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Pathfinder Adventure Path, Maps Subscriber. *** Pathfinder Society GM. 16,153 posts (22,193 including aliases). 5 reviews. 1 list. No wishlists. 14 Organized Play characters. 42 aliases.


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I am out of town this weekend, starting tomorrow AM through late Monday PM. I will most likely be unable to post or update during that time. Should be back rolling Monday evening.

Thanks for your patience!

Sorry guys, I am out of town starting tomorrow AM through Monday late. I will likely be unable to post during that time, but will be back in the chair Monday late.

Thanks again for your patience!

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All, I am away this weekend, staring tomorrow AM through evening on Monday. I will unlikely be able to post during the interval. Should return to active duty on Monday night.

Thanks for your patience!

Poison Bringers - Round 4

26 Diurn/Wolf (20/26hp remain)
24 Hurik (28/38hp remain)
24 Blue Hunter (10hp dmg)
24 Yellow Leader (shield raised; 4hp dmg, flanked)
23 thing in the cage
23 Miriani
21 Kheyji
8 Green Hunter (3hp dmg; dazzled 4 rounds)'

Diurn's performance fades this round, and you lose the buff, unless he renews it. One of the enemy has fallen, but what's in that cage? Diurn and Hurik are up now.

Poison Bringers - Round 3 - concluded

Kheyji tries to burn the Blue Warrior, but if when she digs deep down, her spell misses, and the man remains in the fight. She then steps up behind the Yellow boss, trying to distract him and give Hurik advantage in melee.

Next, Miriani sends an arcing bolt of energy on the foes on her side of the scene. Red Hunter takes the full brunt of the damage, and falls unstirring into the dust. Green Hunter, still dazzled, manages to avoid all the damage, but takes his first wound from the spell.

Green Hunter sees his ally fall, and instead of attacking, he turns to the travois with a large cage atop it, and begins fiddling with the lock clearly trying to open it and free whatever is inside.

End of Round 3

Red DC 18 Reflex: 1d20 + 7 ⇒ (7) + 7 = 14 fail
Green DC 18 Reflex: 1d20 + 7 ⇒ (15) + 7 = 22 success

Just moving Miriani's stray post over here for future reference as needed.

Unimpressed by the dog's performance, she sighs and callc lightning down on the two by them. She does spare a quick glance over her shoulder to see that they haven't finished any on their side either.

Electric arc on red and green. Reflex DC 18
damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Gang, I will be away for the weekend, starting tomorrow AM through Monday PM. I will have only limited access/time for posting, so likely will not have any over that time.

Thanks for your patience.

Hint, if you wish it:
Look at the Loot Tracker

So Calmont in the jail, or back to the ruined keep, or something else? If you go to the ruined keep, where do you want to go? Do you need to see the ground level map again?

Think he is trained in Divine spell tradition (so is Zainab), so some of those are versatile enough for either, but the pure Arcana ones are really just you, so far. You can always cash them out as well.

Poison Bringers- Round 3 - continued

Diurn commands his dog to rush the melee combatant his is locked in with. Wolf does his best, but the Burning Mammoth hunter avoids his bite.

Hurik takes out his maul, ready to mash. His first strike is at the leader of the group, but that foe turns aside his bow with his shield, resulting in no damage.

The other target is the hunter. With no shield, Hurik is able to hit and damage that foe, crushing the hammer into his clavicle with bone-jarring force.

Wounded, the Blue Hunter moves his hurt arm away from Hurik, but then attacks twic with his spear. Hurik dodges the spear-tip at first, but the follow up attack scores a hit.

Working off his soldier, Yellow leader steps around Hurik, into a flanking place. Then mashes at him with his shield boss, following up with his spear. The knob on the shield breaks into Hurik's back, but the spear thrust is turned aside. Hurik grimaces a little at the pain, but its ultimately nothing major.

Hurik is hit twice for total of 10dmg, and is now at 28/38hp. Miriani and Kheyji are up now.

blue hunter spear vs Hurik: 1d20 + 7 ⇒ (8) + 7 = 15
Blue Hunter spear, 2nd attack: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
Piercing dmg vs Hurik: 1d6 + 2 ⇒ (4) + 2 = 6
Yellow shield boss vs Hurik, flanked: 1d20 + 9 ⇒ (17) + 9 = 26
Yellow spear vs Hurik, flanked, 2nd attack: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14
Bludgeoning dmg to Hurik: 1d6 + 3 ⇒ (1) + 3 = 4

Perivolt can share in exposition, or others can roll their own Lore/Recall knowledge Society. Or as I said in the thread, you can Gather Information from people across the city -- part of the fun of urban adventuring.

If you want to know more about the Queen, give me your Society or relevant Lore modifier (like Lore Korvosa) and you may get some info. Plus you can Gather Information you don't have with a well-placed Diplomacy roll if you prefer.

Thank you for all the exposition and RP, very well done! I had assumed you were going to Eodred's Walk first thing, but maybe that has changed. Someone needs to take point and decide where first. i will move to the place that at least two of you vote for first.

Perivolt Ornelos wrote:
@DM DoctorEvil: Is there any reason to think Perivolt wouldn't know the name of Groetus? Despite not being "major" god, I feel like the alleged god of the end times who hangs over Pharasma's Boneyard (a goddess I feel everyone would know about) would be a clear no-check-needed territory for "Why yes, I've heard of Groetus." Groetus feels very much like a boogeyman/monster-under-the-bed/Krampus style bedtime story. If someone needed actual religious or historical data, I'd assume a check is needed, but it's safe to say we should all know that Groetus exists, yes?

I think its fair to say everyone has heard of Pharasma; Groteus is a bit more select and less widely known. Even then having heard about something, and knowing lots of details can be a vast difference. Or knowing true things vs folklore.

I think a role is appropriate if you want deep knowledge. Not needed if you want to say "Yeah, I have heard of that."

Perivolt Ornelos wrote:

Not a critique, but since responding to multiple posts in each post seems to have become more common lately, may I recommend spoilers to help separate them?

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

Appreciate the suggestion, as posts get complicated. Even headers works instead of spoilers depending. The fun of asynchronous communication is never-ending.

Talindra Ravenheart wrote:
Hey folks, I have a big exam for school coming up that I'm going to be working on prepping for over the next two days, and that's why I've been quiet the past few days as well. The exam itself is on Friday, and then I'll be able to relax. I'll get something up to respond to Sable later this morning. Not sure how much I'll be able to post otherwise.

Good luck!

Whether its the rusty lock, the shifting boardwalk, the cramped space, or the adrenaline rush of being this close, Camber cannot master the lock on the small door. Eventually he steps aside, and turns it over to Rienas, who has some skill with locks, but the warlock cannot make it open either, and so the group is stuck in the cold damp crowded space below the fishery.

Secret Rolls:

Camber T: 1d20 + 6 ⇒ (5) + 6 = 11
Rienas: 1d20 + 3 ⇒ (6) + 3 = 9

Poison Bringers - Round 3

Inspire Courage active 1 round more

26 Diurn/Wolf (20/26hp remain)
24 Hurik
24 Blue Hunter (4hp dmg)
24 Yellow Leader (shield raised; 4hp dmg)
23 Miriani
21 Kheyji (shield up)
17 Red Hunter (dazzled 1, 10hp dmg)
8 Green Hunter (dazzled 5 rounds, blind, stunned)

With a foe in melee range, Diurn is up, as is Hurik

Poison Bringers- Round 2 - concluded

Kheyji mends all the wounds suffered by Hurik in one simple spell. This seems to dismay the Burning Mammoth fighters as much as her brave words. She then re-conjures a shimmering shield of protection for herself.

Miriani focuses her elemental magic on the Red Hunter, first blasting him with a cone of wind. The enemy hunter takes the blast as well as can be expected, a little blood on his face from the buffeting. After that the sorceress flicks more wind damage at him, scoring a hit. In addition to being dazzled, the warrior looks pretty hurt.

Green Hunter is simply too stunned by Diurn's spell to do anything. He only stands blinking and rubbing at his eyes.

The Red Hunter is hurt, but not out of the fight. He shakes off the spots before his eyes, and moves forward to attack Diurn, dropping his sling, and grabbing a spear instead. The hunter is able to skewer Diurn, wounding him mildly.

End of Round 2

Diurn takes 6hp dmg, and is at 20/26hp. The stunned fighter will be merely dazzled next round. The red hunter will have no effect, if he lives that long.

Red Hunter DC 18 Reflex: 1d20 + 7 ⇒ (13) + 7 = 20 success - half dmg
Red Hunter DC 5 flat: 1d20 ⇒ 9
Red Spear vs Diurn: 1d20 + 7 ⇒ (12) + 7 = 19
Piercing dmg to Diurn: 1d6 + 2 ⇒ (4) + 2 = 6

Trista spends a few moment consulting The Book regarding the silver holy symbol found in the crypts of the Hellknights. It has a pair of faces in relief. To her surprise, she finds that the symbol belongs to the Taldan goddess of portals, doorways, thresholds, and the transition from year to year. She is Lawful Neutral in alignment, so her symbol in the Hellknight keep or among the undead is strange indeed.

Further, you recall that arsonist Calmont going on and on about Alseta's ring, and elf gates.

Zainab looks around for anything important the group missed, but it seems all the clues from the bookshop have already been uncovered. What they exactly mean, might take a little more time or investigation.

Secret Rolls:

Trista Lore: 1d20 + 7 ⇒ (9) + 7 = 16

Poison Bringers - Round 2 - continued

Diurn again unleashes the dazzling display of lights, colors, and patterns, immersing two of the Burning Mammoths in the magical lights. One is able to avert his gaze with just a flash dazzling him, but the other takes the full brunt and is blinded and stunned.

Hurik launches his second javelin at the enemy shield bearer. The throw is on target, but the foe interposes his shield to absorb some of the damage, still taking a wound from the javelin.

Despite his wound, yellow shield bearer moves into melee with Hurik. He smashes the shield boss into the barbarian's chin, bloodying him a bit. The follow up spear attack is off target, but the Yellow leader ends up with his shield raised again also.

Blue follows his leader, dropping his sling, raising his spear, and advancing with an attack also at Hurik. The spear tip slides into the flank of the dragon-blooded hero, causing a bit more damage.

Hurik ends up taking 15hp dmg from two strikes. The Yellow boss gets a free shield raise if his shield boss scores a hit, so it is raised even though he had 3 actions. Red is dazzled for one round. Green is blinded 1, stunned 1 and dazzled for one minute. Miriani and Kheyji are up next.

Red Hunter DC 18 Will: 1d20 + 7 ⇒ (17) + 7 = 24 success
Green Hunter DC 18 Will: 1d20 + 7 ⇒ (4) + 7 = 11 fail
Yellow shield boss vs Hurik: 1d20 + 9 ⇒ (16) + 9 = 25
Bludgeoning dmg to Hurik: 1d6 + 3 ⇒ (5) + 3 = 8
Yellow spear vs Hurik, 2nd attack: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
Blue spear vs Hurik: 1d20 + 8 ⇒ (14) + 8 = 22
Piercing dmg vs Hurik: 1d6 + 2 ⇒ (5) + 2 = 7

I did not partake. Glad you enjoyed it.

Let's do that. It'll be better for things that might occur to have the whole group. We can say you get there before they depart for the market, if that's ok.

Olaf looks quickly at the magical items in the treasure pile, and this time has no trouble identifying most of them. One scroll remains beyond his ken, but Fentus is quick to help discover that magical writing.

The potion is invisibility. The pin is a Monkey Pin. The scrolls are darkness, darkvision, heal, and magic missile.. Again, if want to be able to use them in combat, you need to claim them and assign them to an individual. The loot tracker is updated. There is still a holy symbol you found that has not been investigated fully either.

Secret Rolls:

Olaf potion: 1d20 + 10 ⇒ (10) + 10 = 20
Olaf monkey pin: 1d20 + 10 ⇒ (11) + 10 = 21
Olaf scroll: 1d20 + 10 ⇒ (1) + 10 = 11
Olaf scroll: 1d20 + 10 ⇒ (14) + 10 = 24
Olaf scroll: 1d20 + 10 ⇒ (16) + 10 = 26
Olaf scroll: 1d20 + 10 ⇒ (20) + 10 = 30
Fentus Scroll: 1d20 + 9 ⇒ (3) + 9 = 12

Sable, back to the action?:
Everything looks settled with the old folks. You can see from their upper floor window that the barricade still burns astride the main bridge to the city, but the pedestrian walkways seem to be unbarred for now. It is quiet in Old Korvosa, uncomfortably so. It seems many wore themselves out last night with teh riots but the Guard has not really come to restore order either. Mainly, you feel like its the calm before another storm, but it seems where your parents reside is safe from the majority of the issues, so far.

What do you choose to do today, if any?

Compared to the explosive fireworks of the night before, the day dawns relatively calmly over Korvosa. Sleeping as best they can in the remains of Zellara's cottage, the group begins with their morning oblations, preparing for another trying day.

Billi cobbles together some of the broken furniture into a makeshift kid sized bedframe, and a two or three chairs/stools, not much but there wasn't much to work with. He makes a pull-along duck for Graykos that keeps the child occupied for several minutes.

Eventually, the desire to get to the market overtakes your personal time, and you make ready to sally forth from the safety of the cottage into the unknown city. True it is quieter, but smoke rises from several structures that are still on fire, and a pall of smoke or fog rises from the ebon structure of Castle Korvosa.

The city is perhaps quieter than usual, which ia bit unnerving in and of itself. The rumble of wheeled traffic, the hue and cry of callers and market hubbub seems to be gone this morning.

You still want to set out for Eodred's Walk? Any other things planned?

I will post for Laijiri this time to keep him moving.

Laijiri considers leaping down like Rienas did, but settles to take the safe, sure route instead. He drops heavily into the small rowboat next to Morganne. And he pulls the lead rope getting them safely to the dock. The large orc grumbles under his breath about the cramped space, but all reach the deck safely.

Looking about in the underpier, the team doesn't see any threats or traps, and focus their efforts on the very small door. In front, Daesra finds that one egress point to be kept locked.

If someone wants to try to pick the lock, it is a Thievery check. Also a secret roll, so please provide your modifier. Also, arrange your icons in single file along the underpier boardwalk based on relative position.

Secret Rolls:

deasra: 1d20 + 6 ⇒ (4) + 6 = 10
Camber: 1d20 + 6 ⇒ (8) + 6 = 14
Rienas: 1d20 + 3 ⇒ (12) + 3 = 15

Just a reminder that there are other scrolls and unidentified magic items in the loot pile. Also some things to decide if you want or to sell, and some other items you might want to sell off to buy other things.

Remember that you can attempt to Identify Magic again, on these things since the day has changed. You also have experts etc who you can buy services from.

While in town, its a good time to manage all of those things, so I encourage you to take a look. Breachill will not have rare or highly valuable magic items to buy, but they may have some common and useful things, if you wish to look.

Trista sits with the coded text and its not long before her literary mind can make sense of way the code works. As the others look at the arcane scrolls, she reads a different account of the founding of Breachill. Olaf is able to quickly identify the writing. The other three scrolls are: false life, obscuring mist, and touch of idiocy.

I added these scrolls to the loot list. If you want to claim them instead, I will assign them to individuals

Voz's research suggests that Lamont Breachton was far from the altruistic hero the town's history portrays. In fact, she finds him to be nothing more than an egomaniacal wizard who was trying to build a society of servants to appease his needs, and when that failed, he wiped the townsfolk's memories before helping them establish Breachill. That he only did out of sense of guilt though. She wrote a marginal comments saying "Fool should have just left them to die -- guilt gets you nothing!" Voz has been trying to find the whereabouts of Lamont Breachton, after he left the area, but to date, her research has only been dead ends, and she suspects he is long dead.

Secret Check:

Trista Society: 1d20 + 6 ⇒ (10) + 6 = 16

Fentus has no luck with the scrolls, but Zainab can identify the first one as an arcane spell of acid arrow. The others will take more time (and rolls) to identify.

Feel free to make the identify checks but it takes 10mins for each one. Trista can make some kind of relevant check to decipher Voz's shorthand notes as well.

Trista reads the book while Zainab and Fentus look at the scrolls.

The books seems to be a history of Breachill. It relates that in 4520 AR, a group of 50 humans found themselves mired in a threadbare outpost in a valley at the foot of Five Kings Mountains. They had little shelter, provisions, or means to survive for more than a few weeks. There were few skills among them, and almost no defenses against the area's natural and magical dangers. Stranger still, the humans had no idea how they ended up in their hovels, nor why there were there in teh first place. Some didn't remember their own names. As winter approached, the flimsy outpost seemed sure to perish.

Serendipitously, a wandering wizard named Lord Lamont Breachill, who was returning from a lucrative trading trip to Druma, stumbled upon the amnesiac's primitive outpost. He took pity on the villagers, and spent much of his recently acquired wealth building appropriate structures on the shores of Breach Creek. He hired experts to teach the people trades and used his magic and know-how to aid their day-to-day affairs until they became self-sufficient. They named the village Breachton's Hill in their benefactors honor -- it was soon shortened to Breachill. Soon, dwarves, elves, halfling, and other races moved to town, and in less than a year, this doomed outpost became a thriving hamlet.

Breachton is described as having distinctive, gold-colored eyes, hte rich voice of an angel, and the flowing white hair that reached past the magnificent robes he always wore. He was exceedingly paternal to the townsfolk, and spent large amounts of resources on the burgeoning village. He spent an entire year with the new village, and then one day disappeared without a trace - he was a wanderer after all. The people never heard from him again, but erected a statue to him in the middle of town, that still stands today.

There are notes hand-written in the margins likely from Voz, that say things like : "Ha, the fools!" and "Idiot humans trusting that lying wizard" and "The fools put up a statue of that duplicitous charlatan -- hilarious!"

There are other written notes, but they are in some kind of code that might take some time to decipher.

I will make the roll for Daesra to keep things moving.

The three companions maneuver the boat to the docking, are able to disembark, and get the boat repositioned under the opening using a lead rope. They are all standing on the wet boards, when Rienas just drops down, swings from the edge, and lands gracefully on the boardwalk without using the boat.

Morganne and Laijiri are still above, peering down into the torch-lit underpier.

Again, you can drop into the boat for free, or make an Athletics or Acrobatics like Rienas did to do it on your own.

Daesra Dex: 1d20 + 1 ⇒ (13) + 1 = 14

While Graykos snores softly against him, Perivolt takes out the ledger found in Lamm's warren. The language is clearly some form of Varisian, but the syntax and coding is not immediately clear. AS the night grows long, the wizard gets right to the edge of cracking the mystery, but his tired brain just can't quite sort it out before he nods off to sleep.

Sorry, just missed. Wil take a -2 penalty next time you try. I will get a new morning post up tomorrow for both the group and Sable, and see where day 2 of the campaign takes us.

Secret Checks:

Perivolt Decipher: 1d20 + 8 ⇒ (6) + 8 = 14

The three of you each make a simple DEX check

Poison Bringers - Round 2

Inspire Courage active 2 rounds more

26 Diurn/Wolf
24 Hurik
24 Blue Hunter (4hp dmg)
24 Yellow Leader (shield raised)
23 Miriani
21 Kheyji (shield up)
17 Red Hunter
8 Green Hunter

Diurn (song continues) and Hurik are up to start Round 2.

Poison Bringers - Round 1 - concluded

Miriani begins by sending an electrical bolt bouncing from one Burning Mammoth hunter to another. Somehow the first target resists any damage,, and the second only takes a bit.

Kheyji moves to close the distance and support all her allies better, before conjuring a magical shield barrier for protection from those sling bullets.

Red Hunter moves into the scrubby brush, but also fires a sling bullet at the sorcerous cat folk, but it bounces at her feet.

Green Hunter also moves ahead while readying his sling. He launches a bullet at the crouching bard, but it also misses.

End of Round 1

Red Hunter Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
Blue Hunter Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Red Hunter sling: 1d20 + 7 ⇒ (7) + 7 = 14
Green Hunter sling vs cover: 1d20 + 7 ⇒ (5) + 7 = 12

Camber goes first, gently lowering himself into the small rowboat. Then Daesra pass him the light and drops down herself. The boat is unsteady but comfortably holds the woman and the halfling. Though only another small creature would fit with htem.

A narrow space exists under the fishery with only about three feet of clearance between the floor of the eastern side of the building, and the languid, foamy surface of the river water below. Wooden pilings support the building, and thick mats of moss and cobwebs hang from ropes and rusted chains strung between them. A wooden walkway, about 10' from the small boat floats on the river's surface, winding along the inner wall of pilings that supports the building's frame above. The walkway leads from the sodden ship to the east all the way west to a small two-and-a-half foot square door that leads to an understructure below the fishery's land-bound half. The pilings below the understructure are densely arrayed, leaving only narrow gaps into the water below that area.

While the two of you are in the boat, Nox may be able to descend, but no one else without the risk of swamping or capsizing the small craft. You'll have to spend some time maneuvering the little boat to the wooden walkway, and back under the opening for others to come down this way. Otherwise, they can try a more athletic or acrobatic way of jumping down to the wooden walkway.

Daesra has to hunch over almost in half to be in this small cramped space.

The group has apparently learned to search very well from their time in the dungeons of the Citadel. They find some interesting things in the bedroom. First, a book titled Breachill, Outpost of Liberty and several other loose leaves of paper are recovered from a cluttered nightstand.

Additionally, left behind the clothes in the wardrobe, Zainab finds a rolled up bundle of scrolls, clearly containing magical spells. There are four separate scrolls in all.

Some amazing perception rolls. Let me know if you leaf through the book and loose pages or if you want to try to decipher or ID the scrolls.

secret rolls:

Olaf: 1d20 + 5 ⇒ (9) + 5 = 14
Trista: 1d20 + 7 ⇒ (19) + 7 = 26
Fentus: 1d20 + 5 ⇒ (19) + 5 = 24
Zan: 1d20 + 9 ⇒ (17) + 9 = 26

Trista has the lock open in short order, and opens the door to the bedroom. Beyond is revealed a small untidy living space that shows that someone left in a rush. The bed is unmade, a small chest has been ransacked, a wardrobe is missing about half its contents, and a small desk is littered with miscellaneous personal objects like a archivist's gloves, dented reading glasses, and several alarmingly large balls of lint.

There does not seem to be an immediate threats or traps here.

Let me know how long you want to search, or give your modifier for Perception. If there is something specific you are looking at or for, please elaborate.

Graykos yawns sleepily, and leans against Perivolt on the floor, ready to fall asleep now. Peri tells the others about his contact in the market, and it sounds like something to review in the morning. Distant shouts and concussions shake the small cottage over night, but they are far away, and no threats are immediate. For sure, tomorrow is going to be an interesting day.

If you are sleeping here that's fine, if you are going out into the city, let me know. Otherwise, I am ready to turn the page until morning.

You can try a to Decipher Writing if trained in Society. Failure means you get -2 on future checks. I will say 4 hours of working on it for each check you make.

It is a secret check, so provide your modifier if you wish to try.

With the light in hand, Daesra can see the boat directly below the hole in the fishery floor. It's just a small two-person rowboat. It sits about 5' from the floating boardwalk and would have to likely be moved there to disembark easily. It also appears that one could lower them selves down into the boat by two-arm hanging from the hole. Alternatively, you could swing and jump to the boardwalk directly, but that would take a bit more agility or strength. No foes or immediate threats are detected.

You can try an Athletics or Acrobatics skill to land on the boardwalk or freely drop into the boat, which can hold two medium sized people, before needing to be rowed and unloaded etc.

I will run for Kheyji tomorrow if no post.

Moving across the bookshop, the group inspects the final door for traps but does not find any. However, when Trista tries the door, it is found to be locked.

Secret Rolls:

Zainab: 1d20 + 9 ⇒ (2) + 9 = 11
Olaf: 1d20 + 5 ⇒ (12) + 5 = 17

How many Heals do you have left Morganne? I show that's the last one, but might have my count off

The ringing in Daesra's ears lessens with some divine magic, and the group looks at her expectantly to see if she will take the "plunge" to whatever lies below.

When you level up, your numerator and denominator should both increase. For some reason, I had that someone had cast a Heal spell that moved everyone up, but perhaps I misallocated that.

Let's just assume that you are successful with treating wounds on all the folks with you (not Sable) including yourself.

Sable is happy to be home with the old folks, who seem secure enough as the city melts down around them. Her dad, who frequents a nearby pub, says sometime during the late night conversation. "You know, old Hal down at the pub heard that the old King Eodred didn't die of old age -- though of course he was old enough -- but that he was murdered by someone he trusted. Hal said he heard that it was Neolandus, the seneschal of Castle Korvosa. Now Neolandus has fled the city, and I guess that proves that, don't it."

Sable knows that the seneschal of Castle Korvosa is indeed Neolandus Kalepopulis. The seneschal actually is the keeper of the ebon-walled castle, and allows the royal family to live there by long-held agreement. Neolandus is reputed to be fine, upstanding Abadarian, and so him being involved in a murder plot against the king sounds rather far-fetched, but apparently he has left the city, so who knows?

Secret Check:

Sable Society: 1d20 + 4 ⇒ (16) + 4 = 20

No NPC planned, so feel free to riff as you see fit. I did update the map with those locations, so you can see what Peri is talking about.

Eodred's Walk is an open-air bazaar made up of 14 shops in a semi-circular layout, offering a variety of goods and services. books, maps, harrow readings, tack and barding, jewelry, magical items, haberdashery, fishing and bait supplies, haircuts and grooming, smoked foods, clocks and clockwork trinkets, trapping and hunting supplies, weapons and armor, and even watered-down alcohol.

However, it is nearly midnight, and city is in chaos. The bazaar is almost certainly closed until morning, and perhaps even then might be an issue. It is probably best to wait to see how the urban environment appears in the morning. Anything else you wish to accomplish this night?

I show that Talindra, Perivolt, and Billi are now full HP. Think Lenrelle and Sable still have a little damage, but a night's rest will help with that, if you are ready for that.

No one knows if you'll have any money left anyway, so no sense counting and spending it in this environment.

Poison Bringers - Round 1 - continued

Acting first, Diurn uses his flute to create a compelling song for his allies, inspiring there actions while he goes and hides behind the brush.

Seeing the distance to the foes, Hurik draws out one of his javelin and hurls it through the air at the shield-bearing leader of the war party. The throw is a bit far for a javelin but he hurls it anyway, a little disappointed when it glances off the tribesman without any effect.

Range increment for a javelin is 30' and since this is 40', it takes a -2 penalty, which results in a miss.

The Blue Hunter draws out his sling and a bullet and advances on Hurik, stopping to launch one stone at the dragon-blood. The missile misses by al wide margin, clattering on the sand behind.

The leader grunts to direct the attacks of others, drops something fleshy to the ground and moves forward, drawing out a spear, and raising his shield as he readies for a fight.

Miriani and Kheyji are up now for the good guys.

Blue sling: 1d20 + 7 ⇒ (4) + 7 = 11

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