Doug's Strength of Thousands Campaign

Game Master Doug Hahn

SoT (Semester 1-4 Year 4): Map & Reference, Handouts, Macros | Loot | Hero Points


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Wisps's Bardic (T): 1d20 + 7 ⇒ (1) + 7 = 8

Wisps tries to locate the most common spot for buskers, but no one shows up that day. looks like the performers have moved on.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You gather together to share what you know. It's the end of a long Saturday casing the town.

Where to next?

Horizon Hunters

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NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

"Why don't we pose as street performers and see if we can't lure these thieves out?"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

I like it. Perform check if you want to earn enough money to atteact attention. What's your plan after they rob you? Maybe the PCs who are not great at performance could help somehow.


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

Wisps sings to the people.

Performance: 1d20 + 11 ⇒ (5) + 11 = 16


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

Alrinkiri finds a hiding place nearby, ready to tail the thieves back to their hiding place after they strike.

Stealth:
Stealth: 1d20 + 13 ⇒ (19) + 13 = 32


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril nods and sets out his hat with a few coins in it as he finds a good place to perform his acrobatics.

Surely my allies will think of a clever plan to catch the thieves while I work on my routine. thinks Akoril to himself.

performance: 1d20 + 13 ⇒ (9) + 13 = 22


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Maybe Chim can help perform and Soomdevi can help create a busker disguise for you all (deception)


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Performance (T): 1d20 + 7 ⇒ (15) + 7 = 22

Chimwemwe sits on the street corner and accompanies the performance with music played on a mbira borrowed from the Magaambya.

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

Deception: 1d20 + 9 ⇒ (9) + 9 = 18

Soomedevi tries to put together a busker disguise for the party, complete with a sign and an old hat with coins.


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

It takes a couple of days but towards the middle of the week, you're robbed by a smirking elf who carries a lot of knives, two lizardfolk (one of whom seems to really delight in her job and carries a pile of books in a satchel along with her club, and another who hangs back in the shadows and keeps lookout with a crossbow in his hands), and a human bully with a bald head and lots of bad tattoos. Official art for the first three on slide 1!

Having been mugged myself I am not too interested in roleplaying it out in graphic detail, suffice to say they get away with all the gold you earned and your instruments!

Alrinkiri pads along behind the group, who seems rather careless. The Chime-Ringers have been stretched thin lately, and they are sure no one is watching.

They find the gang’s hideout, the most intact building amid a cluster of abandoned wooden shacks. All the windows have been boarded up while the front door hangs open, barely on its hinges. Smoke drifts out of the back of the building, carrying with it the faint smell of charred food. They all dive inside to count their ill-gotten gold.

You have now located their hideout. What's the plan?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You head to the Chiime-ringers office with your information and meet the Inspector.

I'd love to apprehend them, but we're dealing with bigger problems in the city. We're in the midst of a crime wave and we don't have time You are hereby deputized as junior Chime-Ringers to deal with this situation and use nonlethal force only if necessary to apprehend these criminals or protect yourself. see nonlethal house rules

You might also try other tactics, of course. We have investigators go undercover or try to spy and get information before making a move. Often it's to help reform people and make amends. Us Chime-Ringers prefer nonviolent methods wherever possible.


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril nods and meets with his companions "I can't believe the even took my hat! I don't see any better plan than kicking down their door, but if anybody has a better plan I'm all ears."


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

”They must sleep sometime,” Chimwemwe says. ”Could Alrinkiri and Soomdevi watch their hideout to learn when they would be the most vulnerable? Maybe they might even discover a secret way inside. That far-too-easy entrance is sure to be trapped, guarded, or both.”

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

I can scout out their hideout from the shadows!"


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

So, looks like you want to raid them while they're sleeping and see how it goes?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Feeling stuck? Apologies.

Some other ideas; please feel free to get creative!

• Stealth to sneak in and steal the loot back while they sleep; intimidation or underwworld lore to scare them out of town, or maybe pretend to be haunted ghosts of angry buskers past
• Society or Underworld lore to know about crime bosses in town, and Deceptino to pretend to be an lieutenants of said boss telling them to get out of their territory
• Deception or Society to drop hints about ripe pickings in an area of town where the Chime Ringers can ambush them with minimal personnel
• Survival, Prank Lore, Gremline Lore to find Kurshkin and sick her on 'em, which will probably annoy them so much they leave
• Just just kick their asses because why overthink stuff this is Pathifnder!

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

"I can use Blinks to set up a distraction while folks sneak in." Soomdevi suggests.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

"Maybe keep him in reserve until we know we need one?" Chimwemwe asks. "I don't want him to get hurt."


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

"What about another sting, this time we get the Ringers involved and nip them where there's no one else around to get hurt."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

To lure them into a trap you can use Deception or Society to plant hints about ripe pickings in an area of town where the ambush will take place, or get them to chase you (deception, etc). Whatever you think will get them going somewhere.

We'll do a skill challenge where 3/5 need to succeed or they catch you before the ambush


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Society (T): 1d20 + 11 ⇒ (13) + 11 = 24

"It will be difficult to spread rumors that don't draw too many innocent bystanders," Chimwemwe worries. "But we'll see what we can do."

--Later around the markets--

Chimwemwe walks with Mariama through the markets. Not wanting to endanger anyone, he has filled the chaos magnet in on the purpose of their trip: to spread a false rumor of a troupe of street performers who are gaining popularity, earning impressive tips, and sure to be sponsored into legitimate performing circles by one of the city council members. He keeps an eye out for the thugs that robbed them while they carry out the plan. Who could forget those terribly amateurish tattoos or that smirk?

"Mariama, we should plan to go see that rising troupe on the corner of..."

He changes up the details of the troupe enough to keep the description confusing but the location for the next performance is always the same place agreed upon with the Chime-ringers.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Chimwemwe hears about a secretive crime lord who's advancing in power in the Nantambu underworld. This crime lord deals harshly with those who threaten to reveal their identity or threaten their interests. The muggers may not be paying their dues to this crime lord, or even operating without the crime lord's sanction. (This is likely as they are acquiring so much disruptive notoriety).

Chim and Mariama do a great job planting the seeds of confusion. With cariamas help that's an auto crit aid for anyone who wishes to make a deception roll.


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

Deception, aided: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26

Wisps follows behind Chimwemwe and Mariama, making sure that the rumors continue to spread, and adding juicy details wherever possible.


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

Alrinkiri posts up on the rooftops between the hideout and the ambush site, keeping out of sight as they watch for the bandits' approach. Once they spot the miscreants, they sneak away to quietly warn the Chime Ringers to be ready.

Stealth: 1d20 + 13 ⇒ (19) + 13 = 32


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The gang cannot resist the potential score. They're led to a dead-end, where a group of Chime-Ringers springs the trap. The crossbow-weilding iruxi who hung back when you got robbed almost escapees but Alrinkiri helps the Chime-Ringers cut him off.

The smirking-half elf isn't smirking anymore. He shouts at the iruxi: I told you this job was too good to be true, Reth! I told you!

The Inspector congratulates you as they are taken in. Well done. And without violence. Please search their hideout and let us know what you find.

☀☀☀

Inside the gang's hovel you find 180 GP and the buskers' instruments which you promptly return to much gratitude. Some of these people are getting their livelihoods back. The busker community give you half the gold as thanks. 90 GP

☀☀☀

Soomdevi and Wisps are invited to consult on interrogating the gang as they are trained in intimidation.

Over the coming days you learn that Reth doesn’t have a lot to offer other than he was tired of making money slowly and carefully, like his boss wanted. He maintains that robbing street performers was a perfect way for him and his crew to get all the extra things they wanted. He’s aware his boss has a mean streak, but he figured once he showed off how much money he’d made, all would be forgiven. Of course, that day kept getting further away in his mind as his gang made more and more money.

Soomdevi's Intimidation (T): 1d20 + 9 ⇒ (1) + 9 = 10
Wisps's Intimidation (T): 1d20 + 11 ⇒ (16) + 11 = 27

Wisps manages to find out that their boss is named Froglegs. Froglegs doesn't like people disobeying orders, or spreading her name around.

The inspector looks worried. These people are in danger. To be frank they also seem pretty stupid, crossing a dangerous crime boss to make a quick copper. I'm worried this "Froglegs" will make an example of them, but we don't have the manpower to keep them safe right now. I have a a couple friends guarding a caravan to Bloodcove. We could transport them out of town that way, under guard. I hate to ask, but do you think you could help us get them out of town, under cover?

If you want to help them escape I will roll secret Deception, Society, or Stealth checks. Or sell me on another lore. Need at least three.


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M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril nods "I know a good haberdashery, a set of hats should help conceal them."

society: 1d20 + 11 ⇒ (13) + 11 = 24

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

"If you're sending them to Bloodcove, I can give you all sort of tips, I'm from there."

Society: 1d20 + 11 ⇒ (12) + 11 = 23


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

Alrinkiri nods. "We're reasonably good at being subtle, when we need to."

Stealth bonus: +13


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:
Akoril's Society, Hat (T?): 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Alrinkiri's Stealth (E): 1d20 + 13 ⇒ (20) + 13 = 33
Chimwemwe's Society (T): 1d20 + 11 ⇒ (2) + 11 = 13
Soomdevi's Society (T): 1d20 + 11 ⇒ (7) + 11 = 18
Wisps's Deception (E): 1d20 + 13 ⇒ (19) + 13 = 32

You disguise the prisoners, who wear floppy hats. As the caravan heads out of town Alrinkiri notices some thugs waiting to head off the caravan, but manages to warn the group in the nick of time. Wisps directs the caravan across canals and down alleyways, eventually managing to see them safely out of the city.

2 crits for 4 total, a ctit fail, and the rest of you failed. 3 successes, the threshold to get them out of town!

Reth and his crew almost seem happy to be away.

☀☀☀

The local performers dub the alleyway leading to the ambush site "Busker's Lane" — some street artists paint the walls of the alley with artwork showing five masked Conversants — a glider, a black veil, a bronzed beak, a glimmering hyena, and a blazing spider — leading the muggers on a merry chase.

Several days later you're invited to a commemorative celebration in the place of the ambush. Many people from town are there — gathered to share home-cooked food and stories while the buskers play.

Janatimo is in attendance. Excellent work; this is what it's all about! He spreads his arms wide, taking in the happy community gathered here.

With a flourish he produces a mahogany case and opens it. Inside is a beautiful flute. The buskers asked me to give you this, on behalf of all of them. It's a lesser maestro’s instrument.

Now: shall we enjoy the show?

☀☀☀

A few days later you receive a message from a runner who's returned from the caravan

Message wrote:

She killed the clothier.

— R


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

"She is Froglegs?" Chimwemwe muses. "What is her agenda?"

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

Soomdevi enjoys the show from the shadows, and is pleased to see himself represented in the mural as the black veil.

Later, looking at the message:

"She was their boss? Will this end now, or will she kill more? Who else is in danger?"

Soomdevi has more questions than answers.


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

"I can't imagine that it will end here. We've got to find out more about her."


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

"Yes, but we should be subtle about it. If we make a big show of asking around about her, we may invite more violence, and bystanders may get hurt."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You all decide to try and learn more about this insidious "Froglegs" — barring learningn more, you might be able to curb crime within the city and help the Chime Ringers.

This is a big job. You'll need help from the other students too! This is a longer-term mystery to solve, but success may have some short-term impact.

• Anchor Root: Place rhythm bones and record conversations in shady places (Stealth)
• Chizire: Pretend to be napping on park benches while listening in to
clandestine conversations (Deception)

• Esi:. Work with the neighborhood locals to gather information, honestly and earnestly. (Diplomacy)
• Haibram: Launch the hang glider and drop onto impossible-to-reach peaks and roofs and keep watch. (Acrobatics/Athletics)
• Ignaci: Have him help you decrypt secret codes[ (society)
• Mariama: Have her threaten to curse people unless they talk (Intimidation)
• Noxolo: Spy on people through the eyes of dead animals (Perception, bonus if you know Grave Impressions)
• Okoro: Use Wargames knowledge to look at a map of Nantambu and predict the movements of crime within the city (Games / Warfare / Nantambu Lore)
• Tzeniwe: Use spidersilk ropes to leap across buildings and drop into hidden alleyways and eavesdrop (Acrobatics)
• Goss, Mazta, Savana: Survival , magic, and dream-foretelling to track crime.

Other ideas are possible. Circumstance bonuses for integrating student's magic or skillset wwell.


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M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril will seek out Okoro.

"Okay, I know I know I keep losing, but I had an idea, something that would be fun, and really useful at the same time. Can we make our own map of for Secrets and Spies but use Nantambu as a guide... see there's this crime syndicate or crime boss or something named Froglegs and we're trying to solve the mystery but I need to butt minds against an unpredictable opponent, so I was thinking we could make a map of Nantambu for the game and see where that led to things happening, and you'd get to try out a new version of one of your favroites..."

"I need your help with the strategic implications but I think I've got a good sense on how to keep it true to the spirit on Nantambu."

Nantambu lore: 1d20 + 11 ⇒ (3) + 11 = 14


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

HP reroll: 1d20 + 11 ⇒ (7) + 11 = 18

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

In the city, Noxolo and Soomdevi find a dead pigeon near a busy market area. The sit at a cafe nearby and under the guise of drinking sweet mint tea, they listen through the dead bird's bones for any word on Froglegs.

Perception via Grave Impressions: 1d20 + 9 ⇒ (12) + 9 = 21


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

"Anchor Root" Alrinkiri says, wincing as their quiet approach meant the skittish gnoll was caught off-guard when they spoke right behind her. "Sorry, I didn't mean to startle you. I'm wondering if you would help me with something. Remember when we snuck in to those concert halls to place surreptitious rhythm bones? Well...."

They explain the situation, and formulate a plan with Anchor Root to stash rhythm bones in likely locations.

Stealth: 1d20 + 13 ⇒ (11) + 13 = 24


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

Wisps joins Esi to talk to all the neighbors.

Diplomacy: 1d20 + 14 ⇒ (8) + 14 = 22


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Athletics (E): 1d20 + 13 ⇒ (4) + 13 = 17

Chimwemwe finishes painting the blasting runes onto his greaves. "Between the additional lift from the Soaring Spire and the modifications we've made to the glider, we should, hmm, glide higher and further than before. Hopefully not into the clouds," he says to Haibram. "So we can watch the city from above."

He pauses. "Hmm. I guess we could design a counterweight so you could ride the glider facing toward the sky, but, hmm, maybe, hmm, after this."


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

With those checks its enough to make progress. I will accept Akoril's hero point as the DC for a lore would be 18. Including +2's for most everyone

MONTAGE!

Over the coming months you dedicate your time to helping the citizens of Nantambu by cutting the legs out from under Froglegs' organization.

_________
Akoril

First, Akoril and Okoro collaborate on a map of the city. They plot out strategic points that a crime lord might use to take as much territory as efficiently as possible. They pass the info on to Noxolo and Soomodevi, who dead-drop pigeons at key locations. During this time the two bond, and Okoro teaches Akoril a few tricks to get an edge in games of strategy. We'll move Okoro to Helpful for Akoril and he will teach you his mind games spell one day Ignaci strolls by and overhears something about "Froglegs" and scoffs. Think this "Froglegs" may have something to do with that specialty grippli lockpick Soomdevi found at the beginning of the year? Or maybe you're all still convinced that it belongs to a demon or some nonsense.

_________
Soomdevi
Noxolo and Soomdevi enjoy their time drinking tea and spying on people through the eyes of the dead. They doodle take notes in composition notebooks and watch motes of dust drift through the evening air. After reporting on several protection schemes to the Chime-Ringers, they note that several local shops seem to thrive again. After a couple months weeks, the leads start to dry up. Someone's listening. Watch it. We got a RAT here!! Soomdevi and Noxolo grin as a thug hops over the dead rat in the alleyway. It's Noxolo's birthday and they are having cake.

_________
Alrinkiri

Alrinkiri and Anchor use Akoril's map too — instead of just gathering information they return to the alleyways and byways to retrieve their Rhythm Bones. They have to spend hours and hours listening to boring conversations, but once in a while there's relevant evidence and they mark the rhythm bone as "relevant" and place it in a pile for the Chime Ringers. They make sure to erase any bones that capture non-criminal activity to respect everyones' privacy.

_________
Chimwemwe

Chim and Haibram use their gliders to track the city from above — eventually some Chime-Ringers on the night watch make a gobo for their lantern and shine it up into the clouds when the need a fleeing criminal tracked from above. The symbol is a harrier hawk with a tear-drop shaped head, a combination of the two students' masks. However Haibram has more success than Chim as the blast-boots seem to alert the criminals when they're being watched. 17+2 ≠ 20 In collaborating on the counterweight, haibram shows Chim a few tricks of his own… We'll move Haibram to Helpful to Chim and he will teach you his Airburst spell

_________
Wisps

Wisps befriends one "fizz," a local neer-do-well who becomes her CI. She brings him baked goods and helps him get a normal job as a haberdasher, helping him get away from his life of petty theft. In the process she learns a lot about the workings of the lower-ranked criminals in the city.

☀☀☀

By the time the crime spree is under control, you're well into the third semester of the school year. Added a current year/semester to GM slashline.

However, you haven't managed to find froglegs. Whoever they are they have gone to ground. For now.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

As the year rolls by you, of course, are not only fighting vvcrime. You're studying.

Please make study checks for your schools.


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

Diplomacy: 1d20 + 14 ⇒ (13) + 14 = 27

Wisps interviews some of the newer students about why they chose to attend the Magaambya.


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

Alrinkiri returns their focus to their Uzunjati studies, researching and learning ealier versions of well-known stories as a gateway to the distant past.

Magic Warrior Lore to Study Uzunjati (level 4, DC 19): 1d20 + 12 ⇒ (10) + 12 = 22 Success -> Level 5


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NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Study (Cascade Bearer's Level 5, DC 20): Arcana (E), Hat of the Magi: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20 Success -> 5*

While he continues his charting of the night sky and uses the antique volvelle that Esi gave him as inspiration to begin weaving a large, round rug version of a volvelle to assist him in his ultimate pursuit in individualized magic, he begins a side project this semester.

After building a tesla cage, he begins trying to predict lightning strikes and sets up his cage to observe lightning from within. It appears horribly risky to many, but the inventor is confident in his engineering.

...sometimes he returns to the dorm with singed eyebrows.


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

emerald Society DC18: 1d20 + 11 ⇒ (10) + 11 = 21
(3/5 > 4/5) Took Streetwise (Society Trained Feat)

Tempest Performance DC 16: 1d20 + 13 ⇒ (20) + 13 = 33
(2/3 > 3/3) I don't think there's any further benefit for the crit here

Akoril hits the books, studying both the mental and the physical aspects required to be a good student.

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

Soomdevi spends time studying shadow topography and researching the shadow Magaambya.

Occultism: 1d20 + 13 ⇒ (6) + 13 = 19


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Soomdevi finds himself in Koride's classroom working hard to catch up. Last check crit failed, so you can't make progress this time!

Making it worse, her new pet vulture and Blinks do NOT get along.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

To recap so we're all on the same page:

Wisps =Success with Emerald = 4/5
Alrinkiri Success with Uzunjati = 5/5
Chim Success with Cascade = 5/5
Akoril Cram Emerald & Tempest = 4/5 and 3/3 and star (auto raise next time)
Soomdevi crit failed last time s spends his time here catching up

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