DM Brainiac's 2nd Edition Fun! (Inactive)

Game Master Brainiac


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M Human Paladin 1. HP 19/19. AC 18 (20 with shield raised); Fort +6; Ref +4; Will +6. Perc. +4, init +6. Focus Points 1 Hero Points 1

"I see. Guess I'll stock up on repair tools and rice and water to offer as tribute. Maybe a local prayer book to know the correct ones, too." Kyle says, glancing at the others. "I don't really have anything else to ask. But I won't claim I'm the smartest person either and I'm probably overlooking something... right?"


M Human Paladin 1. HP 19/19. AC 18 (20 with shield raised); Fort +6; Ref +4; Will +6. Perc. +4, init +6. Focus Points 1 Hero Points 1

Kyle takes another swig of his tea as he turns to look at Primrose, their trusted cat companion.

What he sees instead is a huge bear sitting on the same pillow of the teahouse, who turns to blink at him.

The swordsman casually glances at the other party members, and when no one reacts out of the ordinary, he just slowly nods at Primbear and pushes his drink away.

Perhaps one cup of tea was enough for today.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Issi catches Kyle's gesture and reaches out to scratch the bear behind one of her furry ears. "Don't worry Kyle, she's a big softy really. You just have to know how to touch her. Same as any woman really." Her grin makes it clear that her favorite game, Make Kyle Blush, is still plenty of fun.


M Human Paladin 1. HP 19/19. AC 18 (20 with shield raised); Fort +6; Ref +4; Will +6. Perc. +4, init +6. Focus Points 1 Hero Points 1

"Aren't we going to talk about how she was a cat...? She WAS a cat, right??" Kyle thinks, but too late - the gauntlet was thrown. Again. Well, this time would be different!

Managing to control his blush to only a faint pink, he swallows his nerves away - hopefully? - and looks Issi straight in the face. "W-what makes you think I don't know?"

There. Perfect!

...Right?

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

"Perhaps the blushing and the stammer sweetie?" Issi replies, having fun. "If this is how you react to Prim, perhaps I should let you see me bathe... or would that cause trouble with the society? What is the penalty for accidentally killing a fellow agent?" She adds to Summer. "I don't think his heart could take it."


Test 3 Test 1 Test 2

Summer turns to find out whats going on and then realises that its the same old things - Kyle being clueless, Issi teasing Kyle. Since it's nothing important she scratches Prim behind her cute bear ears and turns back to the Venture Captain so that its clear at least one person is paying attention.


Although Sakakabe is the closest city to the Forest of Spirits, it still takes several weeks of travel on a road that winds through the Osogen Grasslands to reach the Forest of Spirits. Along the way, you cross paths with travelers heading south into Minkai, as well as the nomadic herders who call the rolling plains home. No one you meet in the grasslands has seen the caravan you are looking for.

When you enter the Forest of Spirits, the atmosphere changes. The forest is cool and damp, and profoundly alive. Snow blankets the ground and clings to branches of towering pine and spruce trees. Birds, rodents, foxes, deer, bears, and numerous other creatures roam through the woods, keeping their distance from the road. The density of the trees suggests that logging is almost unheard of in this forest. Animals are not the only creatures moving out in the woods; you occasionally see unexplained movement in the trees and rocks or feel like someone is watching you.

As you progress through the forest, they visit several small villages, none of which have seen the caravan. You can find signs of passage from several caravans and groups that travelled on foot, and the remains of campsites right next to the trail. However, there are no indications that any of these groups came to harm.

Eventually, you arrive at a village nestled deeper in the forest’s outskirts. Named Suboyashi, the people here seem very superstitious and wary of what dwells in the woods. You can attempt to get them to warm up to you to try to learn what they know about the missing caravan.

You can make either an Athletics, Occultism, or Religion check to try to impress the villagers. The DC for each skill check is 16. Whatever the third skill check the PCs attempt is, the DC increases by 2 to account for fewer locals knowing the information. Each PC may attempt each skill check once, including any efforts to Aid.

Sovereign Court

Retired - now known as Wandering Phoenix, one of the Mage Warriors.

Occ: 1d20 + 8 ⇒ (13) + 8 = 21

Issi sets to work, doing her best to empathise with and take advantage of the local superstitions.


M Human Paladin 1. HP 19/19. AC 18 (20 with shield raised); Fort +6; Ref +4; Will +6. Perc. +4, init +6. Focus Points 1 Hero Points 1

Kyle walks forward and decides to offer some help to the villagers in their chores! His dad always said nothing builded bonds better than sharing some menial labor or being sent on a suicide mission by Sheila Heidmarch, after all. Surely this would work!

Athletics: 1d20 + 7 ⇒ (6) + 7 = 13

...Hm. Wait, was he supposed to *not* chop this strange-looking tree-thing?


Test 3 Test 1 Test 2

Athletics: 1d20 + 1 ⇒ (7) + 1 = 8
Occ: 1d20 + 1 ⇒ (7) + 1 = 8
Religion: 1d20 + 7 ⇒ (13) + 7 = 20

Summer does her best to integrate with the tribe, but falls flat on her face, quite literally at one point, with her attempts to do so with physical prowess. Thankfully she does much better in conversation with the tribal elders!


Though the villagers look askance at Kyle's tree-chopping, Issi's and Summer's knowledge of matters strange and spiritual soon win over the villagers. You are able to learn that Suboyashi was, indeed, the last place the caravan stopped to rest before continuing on the eastward branch of the Spirit Road, a branch that leads toward Minkai but forks in a few locations. The road’s exact path varies over time, with detours and new paths forming to more easily avoid disturbing the wildlife. Strangely, despite warnings from the villagers, the caravan chose to take an older path toward Minkai, which veers into thicker woodland for several days’ journey before rejoining the main road. The caravan’s members were determined to take this alternate path, but they did not share their reasoning with the villagers.

In addition, the villagers offer to share a charm with you. Suboyashi houses friendly wind spirits, and the villagers temporarily bind the spirits to you to increase your agility.

Everybody gains a 5-foot bonus to Speed for the rest of this scenario.

Just as you conclude your investigation, villagers on the perimeter sound the alarm, causing townsfolk to scatter. The village is under attack! Two creatures that resemble human-sized, animated pine trees stomp their way through Suboyashi, sticky sap clinging to their branches!

Initiative:
Crystal: 1d20 + 4 ⇒ (20) + 4 = 24
Kyle: 1d20 + 7 ⇒ (19) + 7 = 26
Issi: 1d20 + 5 ⇒ (1) + 5 = 6
Summer: 1d20 + 7 ⇒ (1) + 7 = 8
Enemies: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

Crystal and Kyle may act!


M Human Paladin 1. HP 19/19. AC 18 (20 with shield raised); Fort +6; Ref +4; Will +6. Perc. +4, init +6. Focus Points 1 Hero Points 1

Kyle sighs. "I *knew* something was off about that pine tree!" He grumbles, then rushes forward to strike the first one!

Move, Strike, Raise shield.

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d8 + 4 ⇒ (1) + 4 = 5

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