Sir Torlgrith

Colwin Throssle's page

120 posts. Alias of Byden.


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Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"B#*$&@$$. You are clearly the, ah, Sargavan race party," Coliwn shouts from some hundred feet up in the air, where he has levitated as their foes advanced, "so this, ah, undignified charade will do you no good. Go away or we will be forced to deal with you, we will not allow you to hinder us."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin shouts,

"To arms, everyone up and make ready! Sargavan team incoming!"


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

First off I'd like to have set a faster pace from the start, hopefully this would be no work for Colwin - see discussion - so he would certainly be encouraging it.

"Gentlemen I suggest we leave the watch to Sigh, he has no need of sleep and with his speed ability to see in the dark and excellent perceptive abilities he ought to prove an excellent watchman. We would also be stealing a march on our opponents who need to stagger their shifts and rest longer - we should make up hours each day if they set watches."

Colwin sets up his hammock if there is anything available to hang it upon and covers himself with his poncho. If there is nothing to hang his hammock upon he has Sigh collect grasses to make him a bed and lays upon that covering himself with his poncho and the hammock. Before he goes to sleep he carefully removes two clear crystal lenses from his eyes and hands them to Sigh who places them in the area of his face which must constitute his eyes.

Sigh has +13 Perception darkvision 60ft.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

I suggest we skip watches and have Sigh do them all, he does not sleep has a very good perception is super fast and stealthy.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

It looks to me like we have three for the jungle route, and one for the river - assuming Isco's preference for trees counts as a vote. I'm assuming this is a character decision as we have been told the river is both the most dangerous and the slowest?

"Looks like we have, ah, three votes for the jungle path, that is a, ah, majority. So, ah, the path through the, ah, Laughing Jungle it is! Now let's get moving!"

Colwin sets of heading for the Jungle at a brisk pace, every few seconds he seems to mumble a new incantation, almost like a nervous habit.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"The river is, ah, slow, the other teams will avoid it for a reason. I f we simply seek to avoid them and loose we might as well, ah, just quit. I am here to, ah, win."

I'm for the jungle path, if we can have both neat jungle encounters and get there as swiftly that seems to be the winner for me.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Well, ah, if we can pass through the jungle as swiftly I, ah, could support that to, but I see no point in, ah, not selecting one of the swifter routes."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Gentlemen let us, ah, not forget this is a race, every hour, ah, no, every second counts! We can deal with, ah, whatever, ah, challenges face us, but we cannot, ah, manufacture time. Two other teams, ah, already have the jump on us, we are two hours behind. Surely, it, ah, has to be the plains."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin frowns,

"All the routes are, ah, largely unknown quantities, but sticking to the plains presents the only obvious, ah, advantage, that of speed. And, ah, well, this is a, ah, race. My vote is for the plains."

The stuff from the Venture Captain is designed to be used by everyone, so if you want to draw the groups attention to something just say its marked on the map and the Venture Captain said, blah, blah, etc.

Knowledge Geography Sigh Aid Another: 1d20 ⇒ 10
Knowledge Geography: 1d20 + 12 ⇒ (4) + 12 = 16
Knowledge History Sigh Aid Another: 1d20 ⇒ 6
Knowledge History: 1d20 + 10 ⇒ (18) + 10 = 28
Knowledge Local Sigh Aid Another: 1d20 ⇒ 7
Knowledge Local: 1d20 + 10 ⇒ (2) + 10 = 12
Knowledge Nature Sigh Aid Another: 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge Nature: 1d20 + 14 ⇒ (13) + 14 = 27


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Shortly before the group are called Colwin casts False Life upon Sigh.

Temp HP: 1d10 + 5 ⇒ (8) + 5 = 13

Due to Sigh's Spell Sponge feat the spell is extended and lasts for 10 hours.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Perhaps you could, ah, do a little channeling Captain, ah, Moonscar, ummm, do I have that right? Its a rather odd, ah, sobriquet. I believe Sigh, Isco, yourself, and Eadgart are all in need of healing so channeling would be the most, ah, efficient solution."

Colwin offers a small bow to the newcomer extending a hand,

"A, ah, pleasure I'm sure, ah, Colwin Throssle, Wizard of the Winds, and this is my, ah, air elemental familiar Sigh. You would be, ah, Thaddius I believe?"


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin calls,

"Use aide upon the warrior there please Archon, and distract the construct if you would," and the light complies swooping down to where it can both cast upon Eadgart and place itself between him and the brass bull.

"Sigh to me!" The air elemental withdraws vanishing from its opponents view and streaking to Colwin's side.

Colwin then pulls free a scroll from the box he holds in his left hand and reads the spell written upon it creating another Eadgart identical in every way save for the bold white lettering upon his back which reads,

I am an illusion, heal the other me!

The illusory warrior then steps forward into the mist to confront the bull.

Temp HP from Aide for Eadgart: 1d8 + 3 ⇒ (1) + 3 = 4

Eadgart gets +1 morale bonus to attack rolls and temp hp.

Captain Moonscar is up!!

MAP


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Keep at it Eadgart! I'll, ah, have the archon aide you, which will, ah, cushion you against its blows, and try to, ah, distract it."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Action for the top of round 2.

Sigh darts back to his master and pushes the levitating Colwin away from danger until he is up against the roof of a building. Frowning thoughtfully the wizard shouts,

"Healing won't work on it if you wish to channel," before he begins to chant, ready to summon a lantern archon to aide the group.

Moves to 20ft. up in A15.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin who has been continually muttering spells every few minutes and glancing around twitching at every new noise floats twenty feet straight upwards while shouting,

"Its an animated object! What's that Sigh? It's an animated object that looks like its designed to trample people! Get out of its way, split up! And its made of brass so you will need to hit hard to harm it!"

The wizard then casts haste spell upon himself and all of his colleagues and Sigh, hoping to help them avoid the brass monster.

Meanwhile Sigh transforms into a whirlwind and surges forward attempting to engulf the construct!

Knowledge Arcana: 1d20 + 14 ⇒ (2) + 14 = 16
Sigh Knowledge Arcana: 1d20 + 4 ⇒ (14) + 4 = 18


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Okay so we have...

Eadgart Gene Pentti Human Fighter: CCCXLII
Colwin Throssel Human Wizard: DM Carpe
Captain Moonscar Human? Cleric: Little Green DM
Isco Catfolk Alchemist: IejirIsk

So we are just waiting on Herlad's character to begin.

Could I ask everyone to put their character's vital statistics in the class line on their character alias profile? It means everyone can see your AC, hp, etc., at a glance without having to go into your sheet, etc. You should be able to see all the info at the top of this post for Colwin.

BTW did we ever decide how we were selecting HP, I used half +1, for all the levels after 1st. Does that work for everyone?

@Little Green DM I noticed you have a 1st level spell wand, but have yet to specify the spell. If we use the method of hp generation I suggest you look to be 2 short, assuming you spend your favored class bonus on hp eey level.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Okay here's DM Carpe's character. He's not a high damage dealer, though he can do a fair amount via his familiar delivering touch spells, but he'll probably spend most of his time trying to inconvenience our opponents. He's got a very good perception and his air elemental has to and since it does not need to sleep we can all kip while it keeps watch with a +13 Perception - when Colwin lends it his Eyes of the Eagle.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Probably for the best I'm sad to say, thanks for the game Storycrafter. I hope you don't get turned off DMing though, I think this was much more a case of a bad module than a bad DM. PBP is a very challenging medium, players don't have the same social obligations they do in RL groups and resolving tricky situations takes far longer.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Right, ah, well I need to track down the Master of Quinn's Carnival. Anyone care to, ah, accompany me? Or perhaps we should all simply meet up at the Jak'a'Napes in the evening?" Colwin says, before heading for the garish array that is Quinn's Carnival.

Once there he seeks out the least intimidating of the carnie folk and asks politely, "Excuse me, would you, ah, be so good as to direct me to Master Namdrin Quinn? I have a letter to deliver to him you, ah, see."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

I think the main thing is you need to post more GM Storycrafter, its a DM that drives the pace of a game and in PBP you need to prod things along frequently. I run a Serpents Skull game which at least has pretensions of one post a day, it started a week after this game and has nearly double the posts, but I post at least twice most days and prod things along in discussion as well. Its certainly not perfect, but it has a good pace for a PBP game.

Things that seem to hold up a game are players being unclear on what is going on, what they need to do and decision making. I tend to handle this by asking in discussion if things need clarifying, making "obvious" decisions for the PCs - usually with a we can always retroact if anyone strongly objects caveat - and setting time limits. For example if the party has a few paths available I might post, I'll wait until tomorrow to move you on either going with the majority vote or randomly rolling for the path you take. That means more active players have more say, but I'm okay with that.

I'm not sure if we would not be better of doing a redux and saying people can create new characters or simply reset their current characters. I think this might reinvigorate interest and get us back on track, but my main priority is getting the game speed upped significantly. Thoughts? Creating a new group of characters as a group together might also enable us to form a more cohesive party, and perhaps have a preexisting connect to one another, etc.

I'd also suggest a bit of clearly defined adventure, with lots of battles and few decision points to get the pace up.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

I'm beginning to think we have simply lost too much momentum here. I just cannot maintain an interest at this kind of pace. Perhaps we could start out again, a fresh start might reinvigorate things? At the moment we are simply prolonging the inevitable imo :(

I think generally you want to be shooting for one post per person a day, probably a little shy, but we are struggling for one a week here.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Well lets press on then, I'd not want to burden some unfortunate merchant with that, ah, oaf of a Sheriff in any case." Colwin says nodding and hurrying his pace.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin looks about anxiously,

"Perhaps it might be prudent to, ah, sell this dagger and purchase some horses? I'm not sure if the place will prove large enough though. Personally I'd rather press on, it would not, ah, behoove us to forget our problems so quickly - I doubt others will."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Works for me.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Gibbeous flies up and splatters the roof of the Inn, as Colwin gives the stables a glance. Maybe we should do something about the horses, but no I'd rather not cause difficulties for the innocent.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"I have a packaged to deliver and this is, ah, taking up too much time. I say we simply leave and deal with the consequences. I doubt this bumbling incompetent Sheriff can organize any real pursuit, but if so we can deal with it when it happens - hopefully with a more proper authority. If the Sheriff makes to stop us, we will deal with that too."

He then simply heads out...


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

I'm in a Rise of the Runelords campaign to, but I'd be very interested in both Shackled City and Thornkeep. Its a fun group, and I've had no issues with the DMing, just the scenario. I should disclose that I've play the first three or so levels of Shackled City, but it was a long time ago and I'd like to finish it someday :) That would of course mean that Colwin would sit back on the decision making a bit so I can avoid meta gaming.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin frowns and sighs,

"In that unhappy event I, ah, would suggest flight to the nearest proper settlement, where we can contact a legitimate authority and explain the situation - ideally before the Sheriff's story reaches their ears. But for the moment yes I would, ah, support you talking with them Leotian."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Bit of a damp squib over here in jolly old England. But happy halloween all!


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin taps his chin again before saying,

"Would this place even have a Mayor? There were hardly any houses, its more a crossroads than a Village by the looks of things. I say we seek out the Doctor without the Sheriff first and explain our position to him, then we can speak with the Sheriff. I, ah, would rather someone else do the talking though, I am no diplomat as I am, ah, sure you have witnessed."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin looking decidedly taken aback stammers,

"Ah, no, I could not possibly take your shares - though the offer is most generous. I am fond of what wealth can buy, but I also believe the experience of attaining such wealth is important and valuable in itself - a man gifted his fortune will seldom be the equal of a man who earns it. Perhaps instead you might allow me to offer some advice as to how you might, ah, better sue it to enable you to increase your own power. Power often sounds a dirty word, but it can be the power to help, the power to protect, the power to bring justice... Consider it at least please."

Drumming his fingertips upon his chin he continues,

"I confess I had not actually concluded the Sheriff could be in league with Grelm and his low lives, but you make a compelling argument Leotian. I am not saying I am convinced, but it is certainly a possibility we should consider."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin, turns rather pink at Aldara's words and manages only,

"Ah, well, ah, when, um, yes, well, thank you."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin rubs his temples, this is why I'm not likeable isn't it, because it really seems like we should be addressing the problem at hand rather than playing games and regailing each other with our life stories.

"Fascinating I am sure, and yes Kensington I am willing to admit I have a liking for coin, not for itself, but for its usage, it can be used to buy knowledge which is my stock and trade, to buy comfort and to buy shelter. In and of itself it is shiny bits of metal, but its uses are important to me, ah, and I am not ashamed of that fact. A poor Wizard is exactly that, if you, ah, take my meaning."

Mind working furiously he paces back and forth for a moment and then clicks his fingers,

"Very well let me, ah, postulate an alternative course. I say we speak with the Sheriff and the Doctor and explain to them the following. That we believe ourselves to be the rightful owners of the dagger, and that we do not believe that we are morally or legally responsible for the destruction of the shroud. Should they wish to press matters we will ask about the legal course, and if we accept it as just and fair, adhere to it, and defend ourselves to the uptmost of our abilities. But should it seems capricious or arbritrary we will not participate in such a process willingly. On the otherhand, if they wish us to complete their task with enthusiasm and vigor, the Doctor needs must offer us fair reward for doing so. He can either get what he wants for a fair price, or get nothing."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

I'm not sure, I'm feeling frustrated with the situation - I'm inclined to think its the way the module is set up, though obviously I cannot be wholly sure. Its a very irksome situation and feels unfair to me both in an out of character. Honestly if Colwin was neutral instead of good he'd be suggesting that a dead Sheriff would not tell any tales. I'm with Leotian, the quest sounds interesting, but Colwin's not prepared to help blackmailers and pay a debt he does not feel he owes. I've engineered situationms like this as a DM, but when I do I try to make it clear to the players that they will have a chance at revenge, its okay to kill the evil King holding the Princess to ransom and forcing you to do a mission to save her, not so much for the disgruntled showman.

I think Kensington is more annoyed with me/Colwin than you. Is that fair Kensington? Its always best to discuss things ooc IMO if there is in character strife - or even out of character annoyance. My position remains that you don't claim items by simply being first to pick them up, the party risks their lives together and should earn rewards together. I don't want to be in a position where everyone leaps on slain foes to claim their gear first. I'd seen Kensington claim the dagger was hers a number of times, but that was the first post that prompted me to say anything since it clearly showed she felt it was hers to do with as she pleased without consulting the party. I'm not necessarily saying giving the dagger over is a bad idea, but it should be a party decision.

My overall impression - which may well be wholly incorrect - is that we are not reacting the way the module wants us to. As a fairly experienced DM, my experience is that players rarely do. On the other hand its sometimes the stories that get frustrating which prove the most satisfying to resolve, PBP probably exacerbates things though because it takes so much longer to do so.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin blanches, "Well lets examine it first before we start making rash statements if it is flaming as there have been some minor indications it could be I believe nthen it could be worth over 4,000gp. That's a deal of money in anyones book - and would explain something of this ridiculous situation."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin waves the dagger away,

"I didn't say you could not hold on to it Kensington I certainly trust you, I just think we would all be better off selling it and splitting the profits once this debacle is done with. We all risked our necks for it afterall, and its caused us all a deal of trouble."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin gives Kensington an irritated look, "I, ah, do not believe you own that dagger Kensington. We recovered it and the other items from the dogs as a party, I even saw the dagger first - I am quite sure. But I was, ah, not aware, nor did I agree to a first one to pick it up gets it policy. I believe we as a group own that blade, and will, ah, have to take issue with you trying to dispose of it. But I think we need to go and discuss things somewhere private."

I've never played in a game where the first person to pick something up got to claim it so I don't view it as Kensignton's anymore than it is the rest of the parties.

Once the group move out of earshot of anyone else Colwin says,

"Doctor Krane and the Sheriff can prattle whatever they wish, we were not to blame for that shroud burning. That Sheriff is either the most incompetent man I have, ah, ever had the misfortune to meet, or he's corrupt. I won't be made to pay for a crime I did not commit, by some bumbling half wit. However, the proposed quest does sound rather interesting - I just have no intent of risking my life for a debt I do not owe. We might want to consider agreeing the the quest and then absonding without this fool calling whatever authorities there are, but I would much rather straighten things out so its not hanging over us. I fail to see how we can be held responsible for the destruction of a valuable shroud whose idiot owner had it out in a tavern, when we were the ones setupon by that Grelm cretin."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin steps forward extending a hand as the gnome moves for his owl,

"Touch that bird and the both of you fry you little sneak. You are lucky I don't roast you alive right now, and believe me I am not yet wholly settled on that decision! You tried to frame my familiar, ah, horrible little dingleberry, and I mean to see you punished."

Intimidate: 1d20 - 2 ⇒ (16) - 2 = 14 If the gnome moves Colwin will flame him, but leave the owl.

Colwin blinks, at Horfil's words, taking a deep calming breath before saying,

"Now now Horfil, I can see why you would be riled up - I, ah, share your feelings, but we should at least let the Sheriff make his determination. You have all the evidence Sheriff, make your decision. If, ah, you do not think we are the daggers rightful owners then say so. However, I can see no possible reasonable argument to the contrary, and see no need for us to give the dagger to you. Should you be able to, ah, provide a fair reason for doing so I shall, ah, consider it. But, ah, this farce has gone on too long already for my liking."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin narrows his eyes,

"The owl is obviously Lorkyhay's familiar. And I think we have our, or at least one of our perpetrators. Gibbeous was not in your rooms Sheriff it was this gnome's thieving bird."

With a snap of his fingers Colwin draws the flames from the owl to his own persom where they burn harmlessly against his skin,

"Now I suggest you confess Master Lorkyhay. Things will, ah, not go well should you persist in your deceits."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

"Gibbeous cannot speak to others of his kind - yet," Colwin replies.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Was the owls attack the surprise round? Colwin's actions are the same unless it flies away or does something unexpected anyway.

Colwin positions himself so he can get a line on the owl without damaging anyone else and sends a jet of flame roaring out at the bird!

Fire Damage: 1d6 ⇒ 3

Meanwhile an incensed Gibbeous launches himself from his master's shoulder at his avian foe with a challenging hoot-screech,

Gibbeous Charge: 1d20 + 7 ⇒ (19) + 7 = 26 1 damage
Fly to move less than half speed and remain flying: 1d20 + 7 ⇒ (18) + 7 = 25


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin waves his hand around in a small circle,

"I mean shoveling it up so we can sort through it, a dagger could be easily buried in such refuse. Though, I do agree we should search with things undisturbed first, to, ah, prevent any contamination of evidence."


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin keeps detect magic running - which he would have been doing throughout the search - and calls for a stable boy,

"We need some likely lad to shovel the, ah, hay and refuse out of the way - because I certainly don't want to do it. There's good coin in it for an enterprising, ah, young fellow."

The young Wizard has no intentions of getting his hands dirty.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Did we detect magic on the dagger when we found it?


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Okay so we have owl prints, and urine on the door. That farmer said he was looking for the privy right? Grelm was seen loitering about outside the Sheriff's room as was a farmer and Horfil was seen entering the Inn at night covered in blood, which there is now no sign of, carrying the glowing dagger.

Where are the rest of Grelm's cronies again?


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Gibbeous shakes his head in vehement negation as Colwin asks him whether the tracks are his, looking rather offended.

"I suggest finding the dagger would provide another clue, if its magical detect magic should locate it easily enough if its still here."

Where were the rest of Grelm's group again?


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

But I don't know if he made the marks... So its hard for me to respond to that if you see what I mean. For all Colwin knows Gibbeous could have doen this for some reason. I don't want him to deny it when he really did make them, unless he's not aware he made them. Make sense?


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

I'm interested, but rather puzzled as to how to proceed. Colwin's not a very skilly character, or at least not with skills that are particularly relevant here so I'm kinda relying on others to spot the clues and mention them...

I'm having fun, but ideally I would like the clues presented at a faster pace so we can try to cobble together a full picture, it still feels like we are missing a significant part of the puzzle though I could be wrong.


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

I'm more talking about Gibbeous's responses to Colwin's attempted questioning via their link. He showed him the talon print and tried to convey quizicallness through their bond - as in "is this yours?". Good grief, it looks like I had a stroke in that last OOC comment - I hate that I can no longer edit it!


Male Human Wizard (Air Elementalist) 5; AC 14, 12 touch, 12 flatfooted; HP 43/43; Fort 4, Ref 3, Will 4; Initiative +8; Perception +16

Colwin radiates contentment through the link as Leotian examines Gibbeous's feet.

GM should I respond for Gibbeous? He's Colwin's familiar, but since th cannot actually directly understand each other at this point my cntrolof himissomewhat limited.

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