| GM Itzi |
Ah, yes. My mistake. That one you'll have to drink to find out what its effects are. ;)
Vethorn nods at Tygrah and extends his hand to shake on the deal.
Feel free to backpost anything here.
~~~~
Moving on to Heri's ...
Leaving Vethorn's shop you notice that the rain has picked up along with the wind. As you make your way along the street to Heri's shop you can hear the whipping of the trees nearby and notice small bits of roofing material flinging through the air.
"Oh, wow, heh!" Heri says as you walk through the door, keeping a firm grip on it to prevent it from slamming back against the wall. "Close the door, please. That's some nasty s~~% out there." She looks thoughtful for a moment. "Unless I'm tripping. Is it really horrible out there or am I ...?"
When you show her the bundle of herbs, she lights up. "Oh, yeah. I appreciate you getting these for me. Here, I've got something for you." She digs around among various bottle for a bit before coming up with a collection of vials with green ribbons tied around the neck. "I keep these on hand in case one of my trips go bad. But you could probably use them as well." She gives Yolar an obvious and broad wink.
There are six potions of lesser restoration. Please note the source of these particular potions. Not to say that they might have side effects or ... or anything. ;)
| Rory of the Tiger Eye Monastary |
Rory thanks Heri, then says to the others, ”Let’s get to the Emporium before they have to shut down for this foul weather. Mrs. Oyin may want these building supplies and perhaps some of the other goods we picked up.”
When they leave, Rory will cast a critical eye to the storm...Is there anything unnatural/magical about it, or is this just typical jungle weather?
Arcana: 1d20 + 4 ⇒ (16) + 4 = 20
| Bavick Whiteriver |
Bavick takes note of the worsening weather and tries to judge how bad it is likely to get.
Survival: 1d20 + 4 ⇒ (2) + 4 = 6
"This should blow over in no time!"
| Yolar Sundigr |
Yolar looks to the sky as the rain pelts his face and body. He prays to Gozreh to give him insight into this storm's ferocity.
Cast guidance on himself
Survival: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
| GM Itzi |
As you leave Heri's shop, some of you look to the dark, rain-filled skies.
Just as the group is crossing the road towards the nearby bridge to Island Town, there's a cry from behind you. You turn to see one of the Deputies calling out for you. "I'm so glad I caught you," the man says. "The Sheriff sent me to find you. She needs you back at Stone Hall."
You plunge through the wind and rain to follow the man back to the inn and find the common room to be a lot fuller than before. The Sheriff approaches you and it's clear that she's worried.
"This is going to be a bad one," she says. "If I find Quentin I might disgrace myself by wrapping my hands around his scrawny neck. He's supposed to foretell storms like this one." She shakes her head in frustration. "That's neither here nor there, though. The storm swells are already up to the roads in Island Town. I need your help. In fact, I'm deputizing the lot of you. I'm designating Stone Hall as the gathering place for refugees. These are the things we need done." She then goes on to describe the various tasks that need to be done before the worst of the storm hits.
In the next four hours, each PC may attempt to assist in the following areas. Any given category of tasks may be attempted by multiple PCs, but each PC can only assist in each area once. How well you collectively do will determine how well Pridon's Hearth weathers the storm. Each attempt will consume two hours of time so each PC may only make two checks. You won't have to do these alone; you'll have villagers working alongside you. Note: Good RP may help as much (or even more) than a good skill/ability check. :)
Boarding Up: DC 12 The first goal is to board up any glass windows, shutters, or openings in buildings that rain and wind could break through, and secure any buildings that rely on canvas roofs or walls. The PCs can attempt the following skill checks:
Craft (carpentry) or Profession (woodcutter) to cut properly sized boards.
Climb to reach roofs and eaves.
Knowledge (engineering) or Profession (engineer) to identify structural weaknesses.
Strength or Wisdom checks to work efficiently and tirelessly.
Keeping the Peace: DC 12 Already an independent lot unaccustomed to cooperating, the people of Pridon’s Hearth grow restless with the approaching storm. More
vocal PCs can calm or even coordinate the townsfolk into an effective unit. The PCs can attempt the following skill checks:
Diplomacy to reason with townsfolk.
Intimidate or Profession (soldier) to cow them into helping.
Perform to keep people entertained and relieve stress.
Sense Motive to determine moods and assign the townsfolk tasks to keep them occupied.
Charisma or Intelligence checks to motivate people with charm or logic.
Moving Supplies: DC 12 Food, water, clothing, and emergency supplies must be collected in secure locations, like the Stone Hall and the Countinghouse of Abadar. The PCs can attempt the following skill checks:
Appraise or Profession (merchant) to determine the most useful medical supplies and foodstuffs.
Handle Animal or Profession (driver) to coerce the town’s few beasts of burden to haul goods.
Ride to better navigate the hazards created by the wind and rain.
Constitution or Dexterity checks to act as haulers, relying on endurance or speed instead of skill.
| Tygrah, Battle Bride |
Tygrah roughly elbows Ashlion. "Come, husband! Let us show these people what Ashlion of Vudra and his battle bride are capable of!"
The ranger firsts heads out to attempt to aid in boarding up the windows of the buildings, but she underestimates the strength of the storm. The rain soaks her and the wind batters her, hampering her efforts to assist.
Undeterred, she shifts her attention to the moving of emergency supplies. This seems to be more in her wheelhouse as she hefts two barrels at a time over her muscular shoulders. She works tirelessly, shouting her defiance at the storm as she gets things where they need to go.
Strength: 1d20 + 4 ⇒ (2) + 4 = 6
Con, Enduranec: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23
| Bavick Whiteriver |
Bavick sighs when the Sheriff finishes talking.
"Okay, so ya say this one is gonna be kinda rough? Ya won't find me a lazy bludger when there's hard yakka about!"
With that, he scrambles up a wall and starts pounding nails.
Climb DC 12: 1d20 + 7 ⇒ (15) + 7 = 22
After that task is done, he moves on to help keep the peace. He'll brew up a pot of the coffee that he bought earlier and hand out mugs, reassuring the people that they can do this.
"'salright, ya yobbo, this one's on the house. Ya doin' good work there, kid."
Sense Motive DC 12: 1d20 + 7 ⇒ (6) + 7 = 13
| Rory of the Tiger Eye Monastary |
”Pai, Let’s get the townsfolk working together—I’ll take bad deputy, you take good deputy?”
For keeping the peace, Rory plays off Pai, speaking up when diplomacy fails. ”This is your town. Get moving and help your neighbors or face my wrath!”. Rory yells menacingly, emphasizing his point with glowing shuriken.
Intimidate: 1d20 + 8 ⇒ (13) + 8 = 21
Once people are moving properly, Rory notices that people are scrambling to get the right supplies to weather the storm. He grabs the construction supplies taken from the Fort and distributed them as best he can, running from place to place and handing the right items to people as they are working, trying to aid the others as he goes.
Appraise Aid Another : 1d20 + 4 ⇒ (2) + 4 = 6
Also, at some point during the storm, Rory casts detect magic and studies it further...
| Pai Throphentomp |
After having been deputized Pai sets to work immediately, all the while wondering if a good job will mean more good coin.
She starts with a few halflings that have decided to shelter from the storm early and stake out the best table in the Stone. She recognizes one of them as the man she swiped a drink from a few days ago before her performance.(Keep the Peace).
"Listen Lads. This table is already where it needs to be and is weighted down by your ales, so it's not going to blow away. You're town might though, and then where would you get your ale going forward? Why don't you go out and put in a decent labor, and when you come back I'll buy you your next round, what do you say?"
Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
The men sat staring at their mugs gruffly for a few minutes while she smiled next to them, and Rory glared over her shoulder from behind. Finally with a grumble and a scraping of stools against the stone floor, they rose and left the Stone.
Having completed that task, she went to the back of the Stone, grabbing a bundle of carrots from the kitchen on the way out. Coiling up some ropes, she starts leading a donkey out into the storm. Creating a harness around the donkey's shoulders and chest, she lashes a sled to the beast and begins urging it to move water and foodstuffs across the courtyard and into the shelter. (Move Supplies - Handle Animal)
She holds the carrot out in front of the donkey as she cajoles it to trudge through the rain. "Come on Bessie. You can do it. Just a few more trips and then I will put you back in the stable with some fresh hay. What do you say?"
Handle Animal: 1d20 + 3 ⇒ (4) + 3 = 7
Having walked halfway across the yard with its third load, the beast suddenly lowers its head and refuses to move any further despite persistent encouragement.
Ashlion of Vudra
|
| 1 person marked this as a favorite. |
Str: 1d20 + 4 ⇒ (19) + 4 = 23
Intim: 1d20 + 7 ⇒ (11) + 7 = 18
Ashlion powers through the storm, squat figure standing against the wind with ease. "WHAT IS THIS PUNY WIND?" He demands, "BACK HOME THIS WOULD BE GOOD WEATHER FOR PRAYER FLAGS!"
As he plows back and forth he catches sight of a number of people huddling in their doorways.
"MOVE OUT AT ONCE!" He bellows, louder than even the crashing of the storm. "DO NOT FEAR LITTLE WIND! FEAR ME IF YOU DO NOT GO TO STONE HOUSE. NOW!"
| Yolar Sundigr |
Before the sheriff finishes speaking, Yolar scans the room. He has been in storms like this on land and on sea and knows that the violence can spook people. "These people live close to the jungle, but they seem a bit too....civilized" his trident like a staff he points to a group of young men looking out of a window at the storm. "You men! Come! Let us do our duty! Your town needs your strength now!", he speaks them in a commanding voice. "Follow me!" and he stalks out of the hall into the storm.
He points out buildings near them. "You two!", he says to a couple men. "Check these buildings for anyone who may be hiding! They are safer in the hall!"
"The rest of you! Follow me!", as he directs and helps them board up houses and secure anything that the wind might turn into a deadly missile.
Sense motive to assign tasks to townspeople: 1d20 + 7 ⇒ (2) + 7 = 9
Constitution to haul as much as possible: 1d20 + 2 ⇒ (7) + 2 = 9
:(
| GM Itzi |
The storm grows worse as you complete the preparations you're able and you return to the packed Stone Hall. Sheriff Adaela praises your efforts.
"You've done so much so far and I can't thank you enough," she says looking out into the raging wind. "I hate to ask for more, but there are a couple of stragglers that haven't appeared yet and I'm worried. If you could head to Island Town and retrieve the ones there, I'll attempt to round up the few here. I need you to find Amal Rashid, Maso Pareto, and Mirya Oyin."
She gives you directions to Amal and Maso's homes and you already know where Oyin's Emporium is at.
Who would you like to try to find first?
| Pai Throphentomp |
For purely selfish reasons I believe Mirya is of the most value to us...the other two are currently unknown NPCs. Unless someone gives a good reason to do otherwise (is one locale on the way to the others for example?) Pai will say we should go try to find Oyin first.
| Rory of the Tiger Eye Monastary |
Rory sees a sketch of Mirya in his mind's eye, leaning on the edge of a ship's rail. He speaks without thinking, "Let's save Mirya!", and seems to be ready to run right out into the storm!
| Rory of the Tiger Eye Monastary |
At some point on the way to Island Town, Rory will do a quick kata to cast "Ki Armor" (Mage Armor).
| GM Itzi |
You plunge back out into the storm and it is indeed getting worse. The wind is ripping at your clothing and the rain seems a force all by itself. There are flashes of lightning to the west, followed closely by the crack of thunder.
Struggling to the bridge over to Island Town, you see the wind is pushing the waves up and across the sturdy structure. Temporary barricades of barrels, boxes, and even a small carriage in one place have been pushed between some of the peripheral buildings to attempt to hold back the surging waves. You time your crossing carefully and avoid being pushed off into the bay.
Reaching Oyin's Emporium, you find the door unlocked and stumble inside.
"What in the nine hells are you people doing?" Mirya snaps as she steps out from between two of the shelves. "You're getting water everywhere!"
| Rory of the Tiger Eye Monastary |
”Mrs. Oyin, the storm is too strong! Sheriff Adaela has tasked us with getting you to the safety of the Stone Hall. Tell her, Pai!”
Diplomacy Aid Another: 1d20 + 4 ⇒ (14) + 4 = 18
| GM Itzi |
"You!" the woman snaps, pointing a ring-clad finger at Ashlion. "Get in here and close that damn door!"
She then reaches over and pulls some heavy garments from one of the shelves and starts stacking them on the rough surface of the wooden counter. "Now, here. I've got some great all-weather cloaks. They should help keep the rain off. Just two gold coins each. I'll let you have all six for ten. Then you'd better get back to the inn. Hurricane Cassia is gonna be here any minute."
| Pai Throphentomp |
"We will get back to the inn once we know you are safe. This whole island is going to get flooded before too much longer!"
Pai pushes 12 gold coins into the woman's hand for the cloaks, ignoring the offered bulk discount, while holding Mirya's wrist with her other hand.
"We can help you repair any damage once the storm passes, but right now we need to focus on saving lives, not merchandise."
Diplomacy - Come with us! (with aid): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
| GM Itzi |
"But this is ... " the woman begins, but then seems to deflate. "Ok, Cassia, you win." A trace of a smile flickers across the woman's face. "Just like always." She shoves the coins into her belt and begins handing out the cloaks before taking one for herself.
The old woman looks around at the shelves of merchandise as if looking for anything else to take with her, but then shakes her head. "I'm ready. Let's go."
Back to the inn or try to locate someone else on the list?
| Rory of the Tiger Eye Monastary |
“”Let’s go get the next closest person!” says Rory hurriedly, ”Is Amal or Maso closer?”
| Pai Throphentomp |
"Okay, but Ashlion, stay near Mirya, make sure she doesn't get blown away!"
Pai braces herself as she pushes back out into the storm. The wind is strong enough that the gnome very nearly becomes the one to go flying when the door first opens. But leaning heavily into the wind she is able to push forward, heading towards the home of Amal Rashid.
| GM Itzi |
Conveniently all three of the unaccounted-for's live on the same island in Island Town. One muddy road over amid the rushing wind, rain, and clapping thunder, lies the home of Amal Rashid.
You pound on the door to make yourself heard over the sounds of the storm and a bit later, a dusky-skinned man opens it, holding it tight against the press of the wind.
"What? What do you want?" he says, his eyes looking over your group nervously.
| Pai Throphentomp |
"Sheriff sent us. Says a storm this big is liable to wash out the whole island. She wants you to come with us back to the Stone for shelter until it all blows over."
| Rory of the Tiger Eye Monastary |
”This island is about to be flooded! For your own safety, come along to the Stone Hall by order of the Sheriff!”, implores Rory.
Diplomacy Aid: 1d20 + 4 ⇒ (6) + 4 = 10
Just enough!
| GM Itzi |
There's a closer crack of thunder, that gives you all a start. However, the look of fear that appears on Amal's face was there a split-second before the crashing sound.
"T-T-The Inn? With all those ... those p-p-people?" he says, shaking his head. "N-N-No, I'll stay ... I'll stay here. I'm safe here. Safe inside."
| Pai Throphentomp |
simulpost...let me edit. I keep that diplomacy for the end and roll a sense motive seperately since I already know that result.
Guess I should make a roll too then...
Diplomacy w/ Help from Rory: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Sense Motive: 1d20 + 8 ⇒ (17) + 8 = 25
Pai gives the man a knowing look. "I get it. There are quite a few people taller than me there, chance of getting trod on is larger than I normally like. But if you stay here you are definitely not going to make it.
The storm gust blows through, causing the shutters on near by buildings to bang back and forth loudly and accentuate her point.
"Come with us and we will keep you safe from everyone else. There was a private conference room we used when talking with the Sheriff, maybe it will be available."
| Rory of the Tiger Eye Monastary |
Sense Motive: 1d20 ⇒ 18
| Rory of the Tiger Eye Monastary |
With a look of sympathy, Rory asks, ”Pai, is there a place in the Inn where we can keep Amal safe, inside, and...alone?”
Edited:
”Yes, that will work perfectly,” responds Rory to Pai’s words. ”Come on, Amal, Let’s get you safely to your private room.”
| Bavick Whiteriver |
Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26
Bavick follows along, hoping the gnome can persuade the man.
"I hear ya. We'll get ya back to ya own place just as soon as we can," the halfling adds.
Diplomacy Aid: 1d20 + 4 ⇒ (19) + 4 = 23
| GM Itzi |
Amal looks at the group of you again and swallows deeply. Just then another crack of thunder right overhead causes him to flinch. He closes his eyes and clinches them tightly. "Ok," he says finally. "Just t-t-till the storm is over."
He opens his eyes and grabs a floppy canvas hat and tentatively moves out into the rain, closing the door behind him.
To the Inn or the home of Maso Pareto?
| Rory of the Tiger Eye Monastary |
”Come on! We have the strength of the Battle Bride and Groom on our side! We can save them all! Let’s find Maso!” Rory shouts over the noise of the wind and rain, stumbling into the steady bulk of Ashlion in unintentional proof of his words.
| Tygrah, Battle Bride |
"Yes, let's go!" Tygrah agrees, taking a moment to flex and pose before following Rory.
| GM Itzi |
With Mirya and Amal in tow, you press through the torrent towards the residence of Maso Pareto.
Getting close to your destination, over the rushing of wind and water you hear a voice calling out. "Delour! Delour, where are you?! Come to Daddy, precious! Please!"
Rounding a corner you find the source of the queries. A rotund man with a too-small rain-poncho is shuffling his way through the rain, looking in corners and behind barrels as he continues to call out.
| Tygrah, Battle Bride |
Tygrah approaches the large man. "You, there! Have you lost a pet? We will help you find them, then you need to get inside!"
| Rory of the Tiger Eye Monastary |
”Are you Maso Pareto?” adds Rory.
| GM Itzi |
"I'm Maso, yes," the man responds to Rory's question and then turns to Tygrah. "I can't find Delour!" he moans. The ranger can tell that not all the wetness on the man's face is from the rain. "I've found all my other babies and got them safely to the temple, but I can't find Delour. He must be so scared. Please, you've got to help me find him."
You hear Mirya mutter something about 'drowning over stupid cats'.
| Bavick Whiteriver |
"Yeah.... okay."
Bavick sighs and looks around behind barrels and under boxes.
"Heeeere kitty kitty. Delour, where are you?"
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
| Tygrah, Battle Bride |
Furs plastered to her body by the driving rain, Tygrah searches in vain for the missing kitty cat.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Survival (Track): 1d20 + 7 ⇒ (6) + 7 = 13
| Rory of the Tiger Eye Monastary |
”Let me see if I can help lure Delour out where we can rescue the poor cat,” says Rory, and he starts a short Kata which includes the phrase ”Hand of Irori”.
Four vaguely hand-shaped lights appear on nearby walls twitching slightly, but shedding some light in dark corners to aid in searching. Going for ‘laser pointer on wall’ effect while aiding the search.
Perception Aid Another: 1d20 ⇒ 12
| GM Itzi |
As the group begins moving about looking for the renegade feline, Mirya huffs in annoyance. "Maso, at last count you had more than fifteen 'babies'. Maybe these people can find Delour and maybe they can't, but you're not helping any." She looks around at the others. "I'm taking Amal and Maso back to the Stone Hall. We're no help to you. Don't get yourself killed looking for a stupid cat."
She drags the two men with her as she heads towards the main bridge, Maso sobbing the entire way.
Each PC may make three attempts at this Perception roll.
| Tygrah, Battle Bride |
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
After a bit of searching, Tygrah's ears perk up. "Over there!" She leads the group to the sounds of the meowing.
Once the cat is uncovered, she coos to it and tries to coax it out of hiding.
Handle Animal: 1d20 + 3 ⇒ (14) + 3 = 17
Subtract 3 if wild empathy works better.
| Rory of the Tiger Eye Monastary |
Second and third Aid Another attempt with the lights to help the people who are actually good at searching...
Perception Aid Another: 1d20 ⇒ 4
Perception Aid Another: 1d20 ⇒ 7
The ‘hands’ slide around on the walls, providing light but not really helping much more than that.
| GM Itzi |
As Tygrah approaches the improvised barricade, she realizes that the pitiful sound is coming from an enclosed carriage that's been incorporated into the slap-dash effort. Getting closer, as well as the cat's cries, she can hear a heavy thudding slamming against the other side of the barricade as if the water itself was taking umbrage at being restrained.
She opens the flimsy door and a very round orange tabby comes tumbling out. It climbs to its feet and begins pressing itself against the ranger's legs.
At almost the same time, from over the top of the rickety structure, come two large waves of water that splash to the ground but hold consistency. You sense a malevolence emanating from them.
Ashlion: 1d20 + 1 ⇒ (3) + 1 = 4
Bavick: 1d20 + 4 ⇒ (8) + 4 = 12
Pai: 1d20 + 2 ⇒ (11) + 2 = 13
Rory: 1d20 + 2 ⇒ (7) + 2 = 9
Tygrah: 1d20 + 2 ⇒ (9) + 2 = 11
Yolar: 1d20 + 0 ⇒ (3) + 0 = 3
Water Elementals: 1d20 + 0 ⇒ (10) + 0 = 10
Combat Begins!
Sorry, folks. No map for this combat - strictly TotM. The enemies are adjacent to and flanking Tygrah and within one round of movement for everyone else.
Bavick, Pai, and Tygrah are up!
| Pai Throphentomp |
| 1 person marked this as a favorite. |
Knowledge (Planes): 1d20 + 6 ⇒ (8) + 6 = 14
"Water elementals! But something is wrong with them. They look...murky? Its weird. My magic isn't going to be much help to you guys, so I will stand back here."
Pai takes a couple of steps back to be outside of the immediate range of the water elementals (trying to post up about 40' away if there is space) while pulling her bow out and beginning to knock an arrow.
As she does she also begins to sing.
Raindrops are falling on my head,
But just cause of that does not mean we will soon be dead.
Dying's not for me...
Not sure if allies can hear me over the storm, but if they can this starts my bardic performance, so everyone gets a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Just realized that I still had my available pool of Bardic performance rounds wrong. I get 4+charisma(3) + 2 (level up) + 2 (favored class bonuses)...so it should be 11, not 9. I am correcting that on my profile now.