Elris Kayne |
It seems there has to be other people involved on the outside manipulating it all. Elris definitely has no clue and would likely just want to sit that paladin down to have a coming to Iomedae meeting. Lol.
"Well then let's get a move on!" Elris nods to Lydia.
Kronis Umbrelor |
So far my guess is that weird tall guy who keeps showing up everywhere is framing the Pathfinders for murders he's committing (or she; it would appear they're using potions to alter their appearance, so they might not actually be tall or a man) and likely using magic to manipulate Ekira, make her think Iomedae is talking to her. She sounds like she didn't like the Pathfinders to begin with (just like most people in the Worldwound) so it probably wasn't too hard.
Kronis nods curtly. "Yes, let us move with haste." He starts toward the house mentioned in the letter.
Venture Teller Play b'Post |
Yes Lydia, the letter came when the group had gotten back together for the report part of Pathfindering.
Informing the Sheriff before you go?
The house is two stories tall with part of its ground floor’s space dedicated to cottage industries.
Slides have a map though I am afraid at the moment they are hand drawn. I put an existing mini on it, but if you would like add your own, (or if you think the group will split up), you can add it now.
EDIT: lots of family stuff this weekend, I may not make it back on tomorrow (Sunday) you may do what you would like to explore the place, the default is perception checks.
Kronis Umbrelor |
Yes, Kronis definitely wants to make sure the sheriff knows about the letter and their destination. Dumpy has a point; no need to give them another thing to stick on us!
Also I'm not seeing a map on the slides?
Kronis cautiously approaches the building, looking out for any danger or traps.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Kinshasa |
Kinshasa approaches cautiously and as inconspicuously as a 6 foot tall Nagaji on the back of a giant snake can.
Kokina's tongue flicks out as she tastes the air. Perception (Scent)?
Kokina Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Venture Teller Play b'Post |
Also I'm not seeing a map on the slides?
I tracked down a better editor and have updated the slides to include the map. I put my avatar on there, only one is needed at the moment, so I put mine at the front door. Please add your avi if you would to especially if you shall be splitting up the party. I also added Ekira's picture and the picture of Dalton that didn't come out blank (like the first one. >:(
"Well that is obviously a trap," Sheriff Luin says when shown the new letter. The tone in his voice very much sounds like he is talking to the little birdies flying in the space a brain should be occupying. "I suppose we can check it out. I will gather some folks. We will meet you there."
The house is two stories tall with part of its ground floor’s space dedicated to cottage industries. It has cedar siding, like most houses in Dalton. stepping inside reveals a small room, with two doorways turning left & right at the far end, and another two near the front door. The nearer two lead up steep steps.
Oh, my apologies for a this weekend's absence. Hang in there though, we are almost done. :)
I am going to run this in three-check increments. That is, I am going to ask everyone to make 3 perception checks at a time and I will narrate those three at once. I will also need to know where you are going, ESPECIALLY if it is to separate directions. The building is not that big, so it is an option. The main room is currently empty (per the Perception checks already posted). Choices are: outside, north stair, south stair, north door, south door, out-boxed (catch all for things not immediately on the map but clever players always seem to think of (this is also not a Perception check.)
Venture Teller Play b'Post |
For ease: hit reply, choose a direction, add a modifier, and the final bracket.
outside, north stair, south stair, north door, south door
[dice=Perception]1d20+[/dice
[dice=Perception]1d20+[/dice
[dice=Perception]1d20+[/dice
Lydia Stillbourne |
Assuming I've got all your instructions right:
Cue the 'exploring the house' music from Clue....
Perception, outside: 1d20 + 4 ⇒ (6) + 4 = 10
Perception, north stair: 1d20 + 4 ⇒ (20) + 4 = 24
Perception, south door: 1d20 + 4 ⇒ (3) + 4 = 7
Elris Kayne |
outside, north stair, south stair, north door, south door
Perception, Outside: 1d20 + 2 ⇒ (3) + 2 = 5
Perception, North Stair: 1d20 + 2 ⇒ (20) + 2 = 22
Perception, South Door: 1d20 + 2 ⇒ (9) + 2 = 11
Depending on how long each sweep lasts I can use a Blessing of Nobility on myself for another +2 for a minute.
Also if we stick together can/should we just Aid our biggest modifier? I can bless them instead.
If only I had a small blue dog companion.
Kinshasa |
outside, north stair, south stair, north door, south door
Perception Outside: 1d20 + 1 ⇒ (18) + 1 = 19
Perception North Door: 1d20 + 1 ⇒ (20) + 1 = 21
Perception South Door: 1d20 + 1 ⇒ (16) + 1 = 17
Venture Teller Play b'Post |
Actually What I meant was a single direction and three Perceptions. Sorry about that. :) However, I have enough information to move us along.
Lydia and Elris find a tightly curving staircase leading to the second floor. Galvanix and Kinshasha, move forward and into the north door. Dumpy circuits the exterior.
Konris, you may choose to join any of the other three groups and read their spoiler.
Ini stranger: 1d20 + 3 ⇒ (3) + 3 = 6, Ini Lydia: 1d20 + 1 ⇒ (11) + 1 = 12, Ini Elris: 1d20 + 2 ⇒ (5) + 2 = 7
Elris Kayne |
"You have invited the vengeance of Ragathiel fool! The blood of innocents are on your hand and I will be your judge!" Elris bellows as Lydia is attacked.
About time!
Move Action: Draw Weapon -> 5 Foot Step -> Attack.
CI Bastard Sword: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d10 + 4 ⇒ (7) + 4 = 11
Free Action: Shield-Bearer to give Lydia +2 AC for 1 Minute while she is next to me.
Kinshasa |
Kinshasa moves to the northern door.
Perception 1: 1d20 + 1 ⇒ (13) + 1 = 14
Perception 2: 1d20 + 1 ⇒ (5) + 1 = 6
Perception 3: 1d20 + 1 ⇒ (8) + 1 = 9
Kronis Umbrelor |
Perception, Outside: 1d20 + 9 ⇒ (18) + 9 = 27
Perception, North Stair: 1d20 + 9 ⇒ (7) + 9 = 16
Perception, South Stair: 1d20 + 9 ⇒ (8) + 9 = 17
Sorry for the delay. Yesterday was a busy day at uni and then I had the launch party for our literary magazine. It's been a long, exhausting trip to get it published but we finally finished!
I think I see what I'm supposed to do here, but let me know if I'm messing it up. Kronis will hang out outside with Dumpy.
Kronis looks about the outside, peaking through the open windows at the stairwell.
Dumpy. |
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Dumpy continues circling the building, as most of the others go inside, catching glimpses of their light sources as they move about within.
The intent being to do a complete circle of the house, unless something happens, or they see something of note... or we find a second way in =)
Venture Teller Play b'Post |
Congratulations Kronis! That is good news.
Delaying for everyone to check in.
Lydia Stillbourne |
"Good evening. Are you 'the tall man' I've been hearing about? You're a bit of a let-down in person..."
masterwork scythe: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Per the DM's prompting, everyone else may GO now that I have!
Kinshasa |
Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
On his turn Kinshasa rushes out of the room and up the stairs toward the raised voice. His heavy armour prevents him even reaching the stairway just yet.
Elris Kayne |
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
"This mission has me losing my mind...is someone else talking to us?" Elris says hearing a floating voice.
Was it talking about me? GAH I have more important things to worry about.
Galvanix |
Galvanix smiles...
Looks like Elris is getting in some sword-time.
Galvanix rushes upstairs in the direction of what he believes to be the shouts of his companion.
Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
"Get moving Kinsasha...you don't want to be late for all the action!"
Kronis Umbrelor |
Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Frowning, Kronis nods urgently to the dwarf and hurries toward the doors.
I will wait until my actual turn to make any movements on the map.
Venture Teller Play b'Post |
Kinshasa moves toward the sound of fighting. Galvanax races past him to the top of the stairs. Both hear a scream as Lydia cuts into the stranger. Another scream forced from the man by the large blade of Elris echoes through the house, followed by the warpriest's own shout of justice.
"Help! the stranger screams. "These murderers are trying to kill me! He then dashes out the window!
Round 1
Ki(18): double moves (I adjusted you on the map, the stairs open near the front door).
L(12): attacks stranger
D(8): <--here now
E(7): attacks stranger
G(6.3): double moves
stranger(6.3): Odd is stranger: 1d12 ⇒ 8
Kr(6.2): <--here now
Acro: 1d20 + 9 ⇒ (9) + 9 = 18, climb: 1d20 + 6 ⇒ (2) + 6 = 8, Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Round 2
Ki(18): <--here now
L(12): <--here now
D(8): <--here now
E(7): <--here now
G(6.3): <--here now
stranger(6.3):
Kr(6.2):
Kinshasa |
Kinshasa continues to move toward the sound. This time reaching the warpriest. He stands, bastard sword in hand.
Venture Teller Play b'Post |
The sherriff arrives outside. he is not alone.
This is just a bump post.
Elris Kayne |
"By the gods. People are jumping out of windows like the building is coming down! There are perfectly good stairs...that won't stop VENGEANCE!" the warpriest calls out so he doesn't land on Galvanix.
Acrobatics: 1d20 - 3 ⇒ (20) - 3 = 17
Venture Teller Play b'Post |
Elris jumps down with a grace unexpected from his size. Galvanix also jumps, though his maneuver is outdone by the warpriest. He lands in a poor tumble, scraping elbows and banging ribs.
The Brawler's escape is still better than the stranger's. His attempt to avoid weapons as he leapt through the window ended at the wooden ledge. "Murderers! murderers! His grip failed and landed with a loud thump and a grunt that interrupts his cry. "Murd...."
stranger: 1d6 ⇒ 5
Galvanax: 1d6 ⇒ 4 non-lethal damage
Round 2
Ki(18): <--here now
L(12): <--here now
D(8): <--here now
E(7): chases stranger out window
G(6.3): chases stranger out window
stranger(6.3):
Kr(6.2):
Kinshasa |
GM, This is a stretch perhaps, but would Kokina be outside? She could conceivably be outside on guard and could grab and grapple this person... perhaps. I will leave it up to your discretion.
Lydia Stillbourne |
Why THE HELL did I agree to come here? Wonders Lydia as she tries to press herself against the wall...
Stealth: 1d20 + 6 ⇒ (3) + 6 = 9
...while looking out the window and willing that crooked little manipulator outside to SHUT UP.
Daze, DC 14!
Venture Teller Play b'Post |
GM, This is a stretch perhaps, but would Kokina be outside?
I had assumed as much :)
Kokina |
Kokina darts at the fleeing figure. She makes a bite at it.
Bite: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d3 + 2 ⇒ (1) + 2 = 3
If the bite hits she gets a free combat maneuver to grab
Grab: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Dumpy. |
OK, I am completely confused... when were we in a fight? Methinks the spoiler tags hid some pertinent information =)
Dumpy looks around confused, at the shout of murder, wondering if his companions are under attack, as he runs around towards the front of the house (or wherever they shouts are coming from). But, instead of someone he knows, he sees a complete stranger tumble out the window, followed soon thereafter by Galvanix.
He glances towards the sheriff, and the folks he brought with him, and says, "Hey, its not me."
Kronis Umbrelor |
Kronis hustles around the buildings, toward the sound of action.
"Prisoners!" Kronis huffs as he runs toward the others. "Whoever it is, take prisoners! Do not kill them! We need information!"
Double move around the buildings.
Elris Kayne |
I am sure Elris will tell you soon enough but we got attacked upstairs. Which is what sent him into a fervor yelling.
Venture Teller Play b'Post |
Dumpy if you read the spoiler from my post on Thursday it asks for initiative. However I blended two paragraphs together that needed a better parting. The crowd gathering outside should have been one paragraph. The next paragraph started with Elris' shouting upstairs. I apologize for that confusion.
Will: 1d20 + 3 ⇒ (14) + 3 = 17
The stranger has fallen and whether it is that or Lydia's spell, he fails to stand back up. After a whistle from the nagaji, the snake grabs the stranger, (like any well trained mount would do.(? ;)) Galvanax and Elris having come through the same window, lay and stand over the man. Kronis too comes to the scene approaching the fallen man.
Sheriff Luin, coming at the request of the Pathfinders, has just come around the corner with a number of deputies, the inquisitor, and lots and lots of villagers wielding pitchforks, torches, chair legs and all sort of impromptu weapons. The sheriff sees the fallen villager, the adventurer's standing around him and the dwarf, just approaching. Dumpy's simple statement, seems obvious to the Sheriff but with a shrug of exasperation he seems to say, "but your friends did!"
And since everyone has now had the chance to see him (& on slides): The stranger is tall and thin. He currently wears his dark hair short and keeps his beard trimmed to a small patch on his chin.
Ekira draws her sword and starts toward the Pathfinders, until Sheriff Luin puts a hand on her elbow.
Round 3
Ki(18): <--here now
L(12): <--here now
D(8): <--here now
E(7): <--here now
G(6.3): <--here now prone
stranger(6.3): stable
Kr(6.2): <--here now
Ki(18): commands Kokina to grab the stranger (also you standard action? I assume racing downstairs?)
L(12): casts daze
D(8): double moves
E(7): chases stranger out window
G(6.3): chases stranger out window; prone
stranger(6.3): stabilize: 1d20 + 1 ⇒ (17) + 1 = 18
Kr(6.2): double moves
Kronis Umbrelor |
Are those separate Perception checks, or does one Perception cover both?
Perception: 1d20 + 9 ⇒ (10) + 9 = 19 +5 = 24
Gonna use an Inspiration die. One left for today.
Inspiration: 1d6 ⇒ 5
Kronis points down at the stranger's shirt disdainfully. "Sheriff, it appears this gentleman is missing a very distinctive button."
Kronis Umbrelor |
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Kronis scowls in Ekira's direction, and leans in toward his nearby compatriots. "Be on your guard. Something is... off... about Ekira. I heard... I do not know. Giggling? I think?" He shakes his head. "Who has rope, that we may bind this man and rouse him?"
Kronis will search the man for weapons and disarm him, well in view of the sheriff and onlookers, placing any found weapons or items of interest on the ground in front of him so they can see he's not "looting the corpse."
Perception (search the Tall Man): 1d20 + 9 ⇒ (12) + 9 = 21
Lydia Stillbourne |
Lydia's seen this farce before. Hopefully Kronis and Elris can turn this around, but in case they can't, she tries to get away from the window before she's noticed...
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
...and, finding herself before now an unopened door, tries listening at it.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Venture Teller Play b'Post |
We are still in rounds.
[ooc]Round 3
Ki(18): double moves downstairs
L(12): hides from window
D(8): <--here now
E(7): <--here now
G(6.3): <--here now prone
stranger(6.3): stable
Kr(6.2): <--here now delay?