GM Miteke - The Twisted Circle (7-12) (Inactive)

Game Master miteke

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RPG Chronicles - Generated Chronicles


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The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

"As time is money, the longer we spend in this place, the greater into debt we grow. Is there another, more profitable lead we should pursue?"

The Exchange

Small Female Wayang N Alchemist 2 (Mind Chemist) Buffs: HP 19/19 | AC 15 T 14 FF 12 | CMB -1 CMD 11 | F +5 R +6 W -1, +2 vs poison, shadow school| INIT +5| PER +6 Darkvision 60'|SM -1| Speed 20' |Condition:
Resources:
Re-roll 1/1|Light and Dark 1/1, Dissolution's Child 1/1, Cognatogen: 1/1, Bombs: 9/9, Extracts 1st 4/4

Grilgoth ponders the significance of the Defoliant Polish.

"Perhaps we can use this paste to cure the roots of the tree?"

24 Knowledge Nature on a take 10.


Grilgoth determines that that is a Very Bad Idea. The stuff is poisonous to ALL plants and would likely have the opposite effect than that desired.

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

Shall we try the carriage house then we can wrap up at Artisan's Square and talking to people around town? Ezekial suggests to the group.

The Exchange

Small Female Wayang N Alchemist 2 (Mind Chemist) Buffs: HP 19/19 | AC 15 T 14 FF 12 | CMB -1 CMD 11 | F +5 R +6 W -1, +2 vs poison, shadow school| INIT +5| PER +6 Darkvision 60'|SM -1| Speed 20' |Condition:
Resources:
Re-roll 1/1|Light and Dark 1/1, Dissolution's Child 1/1, Cognatogen: 1/1, Bombs: 9/9, Extracts 1st 4/4

"Sure. We should get on it."


The carriage house holds several large wagons and you find the sheriff tending the garden for the place. A small bell tower is attached the southern side of the building which, you suspect, is the one that is run at the beginning and end of curfew each day. The sheriff eyes you as you approach the building.

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

Ezekial waves at the Sheriff, Greetings Sheriff, nice to see you. We're looking for a friend of ours, I think we mentioned that when we first met. Her name is Amenira Sorry spelling? and it seems like she's just gone - anything you know would help. Also this is a nice town here, everyone's been very welcoming!

Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25


"Well..."

He slowly stands up and brushes the dirt off his hands.

"She went to Alkenstar a mighty long time ago and hasn't returned. I would’ve thought she’d be back by now. Maybe she decided to go back to city life, but it’s awfully rude of her not to at least stop by and say goodbye first."

The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

"Rude, indeed. Good manners are the grease that keeps the axle wheel of commerce turning. Sheriff, do you think it's possible she met with foul play? We ourselves were tormented by ferocious beasts on the way here."


"The wastes are a dangerous place if you don't stick close to Mercy. She might have met any number of unpleasant situations out there. A pity if that is the case. She's not a proper one of us, but she's nice enough, and follows the rules, so we don't mind her sticking around, and she makes good toys for the children. At least, she used to."

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

That's sad to hear. From seeing your community I highly doubt foul play befell her here, so we can rule that out. Perhaps she was consumed by some foul beasts in the Wastes. Can you tell us what happens here when the Mana Storms start? Ezekial asks the man.

Dark Archive

Female CG Aphorite | HP 91/67 | AC 29 T 15 FF 28 | CMB +9, CMD 23 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft | FireRes 20, Blur

"What kind of toys did she used to make?"


"Dolls."

Then he launches into a ramblingly dull account of marriages, children, and construction. A boring lecture that seems to have no end as he fiddles with his hoe.

Dark Archive

Female CG Aphorite | HP 91/67 | AC 29 T 15 FF 28 | CMB +9, CMD 23 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft | FireRes 20, Blur

Patchouli whispers to her teammates "So our friend made all the dolls we found while she was here...? Could there be something special about those dolls?"

The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

Nistivo whispers back "Hm, we did see doll-carving tools in her cottage. And also, the imprint of a very small person sleeping in the bed. Unless Amenira was a halfling, perhaps she adopted a local child?"

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

Two last questions Sheriff, do a lot of visitors come to Mercy? And how often do mana storms happen here? Ezekial asks politely.


The sheriff pauses and says, with frustration, "No and they don't. Now, excuse me, I have a lot of work to do."

The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

Nistivo rubs his chin and says to the others. "Well, unless anyone has a bright idea, I suggest we return to civilisation! We'll report that Amenira cannot be found, and hopefully be sent on another, far more profitable, venture!"

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

Ezekiel laughs at Nasitivo’s jest, Come, let’s venture to the market and talk to folks in the street and see if there is anything else we can learn here.

Ezekiel begins wandering that direction, stopping a random passerby when he gets to the market, Excuse me, we are visiting here trying to find out more about a friend of ours who’s gone missing. Her name is Amenira, and she is a doll-maker. We’re worried about her and haven’t heard from her in quite some time.

diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12


The visit to the cottage takes a few hours all told and it is about time for the mid day meal. You return to your lodging and share a meal and it is into the afternoon by the time you voyage forth. You notice that the villagers uniformly wear orange shirts and orange belts and scarves that have faded toward yellow. The one that Ezekial questions stops, almost startled.

A bit the villager pauses to answer the question in a sternly polite kind of way. "Amenira? She lives in the painted house and makes toys for the children. She’s an outsider, but she dresses like one of us. If she would convert to Robori, maybe she could join us someday. She’s been gone for a while now.”

Anyone want to try and improve her attitude and wheedle a little more information out of her?

Silver Crusade

#?-?? Male LN Dwarf unch. Monk 3/Cleric (Ecclesitheurge) 1 | HP 29/31 | AC 17(21) T 17 FF 14(18) (mage armor)| CMB +7, CMD 24 | F +6, R +6, W +6 (+2 vs. Poison/Spells/SLAs) | Ini +2 | Perc +10 (darkv. 60'), SM +7 | Speed 30ft | Ki 6/6 | Lucky Number: ?

Baldrum hides his holy symbol in one of his pockets. When meeting the villager he adds: "Sorry for being a bother, but we are really worried about her..."

aid diplomacy: 1d20 - 3 ⇒ (7) - 3 = 4

Well, it was worth a try... :-/

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

Diplo: 1d20 - 1 ⇒ (18) - 1 = 17

Could she have told the children if she had plans of leaving, and where she planned to go? Do you know some families who were regular customers?


For some reason Eredur hits a soft spot and the Villager opens up a bit.

“Amenira has been gone for two months now, and people are starting to worry about her. No one remembers her saying anything about being gone for longer than her usual trips back to Alkenstar to send letters to her family. She has an odd habit of making dolls that look like her. We were all suspicious of Amenira when she showed up. The sheriff told us that he would keep an eye on her and that we should go about our lives. I’m ashamed to say I disobeyed him and started following Amenira. I saw her wandering off after curfew, and the sheriff caught me skulking in the bushes like a bandit. I should have trusted the sheriff. Sure, she breaks curfew, but she keeps to herself, roaming the Wastes for Robori knows what reason."

The Exchange

Small Female Wayang N Alchemist 2 (Mind Chemist) Buffs: HP 19/19 | AC 15 T 14 FF 12 | CMB -1 CMD 11 | F +5 R +6 W -1, +2 vs poison, shadow school| INIT +5| PER +6 Darkvision 60'|SM -1| Speed 20' |Condition:
Resources:
Re-roll 1/1|Light and Dark 1/1, Dissolution's Child 1/1, Cognatogen: 1/1, Bombs: 9/9, Extracts 1st 4/4

Grilgoth is not much with people but anyone can have a good day. The alchemist chimes in.

"Yes, perhaps with your help we can find her."

Aid Diplomacy, DC 10: 1d20 - 2 ⇒ (8) - 2 = 6


"What?" She snorts at Grilgoth and gives her the glossy eyed stare.

"You think I have nothing better to do than go looking for an outsider out there?"

With a harrumph she backs away like she just met something poisonous and hurries away.

Dark Archive

Female CG Aphorite | HP 91/67 | AC 29 T 15 FF 28 | CMB +9, CMD 23 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft | FireRes 20, Blur

Aid Diplo: 1d20 + 8 ⇒ (8) + 8 = 16
"She's nice enough to make dolls for the children. With your help, we might be able to bring back the toymakers for the kids."
I guess it's too late to aid?


You got the info that was available for improving the attitude to friendly so no loss.

The woman is not interested in more conversations and she pointedly ignores your final words. As you pause there you can't but overhear a heated argument between a couple of craftsmen. One of them is a burly specimen wearing a heavy apron and the other a tall thin man with a toolbelt holding a hammer, measuring tape, file, and a few other common tools.

"Come on, you fool, how can you compare pounding a few hunks of metal into shape with all the work we do, creating the homes you live in and the wall that protects us?"

"Rubbish! That hammer you use is only there because of me! I'd like to see you build a simple box without the tools we blacksmith's provide."

It seems like a pretty silly argument but the two of them are growing more an more heated and nearly to the point of blows. Before long a few others join one of the two groups and a shouting match ensues.

DC 15 Perception:
You notice children in the distance wearing the same orange garb as the other villagers; their hands, arms, and faces are covered in what appears to be bandages. Some adults quickly usher the children out of view. In fact it strikes you that these are the first children you have seen.

The Exchange

Small Female Wayang N Alchemist 2 (Mind Chemist) Buffs: HP 19/19 | AC 15 T 14 FF 12 | CMB -1 CMD 11 | F +5 R +6 W -1, +2 vs poison, shadow school| INIT +5| PER +6 Darkvision 60'|SM -1| Speed 20' |Condition:
Resources:
Re-roll 1/1|Light and Dark 1/1, Dissolution's Child 1/1, Cognatogen: 1/1, Bombs: 9/9, Extracts 1st 4/4

Grilgoth focuses her attention at the children in the distance. The fact that they are bandaged is quite strange but must somehow be related to what is going on here.

16 Perception on a take 10.

The alchemist ponders the thread that is holding everything together but is at a loss to describe it accurately. She speaks quietly to her party while the others argue in the distance.

"We are missing something here. Something important. The children are involved but how?"

Silver Crusade

#?-?? Male LN Dwarf unch. Monk 3/Cleric (Ecclesitheurge) 1 | HP 29/31 | AC 17(21) T 17 FF 14(18) (mage armor)| CMB +7, CMD 24 | F +6, R +6, W +6 (+2 vs. Poison/Spells/SLAs) | Ini +2 | Perc +10 (darkv. 60'), SM +7 | Speed 30ft | Ki 6/6 | Lucky Number: ?

That conflict is silly and completely unnecessary. I will end this.

Baldrum gets closer to the craftsmen and tries to get their attention by growing twice his size for a few seconds.
(using my domain ability to self-enlarge for 1 round)

"AHEM."

When they seem to listen, he peacefully holds up one hand (open palm) and says the following words of wisdom:

"Where I come from, both the sun and the rain are needed for a tree to grow fruit. Isn't it the same here?"

@Pathfinders skilled in Diplomacy: you may 'translate' Baldrum's 'words of wisdom' at any time! ;-)


Yea, this is definitely going to require a diplomacy roll. Intimidation might stop the argument, but it won't make any friends :)

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

diplo: 1d20 - 1 ⇒ (16) - 1 = 15

All craftmen worth of their skills knows that the sum of a thing is more than his parts. You need so many things to create an item, you need time, materials, concentration, tools, skills, creativity... It doesnt matter if you work stone, wood, metal, wool, or something else. This conflict is useless. Those are the words from a craftman to fellows craftmen.

Eredur displays his own artisan's tools, beautilfully crafted and engraved with his initials Masterwork Jewellery tools , then, his eyes twinkling, he says his final argument

The wood is used to create the hammer's handle. But the wood couldn't be cut and used without the axe's blade. Everything is tied together, and each craftman deserves respect for doing his part in the grand mechanism.


They are not convinced and Eredur is mostly ignored.

Silver Crusade

#?-?? Male LN Dwarf unch. Monk 3/Cleric (Ecclesitheurge) 1 | HP 29/31 | AC 17(21) T 17 FF 14(18) (mage armor)| CMB +7, CMD 24 | F +6, R +6, W +6 (+2 vs. Poison/Spells/SLAs) | Ini +2 | Perc +10 (darkv. 60'), SM +7 | Speed 30ft | Ki 6/6 | Lucky Number: ?

"Eredur here is right. You are both very much needed in this community. Stop fighting over it."

Aid diplomacy: 1d20 - 3 ⇒ (4) - 3 = 1 :-/

It seems Baldrum's no-nonsense approach doesn't work so well so far... maybe someone else wants to try and help?

The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

Nistivo watches the argument dispassionately. It's really none of his business, after all.

He replies to Grilgoth. "Perhaps you're right. I suggest the direct approach. Go ask one of the little miscreants how they got hurt."

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

Kind folk of Mercy, I am but a humble visitor to your fine town, can you explain this disagreement? Perhaps enlightening our outside perspective can help set a path through this disagreement? Ezekial proffers.

Aid, Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21


Ezekiel causes the two groups to pause and listen and explain. It really is a silly argument that started during one of their festivals when the dunking tower collapsed and the carpenter's blamed it on the faulty nails, which of course made the blacksmiths insist it was because of the shoddy work by the carpenters. That turned into eternal bickering over who is more important to the town.


bump

The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

Nistivo pulls out Amenira's letter and re-reads it. "Hm, have we checked out this weaver she mentions "infiltrating"? Apart from that, I think we have concluded our good faith due diligence on this search and should report back to the Society that Amenira is nowhere to be found. Perhaps they'll be able to try divination magic or something of the sort. And back in Alkenstar, I could have a nice, long bath and a real meal!"

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

Not yet, and we should have a discussion with this weaver soon. Thank you for reminding us, we should focus on that, as soon as the local craftmen are calm again. It might be irrelevant to our mysterious disappearance, but being seen as peacekeepers by the citizen might help our future inquiries.

Eredur looks around
Is it my imagination or we don't see that many children outside? I understand the Wastes are dangerous, but the town is boastful enough in the protection of Robori for feeling safe to let children play outside.

The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

Nistivo shrugs slightly, and looks around to see if he can find a cottage that looks like a weaver's.


@Nistivo
No, the houses look very much the same. You will have to be inventive to find out where the weaver lives. However, the main square is a trading center and finding the weaver would not be difficult, particularly for someone skilled at business such as Nistivo.

The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

Nistivo makes the rounds of the trading square, mentioning casually to a couple of stall-keepers that he does some trading in imports/exports of fine cloth, rugs, clothes, and the like. It's not exactly true, but if a lucrative opportunity presented itself, it could become true!

Bluff: 1d20 + 3 ⇒ (15) + 3 = 18
Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
Profession (merchant): 1d20 + 3 ⇒ (13) + 3 = 16

As an aside, I kinda like that Nistivo has a low Profession (merchant) bonus--he's not nearly the keen man of commerce he thinks he is! And that probably explains why he has to pal around with Pathfinders . . .

Dark Archive

Female CG Aphorite | HP 91/67 | AC 29 T 15 FF 28 | CMB +9, CMD 23 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft | FireRes 20, Blur

Diplo: 1d20 + 8 ⇒ (13) + 8 = 21
"Excuse me, could you please tell me how I can find the weaver?"


A villager points to one of the cottages.

"He is either at home, or in the square conducting trade."

Three sets of orange robes hang from the clothesline outside of this simple cottage. Two of them are sized for adults, while the other one is sized for a child. The orange flag on this house’s message box is raised. Orange curtains cover all of the windows.

The Exchange

Male LN Prophet of Kalistrade 3 | HP 20/25 | AC 15 T 11 FF 14 | CMD 16 | F: +4, R: +2, W: +1| Init: +1 | Perc: +4, SM: +1 | Speed 40 ft |Shirt Reroll: 1/1, Pin: 1/1, Subterranean Slayer 0/1|Bloodrage 7/9 rounds| Spells: | Active Conditions:

"Hm, what do we have here?"

Making sure he's not observed by the townsfolk, Nistivo slips the message out of the message box.


The family’s message box contains a pot of skin ointment and contains a letter from the Sheriff, reminding the family to “be mindful of the curtains with visitors in town”. You can hear sounds coming from within the house.

[

DC 20 perception:
Sounds like a child playing and some clacking noises.

The Exchange

Small Female Wayang N Alchemist 2 (Mind Chemist) Buffs: HP 19/19 | AC 15 T 14 FF 12 | CMB -1 CMD 11 | F +5 R +6 W -1, +2 vs poison, shadow school| INIT +5| PER +6 Darkvision 60'|SM -1| Speed 20' |Condition:
Resources:
Re-roll 1/1|Light and Dark 1/1, Dissolution's Child 1/1, Cognatogen: 1/1, Bombs: 9/9, Extracts 1st 4/4

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Grilgoth is able to discern the sounds from the house.

"It sounds like a child, maybe at play with a toy?"

She examines the pot of skin ointment with a trained eye.

21 Craft-Alchemy on a take 10.

Dark Archive

Female CG Aphorite | HP 91/67 | AC 29 T 15 FF 28 | CMB +9, CMD 23 | F +15, R +8, W +10 | Init +1 | Perc +10 | Speed 30ft | FireRes 20, Blur

Perc: 1d20 + 5 ⇒ (13) + 5 = 18 "Are they trying to use curtains to conceal something? It does make it hard to distinguish whatever that's going on inside the house."


@Grilgoth
The ointment is for skin conditions that involve cracking and dryness.

Grand Lodge

Male Dwarf Wizard 5 Init+2 AC 14 (18) T12 (16) FF12 (16) HP 37/37 Fort+5 Ref+6 Will+5 Perc+0 Spd 20 Wand of Mage Armor 38/50; Wand of Magic Missile 39/50 ; Wand of Burning Hands CL3 1/50 ; Wand of CLW 42/50; Wand of Ray of Enfeeblement 47/50;Hand of App 5/6

That's the point, Miss Patchouli, I guess. They don't want prying eyes from strangers.

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