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Game Master Violant

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Still waiting on Thraag. Will bot tonight / tomorrow morning.


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Sorry, I missed you asking for rolls and thought we were still just waiting to get moving along.

Thraag tries to just keep the cart moving as fast as possible without hitting anyone.

Acrobatics: 1d20 ⇒ 5


IG Slides OoA Slides

Most of you manage to make it through relatively quickly... Thraag and Gattlebee, however, manage to bump into everyone and fall ever-so-slightly behind. The voices, which are louder to Thraag, continue... and it sounds like more bickering and running towards you.

Dwarven:

"Clear that overload already! I don't want to be shocked by your gun again because you screwed up."

After a while, you encounter what seems to be a festival dedicated to Brigh, the Bronze Lady festival. There's a parade of all variety of technology, but this being Alkenstar, is mostly clockwork. There's a good variety of steamworks, and a small selection of non-clockwork automata that seem to come from presumably Nex, Alkenstar's neighbor. The crowd is even more tightly packed.

You could decide to throw them off your trail slightly by joining in the parade itself Appropriate perform or Knowledge (engineering) ), doing something similar to blend in with a crowd of worshippers ( Knowledge (religion) ) or try to once again weave your way through the crowd, albeit this time around it'll be a bit tougher to do so ( Knowledge (local) or Acrobatics )

What does our group of outlaws do?


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knowledge: religion: 1d20 + 4 ⇒ (20) + 4 = 24

Knowing they were being pursued, Onnello slows down and waits for Thraag and Gattlebee. Having been 'on patrol' last year for the 'Bronze Lady' festival parade, he had a good idea of what to do and where to go. Leaning towards the others, he whispers. "Watch me, do what I do. Use whatever 'mechanical device' you have as an object of your adoration."

He draws out the ornate dragon pistol holding it at chest level, like an offering. Keeping his head bowed, he blends into the crowd mumbling 'prayers' like the other petitioners.

I don't know if the others can copy Onnello or not, but I thought a twenty was strong enough to do a little play acting


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Thraag uses his hat to shift into clothes similar to what the religious procession is wearing and joins in with them.

Religion: 1d20 + 8 ⇒ (3) + 8 = 11 Sigh.

Can we be taking 10 as we go through the crowd? It's too late to matter here, but at some point I would like to catch up maybe.


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Knowledge (local): 1d20 + 4 ⇒ (12) + 4 = 16

Not wanting to draw further attention to himself, Narl pulls his hood back up and tries to move with the crowd. He hangs back enough to keep an eye on Gattlebee, though. Should the man be in any danger, he's ready to draw his sword and... well, something.

Grand Lodge

Told joins the parade in some manner or another, utilizing the skills he has picked up as a bard and an archeologist to blend in.

Unsure of which kind of perform is utilized. Told will use perform: Oratory if appropriate, if not he will use Knowledge: Religion

Perform: Oratory: 1d20 + 9 ⇒ (11) + 9 = 20

Knowledge Religion: 1d20 + 7 ⇒ (6) + 7 = 13


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

There is NOTHING Erryll loved more than making fun of other people's ridiculous displays of veneration, but he figured why not try to blend into this crowd ...

Lore(Brigh): 1d20 + 8 ⇒ (5) + 8 = 13


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Everyone but Thraag and Erryll seamlessly blend in and gain some ground against the chasing group of roughs. Erryll stands out a little bit due to not being familiar with the customs... while Thraag sticks out a little bit more than even Erryll. It could be worse, though. You can get a good look at part of the party chasing you if you glance back:

- A human man in wizardly robes, which is fairly notable in Alkenstar given the unreliability of magic carrying what seem to be a revolver emblazoned with Brighite which he seems to be showing off as he joins the parade while chasing. Notably, he doesn't seem to be a native.

- A tengu of unidentifiable gender, carrying a musket carved with symbolism of ants, clockwork, and electricity of all things, which is of little use in Alkenstar except for newly created lighting devices (think carbon arc lamps, i.e. really early electrical devices that you might even see in the Wild West)

They seem to be talking to people, but you're unsure of who, as they continue moving through the crowd, with the human taking the path of joining the parade, and the tengu opting to weave through the crowd.

Dwarven:
"They're gaining! Blend in or sneak through, and don't lose track of the cart. You remember what happened on our last mission, bird-brain. Don't get the alchemist who hired us mad."

After you make it through the parade, you come out a bit farther away from the persuers than you were before... but run into a portion of the road that is massively under construction, with the crew attempting to repair a sinkhole that swallowed an entire clockwork carriage, with bits and pieces spread out throughout the area. You could try to move heavy bits yourself STR check, you could try to order people as if you were a supervisor Knowledge (Engineering) or Bluff. , or you could try some alternate methods. You can't take too long though, ssince you're still being pursued! What will our party do?

You can make a Knowledge (Religion) check to see if you know anything about that tengu and their gun, a Knowledge (arcana) for the wizard if you want to learn what their deal is.


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

KN(Arcana): 1d20 + 11 ⇒ (18) + 11 = 29

In the back of his mind, Erryll swears one of the ancestors knows something about the weird wizard. Most of Erryll's human relatives were from outside the area ... he just needed to put his finger on it.


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IG Slides OoA Slides

You still need to roll for the sinkhole.

Erryll, you and your ancestors have a hunch that this wizard is most likely a spellslinger, sometimes also called a Spellshot, given the lack of any other weapon, staff, bonded item, or familiar. They study quite intensely to achieve magical effects with their gun, such as shooting literal fire and magic missiles out of it. In addition, magical enhancements to their gun apply to their spells, which with powerful magic weapons can be quite terrifying... but with mundane weapons it's more a fancy parlor trick. They're much more common in regions with both firearm and functional magic, though a good few still exist in Alkenstar.


knowledge: religion (for the tengu): 1d20 + 4 ⇒ (9) + 4 = 13

Relieved to be out of the crowd and headed away, Onnello pauses looking back at the two who have joined in the pursuit.

Seeing the disaster in front of them Onnello shakes his head, "Maybe we can push some of it out of the way." Finding what he hope is a loose piece, he gives a good shove.

Str?: 1d20 + 1 ⇒ (16) + 1 = 17


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

"They're tracking us by following the cart," Narl announces to any of his crew nearby. "I'd hate to abandon it, but if we need to lure them off of Gattlebee's trail..."

When he gets to the clutter in the road, he nods at Onnello's suggestion, and puts his back into trying to help him move the clockwork rubble.

Aid Another/Strength: 1d20 + 2 ⇒ (9) + 2 = 11


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Thraag growls as he continues to have issues in keeping up and tries to find a better way by ordering people in the crowd around.

Taking 10 on Engineering for the check to get an 18 and an 8 on Religion for another 18 to find out what I can.

Grand Lodge

Told starts barking commands to people, trying to piggy backing off of Thraags Knowledge and appearin charge.

Bluff: 1d20 + 9 ⇒ (13) + 9 = 22

While he is trying to take charge he also tries to figure out some info about the tengu and the wizard

Knowledge Religion: 1d20 + 7 ⇒ (15) + 7 = 22

Knowledge Arcana: 1d20 + 7 ⇒ (14) + 7 = 21


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IG Slides OoA Slides

Everyone's help clears the way fairly easily, though Narl falls a tad behind as the chase progresses. Told, however, is worried by the imagery on the musket in particular.

Ants, muskets, and elecricity are all symbols of Cixyron, a Daemonic Harbinger of gunpowder, poisonous metals, and electricity. Their cult is known to attack inventors for their nonmagical weaponry, but there are those members that prefer to create the weapons themselves. They're found mostly in the Mana Wastes and Numeria, for obvious reasons, but there are reports of cults as far as Irrisen.

You also know that, as Erryll knows, the Wizard is a Spellslinger. Unless that gun is a very powerful magic item, they're effectively Wizards who can shoot firearms.

I'll still need a check from you for the previous section, Erryll, but I accidentally went ahead anyways.


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As you continue on your chase, a few of you falling ever-so-slightly behind the pack, you come across what appears to be a showdown between two gunslingers in the streets, with their hands on the trigger and ready to fire. Crowds of bystanders stand on either side of them, chearing them on and pretty much blocking safe passage unless you try to get them to scatter Intimidate. There's also the much more polite option of just... asking the gunslingers to hold a little bit while you pass, which will work for all of you (a single successful Diplomacy check will let you all pass). You could also do the, admittedly kind of brazen, act of just dodging the bullets outright Reflex save. There's also still the crowd to weave through, which while more involved then dodging bullets given the size of the crowd of bystanders, might certainly be more preferable. Acrobaticss.

Meanwhile, behind you, you hear more squabbling in Dwarven as the Spellslinger and the Musket wielder continue to chase you:

Dwarven:
(Tengu) "What do you think he'll do to us anyways? We can just run if we fail, right? You head to Blythir, and I go underground with the rest of the 'inventors guild'. Security around both are good enough to prevent Lyzerius from getting to us."
(Human) "... Fine. If they escape, flee. Get those ahead of us to as well, so we don't get killed if we lose 'em. Chase after them in the mean time if we need to, graduate school isn't freaking cheap, for Brigh's sake."

Meanwhile meanwhile, you can feel Gattlebee retch whenever the individuals are talking in Dwarven and mention a name, Lyzerius. Sense Motive if you want, but he'll probably explain later.


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

While they're paused for the gunfight, Narl gathers the crew.

"I just overheard them say that there's more in front of us.

"There's only two of them now, and they're already making plans to flee if things turn wrong. I say we confront the two following us now rather than get trapped between them and whoever they've got in front of us."

He hooks a thumb at the two gunfighters blocking their way.

"Maybe we can make the crowd think it's part of the show."


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Narl, I'm not sure how your idea applies one of the skill options GM Voilant made optional.

Shaking his head at the idea of a straight up fight here around a crowd, Onnello quips, "You all didn't seem keen on participating the last time we were shot at."

Brazenly walking out of the crowd between the two gunslingers, Onnello holds out both of his hand. Smiling, "Gentlemen, gentlemen, gentlemen, I apologize for not being able to stop and watch the show, but we are being chased by a tengu demon worshiper and an evil wizard. Please, I beg your indulgence, let me and my friends pass. Following feel free to continue killing each other."

As he talks, he continues moving across the street, hoping they don't open fire, but ready to dodge in case they do.

Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21
acrobatics (just in case): 1d20 + 3 ⇒ (18) + 3 = 21


IG Slides OoA Slides

If you want to confront them, you can, but you're literally one more set of skill checks away from the Brewery and you don't run into them unless you fall behind too much, they're closing in on you from both ends (the other two aren't waiting), so unless Erryll's retroactive rolls and all of your current rolls fail, you'll be able to avoid 'em. So, onto the next and final chase-encounter unless y'all agree to gun 'em down.

You hear both of them chuckle, both holstering their pistols as the they motion you through. "Eh, it isn't a serious enough duel to kill each other over. We've both had a few of them, but we're using flare cartridges. Go on ahead, sirs," he says to the lot of you. Holding a flare cartridge in his hand that he hasn't even loaded into his pistol yet.

The other one then speaks up, with a chuckle that sounds like she doesn't believe you. "Demon worshiper, eh? We can delay it for a bit since it isn't that serious of a duel. Go on ahead," she says as she motions her hand for you to go through. Once you do though... you all see an old, dilapidated hotel that caught fire and risks setting the entire neighborhood ablaze. The local fire brigade takes up most of the street, blocking all traffic while they get the fire under control. They can use all the help they can get, magical or nonmagical!

You could potentially guess where the fire is likely to spread next, either with scientific knowledge or knowledge of purely the natural state of the world. Knowledge (engineering or nature. You could temporarily join the fire brigade and lift the hoses and nonmagical devices to help put out the fire STR check, or jut plot a route around the blockade (or just rush around everything) Knowledge (local) or Acrobatics. Heck, you could just provide your own water if you can with any water-based spell That would work for all of you.

Meanwhile as you depart, you hear distant, horrid screeching from behind you as there seems to be a commotion at the last obstacle you had to overcome with the gunslingers.

Last obstacle, then all that's left is the Brewery until level 3!


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

It is almost as though Erryll were smiling AND frowning at the same time.
He very very quickly gestures and speaks in Undercommon.
"Nitaskil!
"Fill buckets with water and hand them to the men who are here in front of you!"
The difficult to see minion floats off to find its first bucket ...
Casts Unseen Servant

"It would seem that several of my ancestors were mistaken, who knows, that may explain their absence ... my sorcery is at least as powerful as their witchcraft."

"I can stand here and cast rays of frost at this blaze all night, and I will. The whole city doesn't deserve to die tonight. Let me freeze this, and then throw the cart in the blaze, it isn't what we came for. It will draw an enmormous amout of heat. Shield Gattlesbard. Make him change his disguise. Everyone here is taller and he still looks like an idiotic disguised alchemist with a miniaturized lizard. Let's get this done."

" ... and let me kill the wizard when the time comes."


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Thraag considers the wind, building materials and near by structures to see where the danger would move to and yells at some of the brigade to move accordingly.

I take 10 for an 18 Engineering check to help quench the fire.


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IG Slides OoA Slides

I'll consider that an auto-success for Erryll only. It definitely helps, the reaction of the fire brigade shows, but it doesn't create water. Just move buckets much faster.


Raising an eyebrow as the half-elf's calls magical servants to help carry the water, Onnello tries to maneuver his way around the crowd.

Hearing Erryll's comment about killing the wizard he nods, "Good, I'll focus on the tengu."

Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21
Onnello Ustradi wrote:
Narl, I'm not sure how your idea applies one of the skill options GM Voilant made optional.

It doesn't. It would be combat. I don't recall anything saying that we have to stick to skills only to get through this chase. But if we can lose them after one more skill check, that's great.

Onnello Ustradi wrote:
Shaking his head at the idea of a straight up fight here around a crowd, Onnello quips, "You all didn't seem keen on participating the last time we were shot at."

"I don't know which 'last time' your talking about, but for right now it's five of us against two of them. If we wait, it will be five of us against more-then-two of them."

When Onnello disarms the duel, and the gunslingers (politely!) stand down, Narl moves with the others past, and pulls up short at the sight of the fire.

Erryll Reyven wrote:
"Let me freeze this, and then throw the cart in the blaze, it isn't what we came for. It will draw an enmormous amout of heat. Shield Gattlesbard. Make him change his disguise. Everyone here is taller and he still looks like an idiotic disguised alchemist with a miniaturized lizard. Let's get this done."

Narl narrows his eyes at Erryll in confusion.

"You don't... you don't stop a fire by giving it more things to burn. And we're not burning the cart in any case; it's on loan."

Narl tries to plot a route around the blaze before they get sandwiched between the two groups of people chasing them."[/b]

Knowledge (local): 1d20 + 4 ⇒ (18) + 4 = 22

Grand Lodge

Told attempts to assist in the fire fighting effort by directing people where the fire might be spreading next.

He shouts to Erryll while pointing to where the fire is likely to spread "direct your servant over there!"

Knowledge Nature: 1d20 + 7 ⇒ (17) + 7 = 24

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