GM Parrot's Sea Change

Game Master parrot familiar

Initiatives:

[dice=Dominic] d20+3 [/dice]
[dice=Naomi] d20+3 [/dice]
[dice=Oswald] d20+3 [/dice]
[dice=Utuk] d20+2 [/dice]


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Naomi may not be absolutely keyed in to her weapon hunt, seeing as there's a lot to absorb right now. Fortunately, she's not looking for anything complicated. She grabs the baker's old-fashioned rolling pin (...this kind, a fearsome improv weapon, you know if you've ever hefted one!) and has herself a club.

The city doesn't have much of an alignment. N, sometimes leaning NG?

As the party wades upstream, they see a squad of the guard battling skeletons. The skellies seem to be fighting with bare claws, and the guard is walloping away with swords that don't seem to be doing much. A few brave commoners are throwing stuff at the skeletons, too.

Got to run--initiative soon!


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Walking with furious purpose, the Janitor begins to absently flex his bulging muscles as he approaches the throng!
Now don't be hogging all Dem skeletons fer yerselves!

Oswald Copperpot grins at Dominic's preparedness.
Good idea, since you will be providing me Flank.


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Seeing the rolling pin on the ground, Naomi's mind wanders a bit wondering which bakery's cook had been up early making pastries and had rushed out into the street, dropping their rolling pin. Picking up the kitchen utensil, without thinking, she looked at the handle to see if it had a name carved in it.

Pausing, she remembers there is a horde of undead needing dealt with, and continues following the ratfolk, half orc and shifter towards the scrum.

Hearing the janitor cry out something about 'Hogging all of them' she realizes the fellow is excited to fight the skeletons. She smiles to herself remembering his dislike for the wizards and realizes this is his opportunity to get even with the necromancer for all the comments at Oswald's expense.

As they move, she realizes Oswald expects Dominic to be in the thick of things. Rolling her eyes, she tells the janitor, "First of all Oswald, there's supposed to be an 'a' in there. It's providing me a flank. And second of all, that will be Utuk's and possibly my responsibility. If our new leader ends up in the thick of this, we have a bigger problems." As she talks she slaps the rolling pin in her hand, letting the world know she knows how to improperly use kitchen utensils.


The street brawl unfolds as the foolhardy, but heroic town guards try to fight five skeletons. A pair of farmers have been chucking handy objects at the skeletons.

I simulated one round of the encounter... good guys did badly!

Two skeletons break from the guard and rush the farmers, slashing them badly. The guards manage to scratch one of the other skeletons, but their swords aren't... hacking it. Two of them are already wounded. There are two melees now with about 20 feet of space between them. The farmer battle is closer to you.

We'll drop you into initiative when you're 30 feet away from the farmer fight.

Initiative:

Dominic: 1d20 + 3 ⇒ (11) + 3 = 14
Naomi: 1d20 + 3 ⇒ (20) + 3 = 23
Oswald: 1d20 + 3 ⇒ (17) + 3 = 20
Utuk: 1d20 + 2 ⇒ (6) + 2 = 8
Skeleton: 1d20 + 6 ⇒ (14) + 6 = 20
Skeleton: 1d20 + 6 ⇒ (3) + 6 = 9
Skeleton: 1d20 + 6 ⇒ (8) + 6 = 14
Skeleton: 1d20 + 6 ⇒ (15) + 6 = 21
Skeleton: 1d20 + 6 ⇒ (20) + 6 = 26
Skeleton: 1d20 + 6 ⇒ (4) + 6 = 10
Small Town Guard Hengist: 1d20 ⇒ 17
Small Town Guard Theena: 1d20 ⇒ 19
Small Town Guard Rayner: 1d20 ⇒ 5
Farmer Georgina: 1d20 ⇒ 9
Farmer Arder: 1d20 ⇒ 10

Initiative:

26 Skeleton (v Guards) 2/4
23 Naomi
21 Skeleton (v Guards)
20 Oswald
20 Skeleton (v Farmers)
19 Guard Theena 18/21
17 Guard Hengist 15/21
14 Dominic
14 Skeleton (v Farmers)
10 Farmer Arder 4/10
10 Skeleton (v Guards)
9 Farmer Jorgina 4/10
8 Utuk

One of the skeletons slashes its claws at the closest guard:

Boneclaw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 1 ⇒ (2) + 1 = 3
Boneclaw: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 1 ⇒ (3) + 1 = 4

The skeleton backhands the guard with bitter bones.

Naomi may act!


Parrot, do you want me to try and fight a 'city' map for the battle or shall we use 'minds eye'?

Concerned about the farmers only slightly more than she was the guards, Naomi intentionally moved in between the two groups. Remembering what her father had said about belief, 'If you don't think you can, you won't' She decides to encourage the folks fighting. "Stand together people of Morgen! Dark days may be upon us," She lifts the rolling pin high. "But if we stand together, we will succeed"

Move action, up to 30 ft trying to get between the two groups, Standard: Bardic performance: Oratory: Inspire courage 1/10 rds.
For You All
Inspire Courage (Su): a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


We'll mind's-eye this one! Thanks for the offer though!!

One of the guards, Theena, hollers a war-whoop in response to Naomi's speech! Some townsfolk who had cleared the street move into the road, inspired to help, both by the speech and by their acquaintance with Naomi from Chadwick's.

I love low-level NPCs. An Alcoholic Fisherman and a Barmaid have joined the fight!

Init Hemingway: 1d20 ⇒ 1
Init Laurel: 1d20 + 1 ⇒ (13) + 1 = 14

Hemingway stumbles into the road, grumbling aggressively, swinging a bottle of booze. Normally, everyone hates it when he gets this way, but this time, it's kind of helpful. Laurel, the barmaid, wields a cast-iron skillet. They will enter combat soon...

...but first:

A skeleton takes swipes at a guard:

Boneclaw: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (1) + 2 = 3
Boneclaw: 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (18) + 2 = 202d4 + 4 ⇒ (2, 4) + 4 = 10

Theena is whapped twice. She stumbles to a knee and coughs before hauling herself back to her feet, wiping blood from her split lip. "C'mon, granny, is that the best you've got!?" she asks the skeleton. But she's not looking very good right now.

26 Skeleton (v Guards) 2/4
23 Naomi
21 Skeleton (v Guards)
20 Oswald
20 Skeleton (v Farmers)
19 Guard Theena 5/21
17 Guard Hengist 15/21
14 Dominic
14 Barmaid Laurel
14 Skeleton (v Farmers)
10 Farmer Arder 4/10
10 Skeleton (v Guards)
9 Farmer Jorgina 4/10
8 Utuk
1 Fisherman Hemingway

Oswald may act!


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot cleaned toilets for a living. The completely competent janitor knew how to get gum off under a desk. He knew how to remove those stains found in every sink. He knew that bleach and new black pants are not friends. The 1/2 Orc also knew that most of those particular skills may not exactly be useful here and now.

Witnessing the brutal assault of Theena, the Janitor recalls that he is also an Orc!
Git yer damn hands off her!

Striding through the sparse crowd, the Brawler Tumbles through the raking skeleton's boney legs, stand opposite Theena and brings his crowbar across it's skull!

Melee Improvised Weapons, flank: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 101d6 + 3 ⇒ (4) + 3 = 7 Traits Combat Expertise, B, Lethal

Acrobatics (Dex) to Tumble Through: 1d20 + 7 ⇒ (10) + 7 = 17


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M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

I love that the drunk fisherman's name is Hemingway.


Oswald's tumble is surprisingly graceful, but his offensive efforts are more enthusiastic than coordinated. For once, he isn't as offensive as he'd like to be.

The next skeleton attacks one of the guards:

Boneclaw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 ⇒ (1) + 2 = 3
Boneclaw: 1d20 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (4) + 2 = 6

It can't get through the guard's armor. Thanks goodness.

The guards gang up on the nearest skeleton, using Oswald for a flank:

Longsword: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 261d20 + 4 + 2 ⇒ (1) + 4 + 2 = 71d8 + 1 ⇒ (2) + 1 = 3
Longsword: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 201d8 + 1 ⇒ (8) + 1 = 9

Theena lashes her sword through the skeleton's ribs, seeking its heart. It's a beautiful stroke. Unfortunately, the skeleton doesn't have a heart.

Hengist cranks his strength into a chop that does as much damage through sheer momentum as cutting power. The skeleton discorporates into a pile of bones!

26 Skeleton (v Guards) (0/4/dead)
23 Naomi
21 Skeleton (v Guards)
20 Oswald
20 Skeleton (v Farmers)
19 Guard Theena 5/21
17 Guard Hengist 15/21
14 Dominic
14 Barmaid Laurel
14 Skeleton (v Farmers)
10 Farmer Arder 4/10
10 Skeleton (v Guards)
9 Farmer Jorgina 4/10
8 Utuk
1 Fisherman Hemingway

Dominic may act!


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic follows on the heels of Oswald, keeping the janitor between himself and the skeletons. He whispers an incantation, touches his deck pouch, and then touches Oswald, casting Guidance upon him.


Laurel the barmaid charges in with her frying pan at the ready:

Frypan Charge Flank Inspire: 1d20 + 1 + 2 + 2 + 1 ⇒ (3) + 1 + 2 + 2 + 1 = 91d6 + 1 ⇒ (2) + 1 = 3

She's brave, but not a warrior.

The next skeleton rakes at the nearest farmer:

Boneclaw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (4) + 2 = 6
Boneclaw: 1d20 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (4) + 2 = 6

Farmer Arder goes down hard, falling into unconsciousness.

If it should turn out that someone uses magic to save the farmer, note that healing magic has been very difficult to learn and master until the cataclysm. I think Naomi is the only one with healing--it's going to be a big surprise to everyone if you pull off a CLW. But you can!

Stabilize: 1d20 - 1 ⇒ (2) - 1 = 1

Farmer Arder bleeds.

One of the other skeletons, who had been fighting the guards, goes for Oswald:

Boneclaw: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (2) + 2 = 4
Boneclaw: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (4) + 2 = 6

Oswald dodges the attacks, no doubt grumpily.

Jorgina takes a swing with a sturdy stick, screaming in mild panic at Arder's unconscious form:

Club flank inspire: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 81d6 + 1 ⇒ (5) + 1 = 6

The commoners are doing uncommonly badly.

Utuk may act!


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3

Finally catching up with the group, Utuk barely slows his stride and leaps through the air at the skeleton going for Jorgina, pitting his own-claws against its bone-claws.

Left Claw, flanking: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d4 + 2 ⇒ (4) + 2 = 6
Right Claw, flanking: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 181d4 + 2 ⇒ (1) + 2 = 3

There's a horrid hollow clacking sound as he drives his spiney fists into the back of its bare skull twice in rapid succession. Definitely an illegal move in most civilized boxing circuits, but he's not nearly as worried about the skeleton's long term health as he is about Jorgina's.


Utuk feels the old bones crumple under his fist...

Hemingway mutters something concise and indistinct about fascists and smashes his bottle down on the last skeleton attacking Jorgina:

bottlesmash flank inspire: 1d20 + 1 + 2 + 1 ⇒ (16) + 1 + 2 + 1 = 201d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

He grumbles "death is not comic" at the collapsing bones and pulls out another bottle...

26 Skeleton (v Guards) (0/4/dead)
23 Naomi
21 Skeleton (v Guards)
20 Oswald
20 Skeleton (v Farmers) (0/4/dead)
19 Guard Theena 5/21
17 Guard Hengist 15/21
14 Dominic
14 Barmaid Laurel
14 Skeleton (v Farmers) (0/4/dead)
10 Farmer Arder -3/10 (dying, unstable)
10 Skeleton (v Guards)
9 Farmer Jorgina 4/10
8 Utuk
1 Fisherman Hemingway

Naomi may act!


"Well Done Hemingway! Stand together people of Morgen, we shall not be defeated by our dying past!" As Naomi spoke she heard Jorgina screaming in mild panic at Arder's unconscious form.

Moving that direction, she called out, "Keep fighting Jorgina, I'll take care of Arden." Quickly nearing beside the unconscious form.

Realizing the worst problem was a vicious claw mark on Arden's chest, she tore Ardens sleeve off and stuffed it in the wound to slow the bleeding.

Free action: Oratory: Inspire courage 2/10 rds. Move action, up to 30 ft trying to Arden without AOO's Standard heal
heal: 1d20 ⇒ 17
For You All
Inspire Courage (Su): a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Naomi stabilizes the farmer with some timely first aid.

A skeleton lashes out at Oswald:

Boneclaw: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (1) + 2 = 3

Boneclaw: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (4) + 2 = 6

It can't seem to scratch the janitorc.

Oswald may act!


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

The Brawler decides to up the ante!
Martial Flexibility Power Attack!

Oswald Copperpot continues to Flank with a Guard while swinging his crowbar at the elusive skeleton!

Melee Improvised Weapons, flank, power attack: 1d20 + 5 + 2 - 1 ⇒ (11) + 5 + 2 - 1 = 171d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Traits Combat Expertise, B, Lethal

AC 19


Another one bits the dust again.

The guards get ready to pummel the last skeleton, cheered by Naomi's encouragement...

Longsword Flanking Inspire: 1d8 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 131d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Longsword Flanking Inspire: 1d8 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 111d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

...yeah, despite all their advantages, they are still super not-used-to-this.

Dominic may act! One more skelly!


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Seeing that Oswald seems more than capable, and the commoners seem to be struggling, Dominic decides to spread the advantages their way. He moves to the Barmaid and with an arcane utterance and wiggle of his fingers, touches her with Guidance. "Men anpil chay pa lou."


Laurel comes in with some inspired swingin':

Frypan: 1d20 + 1 + 2 + 1 ⇒ (9) + 1 + 2 + 1 = 131d6 + 1 ⇒ (2) + 1 = 3

...she's just not cut out for hunter-of-the-dead.

The last skeleton tears into the town guard:

Boneclaw: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (4) + 2 = 6
Boneclaw: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (4) + 2 = 6

Theena goes down, and Hengist gets hit pretty hard!

All may act!


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot rushes the final (in this immediate area anyways) skeleton!
Melee Improvised Weapons, flank, power attack: 1d20 + 5 + 2 - 1 ⇒ (20) + 5 + 2 - 1 = 261d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Traits Combat Expertise, B, Lethal

AC 19

Stupid Confirm CRIT!: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 5 ⇒ (6) + 5 = 11

The 1/2 Orc waves.


GM Parrot wrote:
The last skeleton tears into the town guard:

So one left?

Seeing the undead fall Naomi calls out, "Well done Morgenites! One remaining undead, overwhelm it!" Frowning as Theena goes down, and Hengist gets hit pretty hard! Quickly kneeling beside Theena, Naomi realizes she can't stop the bleeding.

Free action: Oratory: Inspire courage 3/10 rds. Move action, up to 30 ft trying to get to Theena without AOO's, Standard heal
heal: 1d20 ⇒ 12
For You All
Inspire Courage (Su): a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


Oswald bashes the last skeleton into a pile of fragments.

Combat Over!

Good work everyone!

I'm heading back into the mountains for a few nights (to the Dosewallips valley, which is one of the very best valley names).

We'll pick up on Monday!


And now work has arrived unexpectedly! But I'm happy for it. But... I'm also spreading myself kinda thin, and I apologize for that. Taking a break to get this game moving!

Naomi takes a deep breath and takes her time--with the help of her fellow townsfolk, she soon stabilizes the wounded and steps out of the way when people with even more healing knowledge arrive.

The people are out of danger. You can take a breather now, or you can keep hurrying around if you are feeling like you're immediately curious about things!


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3

Depending on how long they have, Utuk's going to take advantage of the lack of immediate danger to get a lay of the land. Where are the edges of this strange new island? How much of the surrounding country made it, etc?


Nearing Utuk, Oswald, and Dominic, Naomi asks, "Should we check the necromancers tower, make sure there is no threat remaining?"


I think Utuk's scouting plan and Naomi's desire to check on the Necromancer's Tower can both be accommodated by making the tower the first stop on the tour. Looks like I have some writing to do! Others, feel free to chime in and make additional requests and I'll work on a description of the current state of the island.


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

The big green janitor smiles at the mentioning of exploring the Necromancer Tower....


Realizing she was still dressed for preforming with her father, Naomi asks. "Does anyone mind if we slip by my house so I can at least put on some armor and grab a couple of weapons?" She looks towards the big green smiling janitor. "It's right on the way to the tower."

Not waiting for anyone to answer she starts to head that way, "You boys can wait in the parlor while I change, I'm sure mom has something in the ice box to drink." As she moves, she wonders where they will get their ice from now that they are 'at sea.'


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic quickly looks around the street as the last of the skeletons falls. Feeling otherwise helpless in the fight, he tries to help with tending to the wounded.
Heal: 1d20 + 1 ⇒ (16) + 1 = 17
Feeling pretty confident in his application of bandages, he rejoins the others.

Dominic agrees to follow up on the Necromancer's tower, "My grandmother would always say, Dèyè mòn gen mòn. I don't believe our worries are behind us, zanmi m yo. This is but the tip of the iceberg, as they say."

But first, a pit stop at Naomi's house, "We will need supplies. If I had my sling, I would have been more useful."


Her parents house being close to campus, Naomi leads he group the general direction of the university. Asking Dominic, "What sort of supplies would we need? My mom's an archeologist by trade, you'd be surprised what she has in storage."

She pauses looking at Dominic's size, "I know she has a sling lying around somewhere, human size. I guess we could cut the ends off, so you don't whack yourself."


The party continues to Naomi's house, which is as it always has been--except that it is now perched on top of a floating island. There's a lot more wind than usual, for one thing. There are many more people, too, and the crowd has gotten quite chaotic. Fortunately, most of them got Naomi's message to clear the streets--and once the skeletons had passed, they tumbled back out again, clamoring for answers, ideas, their inalienable rights, and lots of other things they weren't likely to receive in a timely fashion.

Naomi: if you want to do some scene-sketching of the house, feel free!

More soon!


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot only shrugs. The janitor follows along to supply at Naomi's house.
Probably be a good time to eat one last home cooked meal before we pledge the heights and depths of that Tower.


Surprised by the normally grumpy half orcs demeaner, Naomi "We should have leftovers in the ice box, but mom will want you to eat in the kitchen. she doesn't allow food in the parlor."

Going around to the back of the house, Naomi leads the 'boys' into the 'mud room' off of the kitchen, where her parents and sister were sitting talking about the night's events. Gesturing towards the wall, "Shoes on the floor, coats on the rack."

As she kicked her low boots off, she moved through the kitchen. "Boy's the Fam, Family, the boys."

As she heads towards the foyer and the stairs she calls back, "Mom Dominic needs a sling, can he use one of yours?" Pausing, "and Oswald is hungry do we have any crabcakes left?" Soon you can hear her thumping up the squeaky steps.

GM parrot would you NPC Naomi's mom, Gabriella, up to you if we really have a sling for Dominic or not


Slings are, for some reason, free simple items. We can assume they are plentiful.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic nods meekfully at Naomi's mother as she offers a spare sling and bullets. He also suggests, "If we are to survey what remains of the land beyond the city walls, we should also pack rations. I've some cheese, but I don't know how long it'll last us."

He seems to almost immediately regret offering up his wheel of cheese for everyone to share.

Can we just assume we are able to gather what starting gear we have listed?


Yes!


Feel free to add any other homey touches, Naomi! But you will also want to know about the Necromancer's fate, I think...

The party rallies at Naomi's place, grabbing a snack, some supplies, and at least a sling.

Then, you head into the eight-pointed star of the city to see what you can see. The crowd is doing the same, actually: the press has shifted from the core of the city to its periphery as people climb the walls to look out over open sea.

You've collectively decided to check on the Necromancy Department first before exploring town. As locals and semi-locals, your feet find their own way towards the center of the city, pausing among the almost-abandoned town square (a few folk are tending to the dead). You then turn up Whitestone Street, the avenue dividing the School of Abjuration from Necromancy.

Whitestone thus separates two districts with very different personalities. The formerly-West end of the road was the territory of the necromancers, while the north/eastish side was home to the abjurers.

Abjuration was always a more popular subject and its professors tend to be concerned with security and quality of life, so the buildings on that side, while maybe a bit sober (some might say soulless) in comparison to the typical architecture of Morgen, at least look sturdy and somewhat orderly. Built to code. Lots of walls, lots of little courtyards, balconies, square angles, fences, and railings. The guard have their post here, and the jail (such as it is) has always been in the abjuration district.

Across the way, the necromancer's district, your real goal, raises its chaotic head from a mass of living spaces (and unliving spaces). There are far, far fewer necromancy students, and they always tended to be a little strange. Think the difference between engineering majors (abjuration) and pure math majors (necromancers (with apologies)). Like, the one side is learning things to do things, but the other is learning things to learn things. At least usually they don't do things, because necromancy is often bad, right? Still, the dirty black robes of the necromancy students (about all four of them) tend to be very rare outside the district. And where the abjurers have been careful to arrange their architecture and tenants, the necromancers mostly stay inside their main academic building, a combination dorm, lab, and mortuary. Living here is as easy as claiming a spot (which, to be fair, isn't all that easy).

So, most of the people living in the necromancy district aren't necromancers. They are instead the working and unworking poor of Morgen. That hasn't kept the buildings low or simple, though. A kind of ramshackle gothic architecture prevails, with narrow, mazelike alleys cutting between buildings that are often wider at the top than the bottom. Some of them are relics of more prosperous days--chapels, halls, dorms, etc. that have been sliced into cheap apartments. The rest of them cling to the older structures like fungi: lean-tos, repurposed old carriages, a flying buttress that has been walled in with scavenged lumber and driftwood, even the hulk of a boat that someone dragged up here as a ready-made cabin (not seaworthy, but still more watertight than many local options).

As you move deeper into the district, which is smaller than it feels, you head to the oldest structure in the place. A squat pyramid of black and white marble broods among the seething life of the city around it, but nobody has ever built a shack leaning on it (maybe because a pyramid is about the most useless starter for a lean-to imaginable, maybe because of its reputation, maybe because something else).

While the area is often quite busy, there's almost nobody here now--just a few old folks who can't move very quickly. One of them hollers that the skeletons have mostly gone inside. However, you see that two of them stand as eerie guards at the door of the pyramid. Somehow, they've found weapons and armor, making them a bit more threatening than the street-fighters you've already encountered.

As odd as the situation is, the skellies betray no interest in anyone or anything.

You can probably safely keep exploring, or you can keep pushing here.


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Sorry, was waiting to see if anyone else wanted to get us started

Moving through the Necromancers district, Naomi is surprised by how much it has changed, without really changing. The last time she'd been here was on a dare. She had spent the night at Erica's house, along with several other girls. A sleepover birthday party that had started with a clown and cake, and ended with double dares. Erica had double dared her to go into the Necro district at midnight. Of course, not being willing to admit fear, she'd ran in and ran out, straight to the pyramid touching the marble and back. But even then, as it is now, the district was filled with squalor and squatters. Sure, some of the buildings had been smaller, or not there and other shacks had sat in their place. But the only building that seemed the same was the Black and white marble pyramid. Well, that wasn't completely true, thank the gods there had been no undead guardians that night.

Pausing a few yards in front of the skeletons, Naomi gestures towards them, "Well, their new."

Turning to the others she smiles and asks, "What do you think boys, they going to just let us pass?"


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M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic scratches his chin, "It seems we have a choice, leave the necromancer be and instead survey the land, or bother the wizard in his tower."

"Let's consult the cards..."

Harrow: 1d6 ⇒ 31d9 ⇒ 7
Dominic pulls a card from his deck, "Hmm, The Tangled Briar. I should say we find ourselves in a thorny situation. The card speaks to some historical place or creature from the past that may hold some insight into our situation."

He looks quizzically around to his companions, "Ring any bells?"


The card's advice is generally good! History, legend, and their overlays are available to a knowledge: local roll or some other relevant check. Or, you can go to the library and read your way through the crisis! It's what I always recommend, but I admit it doesn't always work.


Looking towards Oswald and Utuk hoping they had better ideas than her, Naomi looks back towards the ratfolk holding the card. Gesturing towards the pyramid, "Well, the pyramid is a historical place and if the necromancer is alive he would be a creature from the past." She bites her lip, thinking the necromancer may now be undead, but she didn't want to speak it.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic seems hesitant, "Mayhaps we make a note of it, continue our survey and decide from there."


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3

Utuk glances around with feigned comprehension, nodding at the Bard's reasoning and the ratfolk's cards. If there's some way to solve the skeleton problem with cards, he's all for it, but he has a sneaking suspicion it's going to come down to swift application of concussive force. Again.

"I mean..." Utuk waves his hand noncommitally. "Just the two still outside, right? Then we could just, uh. Close the door. Pile something heavy on it. Classic tomb, not a bother." He looks from his companions to the pair of skeletons. Are there windows on the pyramid, or would the door be the only bit other undead could see out of?


The pyramid appears to be windowless stone.


Male Shifter Seascarred Skinwalker 1 Init +2 Perception +7| AC 12 T 12 FF 10 | HP 10/10| Fort +2, Ref +4, Will +3

So maybe we just clear these last two and seal it up, is what Utuk's suggesting with a shrug.


M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha

Dominic matches the shrug, "May be wise to keep the neighborhood safe." He looks around, "Can't be having any kids put themselves in danger on a dare. We take out the guards and seal up the tomb," He nods.


Trying not to pout, Naomi furrows her brow, "But we're already here may as well go in." She looks at the half orc janitor, hoping his hatred for all things wizardly will motivate him to want to mess up the necromancers stuff.


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

The Janitor seems to be looking at the doors with nothing but contempt that contemplates culling the cavity out of consciousness!


The guard skeletons don't seem to be listening, and I suspect that a surprise round might wipe them out completely. You may each take an action against the skeletons and, if either survives, I'll roll initiative!


Male Half-Orc Brawler ( Hinyasi ) 1 Init +3 Perception +5 (+2 Sight-based)| AC 18 T 14 FF 14 | HP 13/13| Fort +4, Ref +5, Will +1

Oswald Copperpot surprisingly rushes right at both skeletons screaming bloody murder!

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