The Village of Criglysnot

Game Master Johnny_Panic

MAP OF VILLAGE

Tree Fight


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Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Well, they could always rebuild the docks. Tarial headed for the sounds of screaming.


1/2 orc Ranger 1 HP 12/13

Everyone split up and look for clues!

Trevor points at the fox. What is that thing?


Female Kitsune Tattooed Sorceress | HP: 38/38 | AC: 15 T:14, FF:11 | Init: +14 | Fort +5, Ref +7, Will +6 | CMB +3; CMD 17 | Diplomacy: +11, Perception: +10, Stealth: +13 | Spells: 8/8, 6/6, 4/4

Alyssa heads toward the sound of the children. When Jediah (Trevor?) points at the fox she replies, "Rei said she might send a fox. We can sort that out after the kids are safe."


ok so visibility is down to 10' each means your perception rolls. only cover 10' ahead of you and you can only move safely 10' a round.

Fanning out the ones who go looking for the child, start a sweep of the area.

Ok roll perception DC15 x 5 please[/dice] any one who gets a nat 20 let me know.

While the ones at the docks wait to see what happens.
Down at the docks, those still there please roll perception DC18 x 5 please


Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Not clear to me who is staying and who is going, or if anybody is staying... In any case, Berold will stick with Jediah.


Kitsune Mesmerist 1 | HP 11/11 | AC 14 (T14/FF10) | Init +4 | Perc +3 / +5 | CMB +0 | CMD 14 | F+3 R+6 W+1 | Spell Slots L1 3/3 | Active Conditions: none

Perception: 1d20 + 5 ⇒ (14) + 5 = 19 for 10' sight; 27 for 30' scent
Perception: 1d20 + 5 ⇒ (20) + 5 = 25 for 10' sight; 33 for 30' scent
Perception: 1d20 + 5 ⇒ (8) + 5 = 13 for 10' sight; 21 for 30' scent
Perception: 1d20 + 5 ⇒ (16) + 5 = 21 for 10' sight; 29 for 30' scent
Perception: 1d20 + 5 ⇒ (20) + 5 = 25 for 10' sight; 33 for 30' scent

**Don't forget scent is 30' even if sight is 10'**
**Additionally, Got TWO Nat 20s.**

(she's with the group headed towards the child's scream)


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

1d20 + 9 ⇒ (2) + 9 = 11 perception Korliss
1d20 + 5 ⇒ (4) + 5 = 9 perception Gromusch

1d20 + 9 ⇒ (14) + 9 = 23 perception Korliss
1d20 + 5 ⇒ (4) + 5 = 9 perception Gromusch

1d20 + 9 ⇒ (6) + 9 = 15 perception Korliss
1d20 + 5 ⇒ (5) + 5 = 10 perception Gromusch

1d20 + 9 ⇒ (18) + 9 = 27 perception Korliss
1d20 + 5 ⇒ (20) + 5 = 25 perception Gromusch

1d20 + 9 ⇒ (1) + 9 = 10 perception Korliss
1d20 + 5 ⇒ (4) + 5 = 9 perception Gromusch

Gromusch gets a Nat20 on check #4.

Fanning out towards the sound of children in distress, Korliss and Gromusch move close to the ground, sweeping the ground with their vision to pick up tracks and listening intently.


Korliss:

As you hunt for the child you can't find anything but a fox running around. Then you see a flash of green and a woman's laughter. Then for a moment you get a wiff of pine.

Berold:

Did you just see a flash of green?

Reimaka:

Something is very wrong no matter how much you sniff or search you can't find any child. Running around in there mist there is no one here but you and the others you know. Then you see a flash of green and a woman's laughter. Your try and find from where but its always just out of reach.

ALL others:

Your hear a woman's laughter.

ALL of you then here crashing and bashing from the docks, like wood being broken and smashed.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Gah! A trick by the green tree lady! We have been fooled!"

Korliss moves back towards the dock as fast as he can.


1/2 orc Ranger 1 HP 12/13

We've been tricked! Jediah will hurry back to the docks.


Kitsune Mesmerist 1 | HP 11/11 | AC 14 (T14/FF10) | Init +4 | Perc +3 / +5 | CMB +0 | CMD 14 | F+3 R+6 W+1 | Spell Slots L1 3/3 | Active Conditions: none

Rei circles quickly around away from the group but still heading towards the docks. As soon as she is sure that she is out of the group's sight she changes shape again and arrives at the docks in human form.

Fox speed is 40' so hopefully she can veer off while running, and change, and still arrive at docks on two legs at about the same time as the others.


As you get to the docks you see a sight that makes you heart drop.
Every single boat is sinking into the water, something or someone has smashed the bottom out of them.

Two seem to be sinking slower than they others.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss makes for the slower sinking boat and attempts to pull one ashore.


Female Kitsune Tattooed Sorceress | HP: 38/38 | AC: 15 T:14, FF:11 | Init: +14 | Fort +5, Ref +7, Will +6 | CMB +3; CMD 17 | Diplomacy: +11, Perception: +10, Stealth: +13 | Spells: 8/8, 6/6, 4/4

Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Seeing the damaged boats Alyssa scans the area for whatever had attacked. "Scan the area. If the attacker is gone we can pull the damaged boats ashore and try to repair them. If all of the pieces are brought together I have a mending spell prepared."

Seeing Korliss moving in to the water for a boat Alyssa focuses on him and uses a protective hex on him. Protective Luck on Korliss.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18 One more time for at the docks?


1/2 orc Ranger 1 HP 12/13

We're in deep doo-doo! Jediah groans and goes down to help with the boats.


Kitsune Mesmerist 1 | HP 11/11 | AC 14 (T14/FF10) | Init +4 | Perc +3 / +5 | CMB +0 | CMD 14 | F+3 R+6 W+1 | Spell Slots L1 3/3 | Active Conditions: none

"I'm not the strongest, so I'll check the area while others grab the boats.
Let me know if you do need my hands."
Rei quickly scans the area looking for anything unusual, then keeps watch from the dock while the others are busy in the water.

Perception to search and then keep watch (no longer have scent special ability): 1d20 + 5 ⇒ (19) + 5 = 24


Alyass as you look on you see in the water a mass moving, its some 40' long with a diamond like head.


Female Kitsune Tattooed Sorceress | HP: 38/38 | AC: 15 T:14, FF:11 | Init: +14 | Fort +5, Ref +7, Will +6 | CMB +3; CMD 17 | Diplomacy: +11, Perception: +10, Stealth: +13 | Spells: 8/8, 6/6, 4/4

Alyssa calls out "Careful! There's something BIG in the water!" She quickly casts Dancing Lights and send the floating lights into the water where she had seen the moving mass.


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Tarial created the illusion of a bird moving across the water in front of the...whatever it was, hoping to get the creature to poke it's head out and snap at the tasty. Maybe they could get a better look that way.

...more likely it would be ignored, but it was worth a try.


Valerie ran back to the group upon hearing the news.

"If it was in the water then nothing we could have done would have helped." Valerie said with a sigh. "What is going on here..." She wondered.


1/2 orc Ranger 1 HP 12/13

Maybe the tree is getting revenge on us!


Berold works hard to save at least a few of the boats, knowing that the village relies on them for a good part of its subsistence. As he does, he keeps an eye out for the creature for fear that it should attack anew...

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


As the lights and bird fly close you do see the things head come up. Its a large very green snake, it hisses.

"Youusss hasss bessssset leeess thisss place orrr sssshhhee wwwilll hhhaaavvv yooouuuuaaalalsss" and sinks below the water al trace lost into the mist.

I will give you all one chance go hit it with a thrown weapon. Range 100'

Int roll DC10 for anyone who saw the green dress. Its the same color

Jediah and Berold qiuk thinking saves 1d6 ⇒ 3 Boats.

The mist starts to clear and as it dose you can see other places in the town seem to have had things broken.

Where do you drag the boats.

Kn Nature Dc16:

You know this kind of stake, its local but small, a grass snake that can be found close to the old Quay stone works, along the share of the late.


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Tarial looked blankly at the retreating creature. "Where would we go?" There was no other place to be.


Knowledge, Nature: 1d20 + 6 ⇒ (11) + 6 = 17

Looking up while he works, Berold thinks aloud, "That looks like the grass snakes that live close to the old quay stone works, but bigger.

With Jediahs help, Berold endeavours to pull the boats a good distance from the shore, for safety.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss drags his boat onto shore, then hauls it fully up out of the water.

"This green fey creature is becoming a real problem. I believe it will be up to us soon to eliminate the threat to our village."


1/2 orc Ranger 1 HP 12/13

Jediah helps pull them up on shore.

I can't hit that thing with anything I have! We'll need bows or maybe a net to catch it.


Female Kitsune Tattooed Sorceress | HP: 38/38 | AC: 15 T:14, FF:11 | Init: +14 | Fort +5, Ref +7, Will +6 | CMB +3; CMD 17 | Diplomacy: +11, Perception: +10, Stealth: +13 | Spells: 8/8, 6/6, 4/4

Alyssa stares after the huge snake. "Heavy bows or crossbows maybe. But if you catch that thing in a net you'll be needing a new net."

She turns to Valerie when she hears her query. "Should we try and drag the pieces ashore and see if any of the sunk boats can be repaired? Or head to the old Quay Stone works and see if that snake may be holed up there?"


"I-I-I think that we should h-h-head to the old q-quay," Berold votes, figuring that little can be done here now that the boats have been wrecked.


1/2 orc Ranger 1 HP 12/13

Yea, that sounds ok.


"We failed here." Valerie said with a small sigh. "Might as well try and track down the creature who did it." She agreed.


Finding some consensus, Berold leads the way towards the old quay, keeping an eye open both for the snake itself and for any tracks that could reveal its whereabouts...

Perception: 1d20 + 6 ⇒ (13) + 6 = 19 +1 to follow tracks


1/2 orc Ranger 1 HP 12/13

Jediah follows along with Berold and tries sniffing out tracks

Perception: 1d20 + 4 ⇒ (17) + 4 = 21


1/2 orc Ranger 1 HP 12/13

Anyone know what might have been making those sounds that drew us off?


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"Not for sure, but I'd guess that green fey woman had some hand in it."


Valerie, walking along side the others, spoke up "Fey often try to trick people, so it wouldn't be surprising." She said.


As morning comes you find that a number of defenders where tricked. A bit fo damage has been done to the town. But nothing that could not be fixed.
What is more worrying is the sighting of the odd woman in green and bests of unknown kind that wrort the damage.

You rest up and take the time to look at the items you have found.
As you do you note a towns well has been Damaged, ist side wall has fallen into the whole. Looking down, you can now see another opening. One that seems to lead to a small resess and a gray stone like door. What dose shock you is the sign carved into the door. It seems to be another part of the Symbol you discovered in Val's home.


Knowledge (dungoneering): 1d20 + 6 ⇒ (14) + 6 = 20

Berold looks down the well at the small recess and the gray door. "Can I climb down? Is it safe?" he asks himself, studying the damaged walls and old stones.


"Did this woman do all of this to get down here?" Valerie asked as she looked down the well. "Maybe we can grab some torches and head down?"


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"There is something under the village. An entrance to somewhere, hidden in the well this whole time. And that marking has something to do with it."

Korliss paces around the damaged well, hissing and clenching-unclenching his claws reflexively.

"We must go beneath, and root out the danger. The gods only know what lies below the village. And a simple door will hardly keep such creatures as they fey or her giant snake out."


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

"I guess the entrance is in a cellar. Maybe near where we found those runes?" Tarial shrugged.


Berold:

As you look down Berold you can see the door must have been opened recently, from the scraping on the stones that make up the sides of the well. You think with some rope and a wooden beam placed across the well top, you can get down to see how to open it.

Valerie:

GM Roll
1d20 + 5 ⇒ (9) + 5 = 14

As you look at the making on the door, it triggers something, The part of the righting could mean 'flow' and if it dose then one in your home could mean "Hold' or "Fixed"

Korliss:

Your senses are not like humans, you can tast the air, and from the door way you can tast blood, fresh blood

Tarial:

you think that if you don't head down soon, some one impotent may come and stop you going down..

As the four of you talk other villages come over interested in whats been uncovered


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"I smell blood. Fresh blood, from down there."

Korliss points at the uncovered door, then moves down to get a closer look.

"Something was injured. Or slain down here. And recently. We must ibvestigate."


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

"If we're going to go we need to go now," Tarial muttered to the others. "We should follow the blood."


Berold nods and goes to find a big beam and a long rope. There was rope by the boats, and big beams are fairly to find, he convinces himself as he heads out...


You get the beam in place and with the aid of Rope move down to the small stone like door. Pushing it open to get access to the passage inside.

Clime rolls please DC 12


Climb: 1d20 + 9 ⇒ (13) + 9 = 22


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

Tarial looked at the rope with trepidation, as she wasn't that great at climbing. She tended to keep her pranks ground-based. But she didn't have much choice, and would just have to go slow.

Climb: 1d20 - 2 ⇒ (18) - 2 = 16


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Climb Korliss: 1d20 + 5 ⇒ (13) + 5 = 18
Climb Gromusch: 1d20 + 2 ⇒ (16) + 2 = 18

"Good. Good to see you have spines and heart."


Female Half-Orc Sorcerer | HP: 15 | AC: 15 (16 if moved 10ft), T: 12, FF: 13 | Fort: +4, Ref: +5, Will: +4 | BAB: +1, CMB: +1, CMD: 14 | Init: +2 | Perception: +7 | Immunity to Sickened | Fire Resistance 10 | Meta Words: 1 Per Day

"I'd be -huff- in a lot of -wheeze- without those. It's muscles I don't -gasp- have enough of." Tarial continued to go down the rope in better shape that she had expected, but still winding the little illusionist.

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