GM TOP #7-12: The Twisted Circle (Core, Outpost VI) (Inactive)

Game Master Pete H.

Maps and Slides


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Grand Lodge

Male Dwarf Ranger 2|HP 20|AC 16/T 12/ FF 14|Init+2|F+5 R+6 W+1|Perc+6| Ranger 2

Dwalin looks around.

"Yeah Kuikka definitely not good for the trees!"

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


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Dwalin does not notice any dangers. Kuikka and Corba reeaally don’t notice any dangers.

Barcher slams his fist against the door, casts a cantrip which detects no magic on the door area and then pulls the door open. The house waits patiently for its victim to enter.

Grand Lodge

LG (she/her) half-orc paladin of Erastil 1 || HP 12/12 || AC 17/12/15; -3 ACP || Fort +4, Ref +2, Will +2 || Perc -1 (darkvision) || Stealth -3 || Speed 30/20 ||

Kuikka enters boldly because that's what paladins do. "Helllooo, Amenira? Are you here?"

Grand Lodge

NG Male Dwarf Fighter 2| 20' speed|init+2, Perc +0,| 60' darkvision|24/24 HP|AC21, T12, FF19|Fort+6, Ref+2, Will+0, +1 bravery|

Kimlo follows wondering if this down has laws against 'breaking and entering'.


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No one responds, verbally or with an attack.

The dwarf is pretty sure it isn’t legal to enter someone else’s property without permission. But that is 93% of pathfindering so…


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The house seems empty and not actually hungry. Maybe you have to tickle a tonsil and wake it up? Perhaps there are interesting things here to find?

Kuikka and Kimlo notice that the inside of the single room cottage is a mess of workbenches, tools, toys, and dolls in varying stages of completion.

Sovereign Court

GM TOP's #10-14: Debt to the Quah (Core) Female NG Halfling Bard 3 | HP 21/21 (+7 THP) | Riding dog HP 13/13 (+8 THP) | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +4, R: +6, W: +3 (+2 vs. Fear) | Init +2 | Perc +5 | SM +15 | Speed 20ft (40ft on riding dog)

Corba follows Kuikka and Barcher.

"Ameniiiiira! Are you home?"

While waiting for an answer the halfling looks around... trying to determine if the mess of incomplete dolls is just work in progress or if the house was already searched by someone else.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


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There is still no response.

Corba notices that it looks like whoever lived here packed up weapons, armor and other traveling items very quickly. She also finds a very wizardly looking book (spellbook) and a journal.

The bed shows signs of a small child sleeping there. A small child that likes to play with twigs too, apparently, as there are several small broken ones in the bedding.

DC 15 Perception OR DC 12 Linguistics OR Spend 2-3 hours reading the journal:
You find a list of unspoken rules in the town of Mercy. See the slides page three.

Tummies rumble as it seems to be getting past lunchtime (or mid to late afternoon if you spend the time reading the journal).

Sovereign Court

CN male (CORE)Bard 1 | HP 5/8 NL 8/8 | AC:17, T: 14, FF: 13 | CMD: 14 | Performance: 3/6 Fort +0, Ref +6, Will +2 | perception +6 | initiative +4 | 30ft
skills:
Acro +5 (+1 to jump), Bluff +6, Diplo +6, arcana +2, dungeoneering +2, engineering +2, geography +2, history +2, local +2, nature +2, nobility +6, planes +2, religion +2, Linguistics +5, sing +7, Spellcraft +6 (+8 to ID)

Linguistics: 1d20 + 6 ⇒ (9) + 6 = 15

Barcher takes a look at the journal, skimming some pages before announcing,"I think I found an interesting list of the rules of Mercy...

1) No meat. Everyone in Mercy is strictly
vegetarian, but the opposition to the presence
of meat goes beyond dietary choices and
seems to have a religious significance.

2) No cursing. They have a broad sense
of what constitutes a curse word, and even
polite words said in a rude tone are taboo.

3) No blue clothing.

4) No unleashed dogs.

5) No gambling. This includes benign
references such as, “I bet” as an
affirmative.

6) No spreading of false gospel. The
townsfolk refuse to even acknowledge the
existence of deities other than their own."
he recites what he found to the group.

"you know, if there's one way to be sure a deity, isn't a deity, its to ignore the existence of real deity's; Just one Elf's opinion."

Sovereign Court

GM TOP's #10-14: Debt to the Quah (Core) Female NG Halfling Bard 3 | HP 21/21 (+7 THP) | Riding dog HP 13/13 (+8 THP) | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +4, R: +6, W: +3 (+2 vs. Fear) | Init +2 | Perc +5 | SM +15 | Speed 20ft (40ft on riding dog)

"This looks like a spellbook! Why would Amenira leave this here?"

Maybe there's a clue inside?

Corba uses detect magic - and eventually read magic - on the (supposed) spellbook.

"I am getting hungry - and I have to feed Rocky, too. Let's head back to the guesthouse."


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Spellbook Contents:
alarm, burning hands, comprehend languages, dispel magic, enter image, feather fall, flaming sphere, floating disk, glitterdust, hydraulic push, identify, locate object, mage armor, memory lapse, resist energy, and sleep

Corba figures out the contents of the spellbook and suggests they head back to the guesthouse for lunch.

Anyone else want to do anything here?

Grand Lodge

NG Male Dwarf Fighter 2| 20' speed|init+2, Perc +0,| 60' darkvision|24/24 HP|AC21, T12, FF19|Fort+6, Ref+2, Will+0, +1 bravery|

Kimlo lifts up the bed to look under it. Looking for a secret compartment or anything unusual. "Checking for a hidden cellar or such, won't take a minute..."
perception looking for anything hidden or under the bed: 1d20 ⇒ 8

"Well perhaps we should leave a note if she comes back?" "Pathfinders here for you. Meet us at the guest house."

Grand Lodge

LG (she/her) half-orc paladin of Erastil 1 || HP 12/12 || AC 17/12/15; -3 ACP || Fort +4, Ref +2, Will +2 || Perc -1 (darkvision) || Stealth -3 || Speed 30/20 ||

Heading back to the guesthouse because food is important.

"This place is...fascinating. I wonder how they feel about me." Kuikka checks the place food gets left and gathers up anything left for us. "What do we still need to do?"

Sovereign Court

GM TOP's #10-14: Debt to the Quah (Core) Female NG Halfling Bard 3 | HP 21/21 (+7 THP) | Riding dog HP 13/13 (+8 THP) | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +4, R: +6, W: +3 (+2 vs. Fear) | Init +2 | Perc +5 | SM +15 | Speed 20ft (40ft on riding dog)

Back at the guesthouse Corba feeds Rocky first.

"Who's a good boy? Who's a good boy, Rocky? Yes, you are!"

She then answers Kuikka.

"Yes, this place is really something special... but I am not sure if in a good way or not. I mean, on the surface it all looks like a very nice place to live, but there's something off. Unfortunately, I cannot put my finger on it yet."

She starts to eat, then remembers Kuikka's actual question.

"Weaver, town square, priests, blacksmiths, carpenters", the halfling says while raising a finger each time. "That was the plan, but we got sidetracked by the heated discussion of the professionists. We did not ask about Amenira at the town square, did we?"

She thinks about the last two days while chewing whatever nice food was delivered.

"Wait... when we arrived I got the feeling that the sheriff was honest, but he wasn't telling us everything. We should ask him some more questions... maybe about the children? And he should know if Amenira went out on a supply trip, right?"

list of questions for the sheriff: Amenira, the children, the unwritten rules (e.g. the color blue?), the tree Robori lives in, the miracle of the village surviving the storm, ...

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

I do feel like we are missing the key, but i have faith if we keep looking we’ll find it somewhere. Let’s grab some lunch and see if we can’t get to the answers for these questions which remain. Markus suggests


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Kimlo sees nothing under the bed. The group heads back for lunch. The same selection from breakfast is sitting in a nice basket in their mailbox. After a bit of rest, the pathfinders head out to find the sheriff. They check his residence first.

The carriage house holds several large wagons. It is also the home of Sheriff Molume, and hosts the largest garden in Mercy. The sheriff is out in said garden removing some weeds when the group approaches. He stands up to see what you need.

Sovereign Court

CN male (CORE)Bard 1 | HP 5/8 NL 8/8 | AC:17, T: 14, FF: 13 | CMD: 14 | Performance: 3/6 Fort +0, Ref +6, Will +2 | perception +6 | initiative +4 | 30ft
skills:
Acro +5 (+1 to jump), Bluff +6, Diplo +6, arcana +2, dungeoneering +2, engineering +2, geography +2, history +2, local +2, nature +2, nobility +6, planes +2, religion +2, Linguistics +5, sing +7, Spellcraft +6 (+8 to ID)
Kuikka wrote:

Heading back to the guesthouse because food is important.

"This place is...fascinating. I wonder how they feel about me." Kuikka checks the place food gets left and gathers up anything left for us. "What do we still need to do?"

Barcher picks at his rabbit food and replies to the half orc, "I imagine as a visitor they do not mind you in general. If you wanted to settle down here though, I believe that is when these "unwritten rules" come into play in their society."

GM TOP wrote:

The carriage house holds several large wagons. It is also the home of Sheriff Molume, and hosts the largest garden in Mercy. The sheriff is out in said garden removing some weeds when the group approaches. He stands up to see what you need.

Barcher waves a hand to greet the Sheriff,"Good Afternoon good Sheriff, We were wondering if we might ask you some questions about Mercy, and the people within; We know as the sheriff, you would be the best source for an unbiased opinion." He says with his salesman smile and wide grin.

Diplomancy: 1d20 + 6 ⇒ (18) + 6 = 24


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The sheriff replies helpfully, ”Ah, good to see a night’s sleep curbed your tongue from last night. How can I help?”

Sovereign Court

CN male (CORE)Bard 1 | HP 5/8 NL 8/8 | AC:17, T: 14, FF: 13 | CMD: 14 | Performance: 3/6 Fort +0, Ref +6, Will +2 | perception +6 | initiative +4 | 30ft
skills:
Acro +5 (+1 to jump), Bluff +6, Diplo +6, arcana +2, dungeoneering +2, engineering +2, geography +2, history +2, local +2, nature +2, nobility +6, planes +2, religion +2, Linguistics +5, sing +7, Spellcraft +6 (+8 to ID)

"We were curious about some of the local customs, for instance, why the lack of any and all blue? Is the color taboo? And the Children, we don't quite understand what's happening with them either." Barcher asks.

Grand Lodge

Male Dwarf Ranger 2|HP 20|AC 16/T 12/ FF 14|Init+2|F+5 R+6 W+1|Perc+6| Ranger 2

"Yeah is everything OK in the town?"

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

and we are looking for our missing friend, do you have any insight you’d be willing to share? I was a lawman once myself, I know how hard it is.

diplomacy, aid: 1d20 ⇒ 4


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He shrugs, "It's just an ugly color. I don't really know where the dislike started. But no one here likes it. It offends our sight, I guess? I don't know."

After a little bit of needling about the children, the sheriff exasperatedly responds, "Since you don’t seem likely to leave well enough alone, I’ll tell you this much—its part of how we grow up here in Mercy. We all went through that part of our lives and came out stronger than before. Why don’t you ask people in Alkenstar what they think of people with the touch of the Wastes about them? I’m sure they’d be more than happy to fill your ears with hateful drivel about ‘mutants.’ We’re different than what you see out deep in the Wastes, but would they understand that? The children are fine. The changes are good for them out here."

He turns to the monk, "And which friend was this? And why didn't you ask last night about your friend? That would have made more sense."

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

I apologize, we were overtired and with getting peppered with the laws of Mercy it all seemed a bit much. We weren't sure about which way was up last evening. Its our job to find our friend Amenira and what happened to her, just as it is your job to maintain the laws and protect the people of Mercy. We're not here to judge or spread lies, just to understand. Markus replies honestly, waiting to see how the sheriff reacts.

sense Motive: 1d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

LG (she/her) half-orc paladin of Erastil 1 || HP 12/12 || AC 17/12/15; -3 ACP || Fort +4, Ref +2, Will +2 || Perc -1 (darkvision) || Stealth -3 || Speed 30/20 ||

Kuikka lends a pleasant demeanor to the conversation, in hopes of not drying up the flow of information.

Diplomacy aid: 1d20 + 6 ⇒ (1) + 6 = 7 *sigh* That's twice now.

Sovereign Court

CN male (CORE)Bard 1 | HP 5/8 NL 8/8 | AC:17, T: 14, FF: 13 | CMD: 14 | Performance: 3/6 Fort +0, Ref +6, Will +2 | perception +6 | initiative +4 | 30ft
skills:
Acro +5 (+1 to jump), Bluff +6, Diplo +6, arcana +2, dungeoneering +2, engineering +2, geography +2, history +2, local +2, nature +2, nobility +6, planes +2, religion +2, Linguistics +5, sing +7, Spellcraft +6 (+8 to ID)
GM TOP wrote:

He shrugs, "It's just an ugly color. I don't really know where the dislike started. But no one here likes it. It offends our sight, I guess? I don't know."

After a little bit of needling about the children, the sheriff exasperatedly responds, "Since you don’t seem likely to leave well enough alone, I’ll tell you this much—its part of how we grow up here in Mercy. We all went through that part of our lives and came out stronger than before. Why don’t you ask people in Alkenstar what they think of people with the touch of the Wastes about them? I’m sure they’d be more than happy to fill your ears with hateful drivel about ‘mutants.’ We’re different than what you see out deep in the Wastes, but would they understand that? The children are fine. The changes are good for them out here."

He turns to the monk, "And which friend was this? And why didn't you ask last night about your friend? That would have made more sense."

barcher feigns insult and says "Our deepest appologies constable we meant no offense, like my stoic friend said, we were weary from travel."[/b] he catches the sheriff's eye and says "No judgement here of course but it sounds like you just said that the children... and maybe everyone here... is a mutant? or at least have some sort of Mutation they go through during childhood? benificial and of course not mind addling or altering of course," he adds hoping not to offend the local lawman.

Diplomancy: 1d20 + 6 ⇒ (20) + 6 = 26 @Kuikka the duality of pathfinder

Sovereign Court

GM TOP's #10-14: Debt to the Quah (Core) Female NG Halfling Bard 3 | HP 21/21 (+7 THP) | Riding dog HP 13/13 (+8 THP) | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +4, R: +6, W: +3 (+2 vs. Fear) | Init +2 | Perc +5 | SM +15 | Speed 20ft (40ft on riding dog)

Corba adds: "Yes, I mean, who are we to judge? If the children are okay and the ritual is beneficial in the end..."

Aid Diplomancy (Perform: Oratory): 1d20 + 15 ⇒ (17) + 15 = 32

Grand Lodge

Male Dwarf Ranger 2|HP 20|AC 16/T 12/ FF 14|Init+2|F+5 R+6 W+1|Perc+6| Ranger 2

Dwalin nods at Corba.

Grand Lodge

NG Male Dwarf Fighter 2| 20' speed|init+2, Perc +0,| 60' darkvision|24/24 HP|AC21, T12, FF19|Fort+6, Ref+2, Will+0, +1 bravery|

Kimlo smiles and nods too. "Yep, no worries. Just wish we had some information about our missing associate."
Kimlo not knowing when to stop pressing his luck asks, "Is there a really small person in town maybe staying in Amenira's house with her? We sort of thought ... er ... we might have seen evidence of some one small in her house." Kimlo smiles wodely and shrugs.

Grand Lodge

LG (she/her) half-orc paladin of Erastil 1 || HP 12/12 || AC 17/12/15; -3 ACP || Fort +4, Ref +2, Will +2 || Perc -1 (darkvision) || Stealth -3 || Speed 30/20 ||

@Barcher, at least we're getting both sides of the coin. One of my PbD games is having an incredibly rotten string of luck. The only person rolling over a 10 is the GM.

Kuikka kicks Kimlo in the shin, hoping to get him to stop poking at the sore spot.


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The sheriff answers about Amenira, seemingly concerned, "Well, if you are truly her friends and worried about her, we are too. She left a couple months ago and hasn't returned. We assumed it was just one of her regular trips to Alkenstar, but she usually doesn't take so long to return. Do you want me to escort you to her residence where she makes dolls? We could take a look around? I can also ask around town, see if any of the little kids are sneaking in there."

If you take him up on his offer, nothing further is found in her residence.

The pathfinders wander around town, asking a few questions here or there but no additional information is gained. Finally retreating to their residence for dinner, they are halfway through eating when a bunch of yelling is heard from the town square. They rush to the scene and...


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Screeches fill the air, accompanied by the sound of thousands of wings crashing through leaves and branches, and the occasional “thud” of something hitting the ground from a great height. The people of Mercy are out in the square, slinging rocks into the trees to frighten away the mass of bats attacking the town. A swirling collection of shadows appears along the wall of the carriage house. As the people in the square cry out in surprise, the shadows collect themselves into distinct forms. A figure wearing a large cape flees from a small child who lurches forward with an unnatural gait.

Initiative
Barcher: 1d20 + 4 ⇒ (20) + 4 = 24
Corba: 1d20 + 2 ⇒ (2) + 2 = 4
Kimlo: 1d20 + 2 ⇒ (6) + 2 = 8
Kuikka: 1d20 + 2 ⇒ (1) + 2 = 3
Markus: 1d20 + 5 ⇒ (13) + 5 = 18
Dwalin: 1d20 + 5 ⇒ (7) + 5 = 12

Red Small Child: 1d20 + 6 ⇒ (7) + 6 = 13
??: 1d20 + 2 ⇒ (6) + 2 = 8

Round 1: What the Heck is Going ON?!?
Buffs: NA
Barcher
Markus

Red Small Child? (Trained Arcana to ID)
Dwalin
Kimlo
??
Corba
Kuikka

Bold may act! There are FOUR torches within reach of the group that may be detached (as a move action) and used as weapons, if necessary. The bats are currently not targetable as they have been scattered wide and far, but that may change if they get organized.

GM Screen:
B: 1d20 + 6 ⇒ (19) + 6 = 25
D: 1d20 + 6 ⇒ (9) + 6 = 15
M: 1d20 + 11 ⇒ (13) + 11 = 24

Oooh, Kuikka rocked another 1 there! AND Barcher a 20!!!

Sovereign Court

CN male (CORE)Bard 1 | HP 5/8 NL 8/8 | AC:17, T: 14, FF: 13 | CMD: 14 | Performance: 3/6 Fort +0, Ref +6, Will +2 | perception +6 | initiative +4 | 30ft
skills:
Acro +5 (+1 to jump), Bluff +6, Diplo +6, arcana +2, dungeoneering +2, engineering +2, geography +2, history +2, local +2, nature +2, nobility +6, planes +2, religion +2, Linguistics +5, sing +7, Spellcraft +6 (+8 to ID)

K(Arcana): 1d20 + 2 ⇒ (8) + 2 = 10

Barcher will grab one of the torches and approach the red child calling out,"Are you alright child?? Where are your parents??"

move action to grab the torch, move 30 feet towards the child.

Sovereign Court

GM TOP's #10-14: Debt to the Quah (Core) Female NG Halfling Bard 3 | HP 21/21 (+7 THP) | Riding dog HP 13/13 (+8 THP) | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +4, R: +6, W: +3 (+2 vs. Fear) | Init +2 | Perc +5 | SM +15 | Speed 20ft (40ft on riding dog)

Knowledge: Arcana t: 1d20 + 5 ⇒ (8) + 5 = 13

I hope that's high enough...

Grand Lodge

LG (she/her) half-orc paladin of Erastil 1 || HP 12/12 || AC 17/12/15; -3 ACP || Fort +4, Ref +2, Will +2 || Perc -1 (darkvision) || Stealth -3 || Speed 30/20 ||

YAY! Last! At this rate, I might need Improved Initiative...


Current Map | Helga Silverbrew

You're not last, you're first in the second round :D


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Barcher quickly realizes this is not a small child, but isn’t sure what it is. Corba has seen one before, back at the grand lodge. It is a soul bound doll, a tiny Neutral construct with quite a variety of abilities as it takes influence from the soul bound to it, usually. This one looks like it has some form of damage resistance (DR 2/Magic). The bard regrets she didn’t pay more attention to details about it though.

Markus is up

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus hands his staff to Kuikka, advancing toward the whatever this is.

Advance, Total defense


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The construct moves into the center of the square, but does not attack anything. Instead it speaks one word. One word that sounds as the the mournful whisper of wind through a creaking forest.

”Murder!”

Round 1: What the Heck is Going ON?!?
Buffs: NA
Barcher
Markus
Red Small Child? (Trained Arcana to ID)
Dwalin
Kimlo

??
Corba
Kuikka

Bold may act! There are now only three torches within reach of the group that may be detached (as a move action) and used as weapons, if necessary. The bats are currently not targetable as they have been scattered wide and far, but that may change if they get organized. The town citizens are running for cover.

Sovereign Court

GM TOP's #10-14: Debt to the Quah (Core) Female NG Halfling Bard 3 | HP 21/21 (+7 THP) | Riding dog HP 13/13 (+8 THP) | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +4, R: +6, W: +3 (+2 vs. Fear) | Init +2 | Perc +5 | SM +15 | Speed 20ft (40ft on riding dog)

”Watch out - it's a soul bound doll!”

Corba seems still stunned at the sight of the unusual doll - well, not actually stunned, just got a four on initiative ;-) - but that does not stop her from talking.


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Dwalin and Kimlo are up.

Grand Lodge

Male Dwarf Ranger 2|HP 20|AC 16/T 12/ FF 14|Init+2|F+5 R+6 W+1|Perc+6| Ranger 2

Dwalin steps towards the doll.

double move

"Oi don't nu waaat dis doll is. but 'ill me ax 'urt it?"

Grand Lodge

NG Male Dwarf Fighter 2| 20' speed|init+2, Perc +0,| 60' darkvision|24/24 HP|AC21, T12, FF19|Fort+6, Ref+2, Will+0, +1 bravery|

Kimlo double moves to get closer. "I told you there was a little person around. Stand still, leprechaun." Kimlo closes in hands up, ready to tackle the wooden wonder.


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Dwalin and Kimlo move out to engage the threat, if it is one. It seems like one. Dwalin forgets that his axe is still secured at the Sheriff’s residence.

One of the hanging cloaks on a nearby clothesline animates, detaches and launches itself into the air. Where it flies the bats gather behind and begin to swarm together angrily.

Round 1: What the Heck is Going ON?!?
Buffs: NA
Barcher
Markus
Soulbound Doll
Dwalin
Kimlo
Shadowy Cloaky Figure (flying 40 ft up, above the swarm) Trained Knowledge Dungeoneering to ID
Corba
Kuikka

BATMAN SWARM (Flying 20 ft up) Trained Knowledge Nature to ID

Bold may act! There are now only three torches within reach of where the group started that may be detached (as a move action) and used as weapons, if necessary (they will do one fire damage to swarms, if you hit). The town citizens are running for cover.

Sovereign Court

GM TOP's #10-14: Debt to the Quah (Core) Female NG Halfling Bard 3 | HP 21/21 (+7 THP) | Riding dog HP 13/13 (+8 THP) | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +4, R: +6, W: +3 (+2 vs. Fear) | Init +2 | Perc +5 | SM +15 | Speed 20ft (40ft on riding dog)

Knowledge: Dungeoneering t: 1d20 + 1 ⇒ (11) + 1 = 12
Knowledge: Nature t: 1d20 + 1 ⇒ (18) + 1 = 19

Corba grabs a torch and starts a bardic performance.

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects, +1 competence bonus on attack and weapon damage rolls.

Grand Lodge

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LG (she/her) half-orc paladin of Erastil 1 || HP 12/12 || AC 17/12/15; -3 ACP || Fort +4, Ref +2, Will +2 || Perc -1 (darkvision) || Stealth -3 || Speed 30/20 ||

Kuikka reaches for her sword and mutters something uncomplimentary about busybody sheriffs and stupid town rules under her breath in Orc as she remembers that she doesn't have it (or any other weapon) right now. Unslinging her pack, she rummages around for a moment before emerging with a crowbar. "This'll have to do."

Move to rummage, move to grab

Sovereign Court

GM TOP's #10-14: Debt to the Quah (Core) Female NG Halfling Bard 3 | HP 21/21 (+7 THP) | Riding dog HP 13/13 (+8 THP) | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +4, R: +6, W: +3 (+2 vs. Fear) | Init +2 | Perc +5 | SM +15 | Speed 20ft (40ft on riding dog)

@Kuikka: You are mistaken (and therefore don't have to search for a weapon), because Markus handed you his staff (Link).

Grand Lodge

LG (she/her) half-orc paladin of Erastil 1 || HP 12/12 || AC 17/12/15; -3 ACP || Fort +4, Ref +2, Will +2 || Perc -1 (darkvision) || Stealth -3 || Speed 30/20 ||

And the staff that Markus handed her earlier clonks off her armor as she turns around. "Right, Staff!" Better than this hunk of metal anyway...

Thank you!


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Spell Templates | Dwarf Info | Dwarf Maps | Quah | Trouble in Otari

Kuikka grabs the staff. Corba begins her inspiration! It is quite inspiring, in an inspirational manner.

And while she has no clue what the animated cape might be, she easily identifies the swarm of bats as a threat. They are, like most swarms, immune to weapon damage (with the one exception being lit torches do one fire damage per hit to swarms). They also cause bleed (one point) if they damage anyone.

And attempt to damage people, they do! Swarming down from the sky the feisty critters envelope the nearest two foes.

Bites, so many bites: 1d6 ⇒ 6

The citizens of the town have all fled to cover or a safe distance.

Markus, please make a DC 11 Fort Save vs. Distraction first. If you fail, you are nauseated for one round.

Round 2: What the Heck is Going ON?!?
Buffs: +1 IC is up!
Barcher
Markus (-6 HP, Bleeding 1 at start of turn, Fort Save Due)

Soulbound Doll (-4 HP)
Dwalin
Kimlo
Shadowy Cloaky Figure (flying 40 ft up) Trained Knowledge Dungeoneering to ID
Corba
Kuikka
BATMAN SWARM

Bold may act! There are now only two torches where the group started that may be detached (as a move action) and used as weapons, if necessary (they will do one fire damage to swarms, if you hit).

Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.

Sovereign Court

CN male (CORE)Bard 1 | HP 5/8 NL 8/8 | AC:17, T: 14, FF: 13 | CMD: 14 | Performance: 3/6 Fort +0, Ref +6, Will +2 | perception +6 | initiative +4 | 30ft
skills:
Acro +5 (+1 to jump), Bluff +6, Diplo +6, arcana +2, dungeoneering +2, engineering +2, geography +2, history +2, local +2, nature +2, nobility +6, planes +2, religion +2, Linguistics +5, sing +7, Spellcraft +6 (+8 to ID)

K(Dungeoneering): 1d20 + 2 ⇒ (5) + 2 = 7

"Get away, get away!" Barcher shouts as he waves his torch into the swarm of bats as best he can.

waving a torch vs Bats: 1d20 + 1 ⇒ (13) + 1 = 14

Grand Lodge

NG Male Dwarf Fighter 2| 20' speed|init+2, Perc +0,| 60' darkvision|24/24 HP|AC21, T12, FF19|Fort+6, Ref+2, Will+0, +1 bravery|

Just a quick question before I get too excied for fried bat, did the sheriff take away alchemist fires and or acid? Kimlo never leaves home without them, unless ... the sheriff took them away.
"Now we got bats too? Great Torag's beard, what town lets bats swarm though their square?" Maybe if they had armed citizens this ... wouldn't happen."

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