with what seems familiar, and Thom hadn't seen any indications of elves around.

Disguise (to appear human; applying the "minor details only" and "different race" modifiers)
1d20 + 6 + 5 - 2 ⇒ (13) + 6 + 5 - 2 = 22

Turning back from the mirror (or, if there isn't one, the reflective surface of the map-thing) Thom nods to the door, "So, we headed out?"


Hp 16/16 AC 18 / T 15 / FF 13 (-1 Perc; +4 Init; Fort +2, Ref +5, Will +2)

yes we are

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