DM Brainiac's Wardens of Wildwood

Game Master Brainiac


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Verdant Wheel

Catfolk Druid 6 | DC: 22 | Resistances: Poison 3 | Special: Trap Finder HP 68/68| AC 23 | F+12 R+14 W+14 |P+14(16init) | Speed | Hero 1/3 | Reactions:Gentle Landing, nimble dodge| Conditions:| Exploration:

"Were it that we had more time to prepare against such a potential foe. But we shall do our best to free your village of this oppression. I'm sorry we could not arrive before your demise Edric."

He waves his hand and the tip of his spear near the corpse. "May you walk among the animals and sing upon the breeze in your new life."

Bowing his head, Gentlestorm carefully considers their options. "We could bring dried leaves to create smoke. But I feel that'd be too obviously playing our hand for the Bee-man."

Alessandria catches his eyes particularly, "Might you have a way to pacify them when we meet should things turn for the worst, beyond simply incinerating them?"


Female Ardande Centaur Pyrokineticist Moot Guard 6 - HP 86/86| AC 24 | F +14 R +10(13) W +13 | Perception +11 | Hero Points 0

"My way is not a way of peace. Flames burn, claws tear."


HP 75, AC 22, F+12, R+12, W+9 Minotaur fighter 5

"Like, does anyone have any flayleaf? I know, like, smoking usually kills, but maybe here it can start saving?"[/]b Kilitsi suggests. [b]"What if we put the leaves in something so it wasn't obvious? Do we have paper we could use to, like, make a present. Though if the bees are reporting back, Vernon may already know we're here."


Edric directs you to the town's workshop. Divided into several rooms, this workshop provides space for carpentry, milling, and blacksmithing as needed. It’s also a storage space for tools, including artisan tools for woodworking and smithing, as well as a superb repair kit. Most residents have learned to handle bees unprotected, yet there are three swarmsuits here for dealing with difficult hives. In addition, there are five handheld smokers for subduing bees.

SWARMSUIT:
LEVEL 1
UNCOMMON
Price 20 gp
Usage attached to explorer’s clothing; Bulk L

These thick, overlapping layers of clothing are coupled with a matching hat, outfitted with mesh netting around its wide brim to keep you safe from insects. You gain resistance 3 to physical damage from swarms. Explorer’s clothing altered in this way has a Dexterity cap of +2, check penalty of –1, and Speed penalty of –5 feet regardless of your Strength.

BEEKEEPER’S SMOKER:
LEVEL 1
UNCOMMON
Price 1 gp
Usage held in 1 hand

Activate[two-actions] (manipulate): This device resembles a teapot with a trigger. When filled with cloth fuel (worth 1 cp) and lit, it smolders and gradually fills with smoke for 10 minutes, during which time you can squeeze the trigger to spray smoke.

Spray Smoke [one-action] (manipulate);
Frequency once per minute;
Effect: You expel smoke into an adjacent 5-foot square. All creatures in that area are concealed, and other creatures are concealed to them. The smoke lasts for 1d4 rounds or until dispersed by strong wind.

Once you are ready, you head into Amberhill's town hall. It is a single room with a peaked ceiling and exposed rafters. Simple wooden benches fill much of the space, leading to a low stage with a wooden lectern. The hall’s rustic charm is marred not only by the foot-wide holes punched through the walls, but also by the hives that bees have started constructing along the walls and ceiling. While many seem mundane, several hives have cells large enough to hold a wine bottle, as if incubating truly massive bees.

About a minute after you enter the room, a humanoid figure composed of hundreds of buzzing bees strides into the building. The figure lifts up off of the ground and alights on one of the rafters. His body buzzes angrily before his deep, droning voice issues a demand. "LEAVE. YOU WILL NOT MEDDLE WITH THIS ACCORD, AND I HAVE NO BUSINESS WITH YOU. GO NOW, WHILE I STILL ALLOW IT."


male (he/him) awakened goose kineticist 6 HP 78/78 | AC 20 | F +14 R +12 W +12 | Perc +10 |1st: 1/1, 2nd: 1/1 speed 20 ft | focus 0/0| Hero 1 | Active Conditions:

Wispil will take a smoker.

The goose looks askance at the bee man, but waits for a more friendly companion to negotiate.


HP 75, AC 22, F+12, R+12, W+9 Minotaur fighter 5

Kilitsi swaps out her armor for one of the swarmsuits, hoping it will provide a little more protection. She shrugs at the smoker, though. "If I'm like holding my ax, I can't even..." she says, indicating she won't be able to use both.

Diplomacy (trained): 1d20 + 9 ⇒ (3) + 9 = 12

"We, like, just want to make sure other people can go too if they want to," she responds to the bee man. She's not very convincing, however.


Female Ardande Centaur Pyrokineticist Moot Guard 6 - HP 86/86| AC 24 | F +14 R +10(13) W +13 | Perception +11 | Hero Points 0

Alessandria takes a smoker as well, charmed by the mechanical facsimile.

***

"How have they broken your accord? They speak of tyranny and ill use."

Verdant Wheel

Catfolk Druid 6 | DC: 22 | Resistances: Poison 3 | Special: Trap Finder HP 68/68| AC 23 | F+12 R+14 W+14 |P+14(16init) | Speed | Hero 1/3 | Reactions:Gentle Landing, nimble dodge| Conditions:| Exploration:

Keeping his hands free of any tools and knowing he'd tear through a swarmkeepers suit if he chose his usual battleforms Gentlestorm takes a spare smoker but ties the device to his belt in the meantime.

----

"We would know more, as one set of guardians to another. Balance must be maintained and we seek to restore the natural way of things. But we do not wish to fight you if we do not have to."


"SOME HAVE TRIED TO BREAK THE ACCORD. THEY WERE DEALT WITH," the Bee-Man buzzes. "THIS PLACE BELONGS TO ME NOW. THE ONE CALLED EDRIC GAVE IT TO ME IN THE DEAL THAT WE MADE, AND I WILL DO WITH IT AS I WILL."

If you wish to try to negotiate with the Bee-Man, the encounter uses the Influence subsystem, using social rounds of roughly 5 minutes each. Up to 2 PCs can Influence him in each round, and any number of PCs can try to Discover information. The Bee-Man listens for three rounds before making a decision, after which the PCs can either accept his terms or fight.

Discovery Skills: Nature, Perception, Society
Influence Skills: Deception, Diplomacy, Intimidation, Legal Lore (to discuss the pact), Performance (to incorporate bee-like dancing into an argument), Society (to discuss the contract)

Known Weakness: If a PC invokes the Bee-Man’s real name (Vernon Vestha) and declares their interest in making a deal, that PC can use the following as Influence skills: Diplomacy, Nature, and Occultism, as well as being able to attempt Will saves to Influence him. These special options only apply so long as the PC is negotiating terms of a new bargain.


male (he/him) awakened goose kineticist 6 HP 78/78 | AC 20 | F +14 R +12 W +12 | Perc +10 |1st: 1/1, 2nd: 1/1 speed 20 ft | focus 0/0| Hero 1 | Active Conditions:

Wispil cocks his head and tries to figure out the best way to deal with the bee.

Nature (Discover): 1d20 + 10 ⇒ (4) + 10 = 14


HP 75, AC 22, F+12, R+12, W+9 Minotaur fighter 5

"But, Vernon, things, like, change. Like, you used to be a normal person, right, and now you're a bee person. If they want to end the deal, then, like, it's time to stop! Like, you can go your way without any problem, and the village can go back to its old ways."

Diplomacy (trained): 1d20 + 9 ⇒ (18) + 9 = 27


Female Ardande Centaur Pyrokineticist Moot Guard 6 - HP 86/86| AC 24 | F +14 R +10(13) W +13 | Perception +11 | Hero Points 0

"By what right could you possible be given this land? It was not there's to barter, nor can one man give over others to servitude. Speak with us, and we will see with which coin you will depart today."

Will: 1d20 + 13 ⇒ (4) + 13 = 17

Verdant Wheel

Catfolk Druid 6 | DC: 22 | Resistances: Poison 3 | Special: Trap Finder HP 68/68| AC 23 | F+12 R+14 W+14 |P+14(16init) | Speed | Hero 1/3 | Reactions:Gentle Landing, nimble dodge| Conditions:| Exploration:

Discovery(Perception): 1d20 + 14 ⇒ (11) + 14 = 25

Since Kilitsi and Alessandria were busy trying to make a deal Gentlestorm decided to watch for the reaction of the Bee-man to see if there were any tells.


"IT IS NOT MY FAULT IF SOMEBODY BARGAINS AWAY MORE THAN THEY INTENDED. THE ARRANGEMENT WE MADE WAS VERY CLEAR. BUT, IF YOU WISH TO ENTER YOUR OWN BARGAIN WITH ME, THEN I WOULD HEAR YOUR TERMS."

Wispil is unable to glean any insights, but Gentle Storm notes that the Bee-Man seems to adhere closely to the letter of any agreement he makes. He also seems to be interested in any mentions of occult power.

Legal Lore or Occultism are the skills with the lowest DC. You have gained 1 Influence Point. Everybody may roll for the second influence round.


male (he/him) awakened goose kineticist 6 HP 78/78 | AC 20 | F +14 R +12 W +12 | Perc +10 |1st: 1/1, 2nd: 1/1 speed 20 ft | focus 0/0| Hero 1 | Active Conditions:

"It's against the nature of the humans to act like bees. I'm sure you are trying to improve their behavior, but I have the feeling your terrible power is too much for them," Wispil offers. "They're really pea brains, and too much magic around them just makes them go haywire."

"Maybe instead of working for you, they could just plant some meadows, and if they step out of line you can sting them to death!"

Occultism (Influence): 1d20 + 10 ⇒ (3) + 10 = 13
Hero Point: 1d20 + 10 ⇒ (15) + 10 = 25

Verdant Wheel

Catfolk Druid 6 | DC: 22 | Resistances: Poison 3 | Special: Trap Finder HP 68/68| AC 23 | F+12 R+14 W+14 |P+14(16init) | Speed | Hero 1/3 | Reactions:Gentle Landing, nimble dodge| Conditions:| Exploration:

"As I'm sure you know well Vernon, mortal folk are wont to misunderstand such grand beings as yourself and just how serious these sorts of deals are. We four chosen by the Wildwood itself seek to help them understand. But not with tooth and claw, but with compassion and a guiding hand. If needs must where we must step in to make things right we shall, for the good of the wood as a whole."

He bows his head slightly showing a respectful reverence. "As one who dwells here we are only trying to settle things with as little bloodshed and violence as possible, so that we may all stand together when fang, claw, and stinger are needed. Let us not waste more precious lives, please."
diplomacy(influence): 1d20 + 8 ⇒ (15) + 8 = 23


HP 75, AC 22, F+12, R+12, W+9 Minotaur fighter 5

Diplomacy (trained): 1d20 + 9 ⇒ (9) + 9 = 18

"Yeah, or maybe they can read, like, occult treatises for you or something," Kilitsi adds.

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