Occultist

Donnell "The Fox"'s page

Organized Play Member. 885 posts (1,616 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 6 aliases.



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Male CG Dragonborn Cleric 4 | HP: 28/28 | AC: 12 | Init: +0 | Pass Perc: 13 | HD (4d8): 4/4 | Speed 30 | Saves: STR+3 DEX+0 CON+2 INT+1 WIS+5 CHA+1 | Resistance: Lightning | Inspiration: 1 | Active effects:

Turning his head to one side and squinting out of one eye: "I didn't want to say anything, but... Are you sure humans' faces don't just change overnight? Sometimes they change colour or grow fur in the night...? HEY, JIRO!"

Draconic:
"I'm not wrong, yeah? Human faces change shape sometimes, right? Or... is there something wrong with Blacklock?"


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Donnell taps a page in his notebook in consternation, muttering: "Out? But there are three rooms left to ... Ah hell. Alright, let's go find Neolandus."

I'm guessing two pulls on the yellow lever gets us back out?


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Male CG Dragonborn Cleric 4 | HP: 28/28 | AC: 12 | Init: +0 | Pass Perc: 13 | HD (4d8): 4/4 | Speed 30 | Saves: STR+3 DEX+0 CON+2 INT+1 WIS+5 CHA+1 | Resistance: Lightning | Inspiration: 1 | Active effects:

Stirred from his reverie, Jarprax frowns: That seems... too easy...

Insight: 1d20 + 4 ⇒ (5) + 4 = 9

Meh, I guess it's probably fine...


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Stuthman stumbles to a stupefied halt, his jaw drops: He... he's right. What the hell is happening?!

Also "Wha...? Who...?"

Shuffling quickly, Stuthman follows Joaquin into the mine.


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

A fire of determination still burns in Mr. Stuthman's eyes, but his shoulders are slumped - he's tired, and feels the weight of the stone around him. His voice sounds like a corpse being dragged through a gravel pit: "Let's just get this over with." Pointing fore and middle finger at Pearl/Wood, Stuthman gestures down the mine: "Lead on, MacDuff." (Seeing confusion from all but Caroline I assume, Stuthman sighs: "Just go...")


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Male CG Dragonborn Cleric 4 | HP: 28/28 | AC: 12 | Init: +0 | Pass Perc: 13 | HD (4d8): 4/4 | Speed 30 | Saves: STR+3 DEX+0 CON+2 INT+1 WIS+5 CHA+1 | Resistance: Lightning | Inspiration: 1 | Active effects:

Dammit! I just remembered that I had Inspiration!
btw, is it an action or a bonus action to drink a potion? Asking for a friend


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Male CG Dragonborn Cleric 4 | HP: 28/28 | AC: 12 | Init: +0 | Pass Perc: 13 | HD (4d8): 4/4 | Speed 30 | Saves: STR+3 DEX+0 CON+2 INT+1 WIS+5 CHA+1 | Resistance: Lightning | Inspiration: 1 | Active effects:

Jarprax's voice echoes loudly around the room: "HAH! Magic Mouths or mundane mouths - you all look creepy when you talk! It's weird to see your lips moving around the words - eh, Jiro?" Jarprax claps the little kobold on the back, hard enough to cause him to stumble.

As Shaldinari and Blacklock try to solve the puzzle, Jarprax both offers to consume what needs consuming, and offers several unhelpful ideas: "Consume?! As in 'we' consume? I could do that... but - maybe the pool has to consume the fire? Let's stick the braziers in the pools! Or... wait, maybe we set the pools on fire? Hang on..." Unless someone stops him, Jarprax will take a scoop of the red liquid with one of the cups and test its flammability.


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Mr. Stuthman uncurls reluctantly, looking haggard. A night spent whimpering and shivering has left the strange man looking more exhausted than when he lay down. Long, unwashed hair hangs in front of his face as he croaks: "Copper mine - free the puma-spirit. Mebbe kill a sorcerer."

Cautiously stretching his aching limbs, Stuthman reaches for some breakfast. He eats slowly and deliberately, filling his belly without enjoyment; his gaze flat, staring into the middle distance.

Reminder that Stuthman receives one less Fate Chip because of his Bad Dreams. I assume yesterday's Fate Chips go away?


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Male CG Dragonborn Cleric 4 | HP: 28/28 | AC: 12 | Init: +0 | Pass Perc: 13 | HD (4d8): 4/4 | Speed 30 | Saves: STR+3 DEX+0 CON+2 INT+1 WIS+5 CHA+1 | Resistance: Lightning | Inspiration: 1 | Active effects:

Well, Jarprax doesn't know any better, but I read the Dragonlance books as a teen and remember what happens when gully dwarves count things: "‘One, and one, and one.’ Bupu counted until she had used up all of her fingers. ‘Two,’ she said. ‘Not more than two.'"


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

"Well," Donnell comments, dryily, "that was fun. Ready to leave? No?"

Donnell pulls the lever twice more, taking us back to the first room, with a sarcastic: "Wheee!"


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Male CG Dragonborn Cleric 4 | HP: 28/28 | AC: 12 | Init: +0 | Pass Perc: 13 | HD (4d8): 4/4 | Speed 30 | Saves: STR+3 DEX+0 CON+2 INT+1 WIS+5 CHA+1 | Resistance: Lightning | Inspiration: 1 | Active effects:

"HA! Giants?! Giants don't eat people - what a terribe prejudi... ok, well ogres and hill giants, maybe, but not, like, Storm or Cloud Giants. HA!"

Still, despite his bluster, Jarprax looks slightly concerned, partly for Jiro's sake. Raising his shield to the afternoon sun, he captures a few rays of light before leading the way into the mouth of the mine.

Jarprax casts Light on his shield.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

I hate it already

Donnell examines the door for traps, then motions for Thod to open it:

Perception (Traps): 1d20 + 24 + 1d6 ⇒ (20) + 24 + (4) = 48


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Swinging down from his horse to check on the dead, grimly adding a final bullet to their skulls, mutters to himself: "You're welcome, you bloody bastard."

If Joaquin hasn't yet killed his horse, Mr. Stuthman will look to see if there's anything he can do:

Healing: 1d8 + 2 ⇒ (8) + 2 = 10
Ace!: 1d8 ⇒ 8
Ace!: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1

Total = 20


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

How big are those sculptures? Small enough to fit into a pack or Handy Haversack? (I don't remember if anyone has a Bag of Holding...)

Donnell largely ignores the bickering - he's too preoccupied by the contents of the room: Perception: 1d20 + 1d6 + 19 ⇒ (7) + (2) + 19 = 28

Muttering to himself about the sculptures and how to smuggle them out, he looks over at Sevenspawn and smiles warmly: "Perhaps they too will find they've more in common than not. And yes - I think they are both resourceful in their own ways and have managed to survive thus far. If I didn't believe that, I wouldn't be here."


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Male CG Dragonborn Cleric 4 | HP: 28/28 | AC: 12 | Init: +0 | Pass Perc: 13 | HD (4d8): 4/4 | Speed 30 | Saves: STR+3 DEX+0 CON+2 INT+1 WIS+5 CHA+1 | Resistance: Lightning | Inspiration: 1 | Active effects:

Jarprax, who has been strapping on his shield and only half-paying attention, looks up: "Huh? What's that now - an ambush?" Looking down at his bulk, his chainmail, his face clouds over: "I'm not really the sneaky type - I am the thunder that comes before the storm - I AM TH.." Realizing that he's raising his voice through this tirade, Jarprax makes an effort to calm down, and returns to adjusting his armour: "I'll follow your lead, but I vote for charge in and smash."

That being said, Thunderwave could probably be put to good use if Jarprax were, for example, the bait in your trap...


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Male CG Dragonborn Cleric 4 | HP: 28/28 | AC: 12 | Init: +0 | Pass Perc: 13 | HD (4d8): 4/4 | Speed 30 | Saves: STR+3 DEX+0 CON+2 INT+1 WIS+5 CHA+1 | Resistance: Lightning | Inspiration: 1 | Active effects:

Looking at the plant life and comparing notes with Shaldinari, Jarprax tries to draw her into conversation about the influence of sun and rain on plant growth (and, I assume, he is largely ignored. Not that that will stop him from talking.)

Later, by the campfire, Jarprax sits with Antonio: "The little ones (by which he means everyone else in the party) "do not appear well-suited for this kind of journey. Although, some," indicating Shaldinari and Blacklock, "are remarkably resourceful."

Looking down into the flames, Jarprax frowns: "I am particularly concerned for Zar. But I am not strong enough in Stronmaus's favour to help him..."


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Not meeting Caroline's eyes, Mr. Stuthman shrugs resignedly: "He'd come for us."

And, with that, Stuthman clicks his tongue and urges his horse to follow in Joaquin's wake. He moves slowly, however, fully expecting to find the ugly man on the ground next to a lame horse.

Also, it's dark and we don't know where he's going, other than 'that way'.


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I'll have a character profile posted later today - I'm just putting to final details together. I decided on a Dragonborn Tempest Cleric.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Looking up from his leaf-gathering, Donnell sympathizes: "I agree, and were he any other man - any other noble, for that matter - we would hold him more accountable. But Old Korvosa needs protection and the Arkonas are the only ones able to provide that. Anyway," looking back to the plants, "we'll see what Vencarlo and Neolandus have to say about their treatment. We can always come back..."


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Mr. Stuthman watches Il Brutto; sees the aspects of rage and jealousy clench across his face; is unsurprised, yet knows from a distant part of his mind, that he should be afraid when the Latino's hand grips his pistol. The elation he felt following the vision chills.

Stuthman knows a bit about this man he's travelled with for the past few weeks: knows that he isn't right; that sometimes he fights for control of himself. Il Brutto doesn't fit into Stuthman's ordered world, where parts of the body connect logically to others, where dead folks stay dead. Joaquin, on the other hand, might be a friend, and Stuthman isn't entirely certain he himself fits into an ordered world any more.

And, like two tectonic plates, the halves of Stuthman's mind grind against one another again. Oh - It won't be long before they slip again. Seismic waves along the fault line of his psyche.

Hoarseness creeping backing into his voice, Mr. Stuthman stands shakily: "Success, failure... *ahem* unimportant. Wh- What matters is we move forward, or hehhh ... or we die."


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

With a half-smile, Donnell shrugs slightly and dumps an elixir down his throat: "Looks like this pla- *urp* zzz needs a change of man- managmenn- *gahuuhh*"

A swarm of wasps appears around Donnell's head, which he directs towards Pilts.

Vomit Swarm:

Wasp Swarm
HP: 7d8 ⇒ (5, 5, 8, 2, 6, 4, 8) = 38
AC: 15
Speed: Fly 40
Melee: swarm (2d6 plus poison)
Special Attacks: distraction (DC 13), poison (DC 13)
Defensive Abilities: swarm traits; Immune weapon damage

Swarm Attack: 2d6 ⇒ (3, 1) = 4
Poison: Fort DC 13
Frequency 1/round for 4 rounds
Effect 1 Dexterity damage
Cure 1 save

Distraction: Fort DC 13
Nauseated on a failed save


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

It's cold in the basement workshop.
The familiar smell of formalin makes me light-headed; the room foggy; my lungs burn.
Poor Mrs. Lowry, stretched out on the table, naked. The lines on her 60-year-old body smoothed.
Reaching forward, scalpel poised, Mrs. Lowry's hand knocks my elbow.
Random electrical firing after death can cause the body to twitch - nothing to worry about. It's fine.
It's Fine!
Except she's been dead for two days...

Her eyes flutter open.
The black cavern of her mouth opens forever. "LOSSSTTT!!"
I fall into the darkness

"AAAAAAAAAAAAAAHHHHHHHHHHH!!!"

Mr. Stuthman's eyes slam open but all he sees is darkness.
He screams but his mouth is full of dirt: "RAAHHHHH!"

Rolling onto his side, fetal, cradling his rifle, Stuthman babbles — half-recitation, half-prayer: "HumerusRadiusUlnaMetacarpelCarpelPhalanges...
MaryMotherAndJosephTheLordIsWithThee...
BicepsBrachialisCoracobrachialisTricepsAnconeus...
GreatSpiritGuideMeThroughThisLandSoDead..."

He breaks off as he is wracked by uncontrolled sobbing.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Without even turning to look at him, Donnell can feel the weight of Sevenspawn's glare as keenly as if his friend were standing on his chest. A low growl rises in the back of Donnell's throat and he raises a hand to his exasperated brow, quietly muttering: "Godsdammit. Godsdammed priests and their godsdammed bickering deities. We're only trying to save the whole godsforgotten city..."

Sighing deeply: "It sounds an awful lot like you need us more than we need you, so if he" jerking a thumb over his shoulder at Sevenspawn "isn't willing to work with you, and since you don't actually know anything about Salvator or where to find him, then we'll figure this out on our own, and you can bloody well wait here until we get back with Scream to show us whatever 'interesting' trinket you've found."

@GM: This conversation went on longer than planned, but don't forget the Perception 30, above, to investigate the house


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

Mr. Stuthman turns to regard Il Brutto and deadpans: "You didn't expect one of us to do that, did you?"

Returning his gaze to Caroline: "I don't trust that Sheriff - I think we ought to stick together if we are going to wander about town. Let's all stop in at the newspaper office - it's on the way to the cemetery anyway."


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Donnell crows: "AHA! I knew it! You all scoffed, but I was right!"

Then, looking somewhat sheepish (undercut by the huge grin): "I apologize - Blackjack is my childhood hero. And ... and we..."

looking stunned, almost speechless (not a quality you have come to associate with the tiny halfling), Donnell's strangled whisper rises in volume with his excitement: "Are we going to RESCUE BLACKJACK! S%%&shitshit. Ok, one minute."

Shakily pulling out his portable alchemist's kit, Donnell quickly mixes together an extract

Identify

Spellcraft: 1d20 + 9 + 10 + 1d6 ⇒ (5) + 9 + 10 + (1) = 25

Oh FFS - can I not roll over 10?


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

I didn't think of it, but Raven Six is right - if Davaulus has gone to the Queen, they might just show up with an army of Grey Maidens. I think it might be safer to go find the Field Marshall, who at least won't frame us for starting the plague.


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

The Ranger's office, before the others arrive

"What am I supposed to do with you, Stuthman? I've got people all over town screaming about how you've lost your mind - showing up at funerals and gravesides, trying to stab or shoot their dearly departed. You know we don't actually have a problem with the Harrowed in Dodge City, right?!"

Breathing shallowly - hardly daring to breath at all, really - the smoke from the Ranger's having set off a coughing fit when he first came in that has left Mr. Stuthman with red-rimmed eyes and a tickle in his throat. Hoarsely, he say: "Just fi -i-hi-heh-hecch - find me a job - I have made reparations to those families, but now I have nothing left."

Looking skeptical, he replies, "I dunno... I've got a job that'll take you out of town, but you already look about half-dead - I doubt you'll even make it there. Then again, at least you'll be outta my hair if ---"

The office door suddenly crashes open: "HOWDY, RANGER! What's this about a -- HEY, WHO'S THIS ASS-HOLE?!"

Smiling thinly at the mess of a man before him - He literally looks like he was kicked in the face by a horse - Stuthman's hands tighten convulsively on his rifle.

Grimacing, the Ranger begins "Il Brutto, this here is --"

Interjecting, somewhat primly, "Mister Stuthman." And, hoping to cut short any further discussion of the matter, adds "The Undertaker" as if that were sufficient explanation of his character, background, and recent history.

And, indeed, you heard rumours of an embalmer who, likely high on his own chemicals, thought one of his 'clients' came back to life. Supposedly, he went insane, made a mess of the body, before spending the next two days screaming about the dead returning from the grave and busting into funeral homes and churches to put the bodies back where they belong.

Brutto's grin spreads even wider: "Oh - you're that ass-hole."

**********

Coffin Rock. Present day.

His sleep having been particularly disturbed the night before, Stuthman is slouched in his saddle, pointedly ignoring Il Brutto (it's not like it's the first time he'd seen the man's penis waved about). Stuthman takes sip of water and silently stares at the town, looking for all the world like a man who's either preoccupied by the screaming match inside his own head, or someone who might happily burn this town to the ground and be done with it. There's no gleam of excitement or enthusiasm in his gaze - just resignation.

With a quick intake of breath, his raspy voice begins: "Let's go to the sa-hahehehhh - or, maybe thahhahhheheh - thehehhehehh oh Jesus Hehehh... Hehhh..."

Heaving, dry, not-quite-coughs, wrack the man's body until he's bent forward over his horse's neck. Thin, clear saliva dribbles from the corner of his mouth, mirroring the darkness on Il Brutto's lips, as he struggles to catch his breath.


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Male Human Novice Blessed | Wounds: 0/3 | Parry 2 | Toughness 4 | Shoot d8, 2d8 | Grit 1 | Fate Chips: White*1, Red*0, Blue*0 | Edges: Miracles, Steady Hands, Healer | Hindrances: Bad Dreams, Ailin', Hesitant

You found Mr. Stuthman in Dodge City, shortly after the closing of his business - simply named "The Undertaker." It seems there was a bit of a scandal when one of Mr. Stuthman's 'clients' returned to life while he was working on them (it happens, most people get over it - Stuthman did not). He took such a fright, that after putting his scalpel through Mrs. Lowry's skull, he proceeded to put bullets into every body in his workshop. Rumour has it that he interrupted a funeral to ensure the deceased stayed in his coffin. But surely that was an exaggeration.

A rail-thin man, Mr. Stuthman always smells faintly of chemicals and death. In fact, he looks more and more like his former 'clients' - with his pale, slightly yellowed skin; thinning salt-and-pepper hair; and dark, sunken eyes.

Stuthman has a peculiar speech pattern that could best be described as hesitant, if not quite a stutter. Occasionally, that catch in his speech breaks off into wracking, wheezing coughs - of the kind that have people looking at him sideways and thinking "that can't possibly be good."

That hesitation in his speech is a characteristic that carries over into other situations too, as if he wants to be exact in his actions, but is never quite sure what will happen when he is - the exception to this is in his work. Grisly as it is, Mr. Stuthman is confident and sure around a corpse - once he's assured himself that it's dead, at least. He always makes sure a final round is placed in someone's skull, as if he's convinced that anyone and everyone will rise again.

Time on the trail with Mr. Stuthman (you never did catch a first name - he introduced himself as "<i>Mr.</i> Stuthman") is equally unsettling. He's twitchy, and his hand is never far from his rifle, and he compulsively sips at water every few minutes. His nights are broken by sobs, anxious shudders, and the occasional scream.

He has proven to be a useful companion, however - the man is a font of knowledge and a reasonable shot with that rifle. Occasionally, he conjures something that can only be described as miraculous, though you get the impression that even he's surprised when it happens. Although Stuthman sees the Harrowed as an abomination, you're never quite sure if that means "unto God" or "Nature" or whatever else - certainly he's no Bible-thumper, but a certain amount of religiosity goes along with undertaking.


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Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

I'd like to think that Simon spends the rest of the trip trying to get Vada to go out with him and failing spectacularly.


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Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Simon is entirely crestfallen when the automaton crumples into scrap: "Dammit old man - will you stop stealing my kills!"

He takes a deep breath, preparing to charge forward to take on Pimsoil, but is brought up short by Eileen's sudden appearance and violent attack. He wavers then, feeling a bit like he's lost his purpose, when he hears the challenge from the fairy.

Suddenly perking up, Simon whirls about to see... A fairy? Where did that come from? Grinning again, Simon shouts: "Don't mind if I do!"

Revolver: 1d10 + 2 ⇒ (2) + 2 = 4
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Ace: 1d6 ⇒ 3
Damage: 2d6 + 1 + 2 ⇒ (4, 5) + 1 + 2 = 12
Raise Damage: 1d6 ⇒ 2

Uhh... 21 to hit and 14 damage?

Rapier: 1d10 - 2 + 2 ⇒ (2) - 2 + 2 = 2
Wild: 1d6 ⇒ 2
Damage: 1d6 + 1d4 + 2 ⇒ (6) + (3) + 2 = 11


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Obliging Thod, Donnell moves into the room, calling over his shoulder: "Sevenspawn! Thod will need you to restore him."

Grabbing a vial from his bandolier, Donnell hesitates, grimaces, then tips what appears to be clear tapioca balls into his mouth. Then, heaving, Donnell belches. Hands on his stomach, he bends slightly and starts to belch again. Halfway through, his stomach begins to empty itself. Hundreds of tiny spiders rain down on the floor and, as one, move toward the elf.

Wiping spittle and wriggling arachnids from his lips, Donnell groans: "Oh gods, that was awful."

Vomit Swarm

I don't know if this is like Summon Monster, where the swarm can attack immediately upon summoning. Am I correct in reading that swarms auto-hit? If so,
Swarm damage: 1d6 ⇒ 5
Poison: Fort DC 11 (1/round for 2 rounds) Effect: 1d2 ⇒ 1 STR damage
Distraction: Fort DC 11 or become nauseated


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CG Gnome Arcanist 9 | HP: 59/74 | AC: 22 (FF: 13; T: 15) | CMB: 2, CMD: 16, FF: 13 | F: +7, R: +8, W: +6 | Init: +10 | Perc: +9 | +2 vs Illusions | +2 vs Fear & Despair | Speed 20ft | Active Effects: Mage Armour (+4AC), Haste

Beshtori nods in agreement with Zoso's words, well aware that zir typical response (a shy, sympathetic smile) would likely come across as maniacal in this new skin.


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Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Spluttering, Simon unconsciously mimics Pembleton, pulling his hat to his chest before the two women. Simon is awestruck - here is his hero made flesh (...but he's so old!) - and mutely follows the tin man inside. The static in his brain giving way to fantasies of challenging the old sniper to a shooting contest.

Once inside, Simon is able to shake to cobwebs from his thoughts, and settle back into the comfort of near-obnoxiousness: "I say there, Huffington, what's this all about? I thought we were going to be solving a grand mystery, not minding a street urchin and her mother. The Major and I will just leave these two in your care before we head off to the airship, shall we?"


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Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

"WHAT!! IF MOTHER DIDN'T LOVE YOU SO MUCH, AND THERE WASN'T ALREADY A STICK IN THERE, I'D SHOVE MY SWORD UP YOUR AAAHHHHRRGHH....."

Taking a step back as his (much bigger) little brother sinks to the floor, Edouard pockets a small device and sighs pityingly: "I am so, so sorry, little Simon. But, frankly, you've become too great an embarrassment. Father has grand plans to curry the Earl's attention and restore some modicum of greatness to our branch of the family. We cannot have you mucking about, drinking and fighting and being rude to everyone and how dare you talk to Isabella like tha..."

Taking a calming breath and, finding that wasn't sufficient, lighting a cigarette and taking another calming breath, Edouard swiftly kicks his brother in the shoulder, muttering: "Bloody great brute, perhaps the Watchmen can make something of you - or, at the very least, slake the rage in you," before calling the butler to have Simon "removed from the premises."

=======
LATER
=======

Staring at the bottom of (yet another) whiskey tumbler (having not-so-accidentally broken a few against the table), and listening to the man next to him natter on about politics, Simon is vigorously enjoying both the drink and the prospect of cracking Alex's skull. Neither of which, needles the tiny voice inside, will change the fact that he's been sent away, like cousin Charles after he'd gotten sick with the French disease.

In a day filled with things not going his way, Simon feels a sharp pinch where shoulder meets neck, just as he's raising his arm to backhand his companion to the floor. "Please, sir," comes an oddly inflected, tinny voice behind him.

Surprise, more than anything else, causes Simon to turn slowly and peer over at the shabby clockwork servant behind him. Surprise is also what causes the rest of the club to quickly go silent with a collective gulp. To be frank, most of the crowd thought Alexander quite the fool for sitting next to Simon after he'd had his third drink - nobody would have been insane enough to actually lay a hand on the man after a dozen.

It's only after he's knocked the poor fellow to the ground with an empty chair that Simon notices he'd had his hand outstretched, offering something. Glancing quickly about, Simon spots the object on the floor and is just able to scoop it up before his is forcibly ejected from the club (again). Outside, leaning on a lamp post, Simon finds that he is holding a pocket watch. Snapping it open, Simon listens as a quiet, metallic voice calls him by name, then outlines what he must do next.

As the message ends, the clockwork ticks down: "This messaouurggge wiillll....".
Hah, even the Watchmen are bloody useless

Standing in the cool breeze, glancing up at the stars overhead, Simon contemplates the messa... "Ah! Bugger!" The metal of the pocket watch twists in on itself in a shower of sparks, turning the intricate device into so much scrap metal.

Simon hurls it and his voice into the night: "THAT WAS MY PISTOL HAND, YOU BLOODY ASS!"


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Oh... I thought we were going to find Deyanira Mirukova first...

GM Spiderbeard wrote:
The guard at the palace is incredibly high

I had to read that three times :P

Sighing heavily at the sight of the crowd, Donnell mutters: "Godsdammit. And now I'm going to have to put on that ridiculous bit of ornamentation."

Gingerly, uncomfortably, Donnell places the magic circlet on his brow.

"People! Come now, let's leave poor old Murray in peace. How's this honest fisher supposed to earn a wage if the Maidens put his head on a spike? I know you're all worried about the plague, but haven't you heard the news? Someone's developing a cure, right here in Old K-town! We'll all be healthy soon."

Diplomacy: 1d20 + 11 + 1d6 + 3 ⇒ (2) + 11 + (3) + 3 = 19
Bluff: 1d20 + 5 + 3 ⇒ (19) + 5 + 3 = 27


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Male Human Seasoned Aristocrat | Wounds: 0/3 | Parry 8 | Toughness 8 | Rapier d10-2, d6+d4 | Shoot d10, 2d6+1 | Bennies: 2 | Edges: Two-Fisted, Quick Draw, Killer Instinct | Hindrances: Overconfident, Stubborn

Simon, youngest nephew (twice removed) of the Earl de Clare, is large, loud, brash. Always sure that he knows best, and positive that he can best anyone at anything. He's grown up among the wealthy elite, and trained extensively with private fencing and shooting instructors. Not the brightest star, his family would dearly love to disown him. He is 6'3, 280 pounds of inferiority complex. Dark haired, dark eyed, clean shaven (assuming a barber is readily accessible).

Since the only thing he was ever really good at was fighting (starting them, often ending them), Simon eventually annoyed the wrong person (perhaps drunkenly drawing a weapon on a Baron's son) in the wrong place (possibly near the palace) at the wrong time (definitely not during the young Prince's presentation of his newborn heir to the court). Later that week, his brother approached him with news that 'arrangements' had been made - Simon was to join the Watchmen, where he could indulge his penchant for violence, while staying far, far away from anyone of import.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

With visible effort, Donnell looks up to nod his head to Trinia:
"You're a good kid - try to stay out of trouble."

Returning his gaze to the table, he mutters darkly: "We might not be around to save you next time."

Donnell drinks slowly, but with purpose, until the numbness and fog has crept through every cove and inlet of his mind. Before bedding down, he ensures that water and Alchemist's Kindness are within reach - he'll need them in the morning.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Unsure whether he is talking to himself or the derro probably both, Donnell mutters "Dumbass" before letting fly with his crossbow:

Light XBow, Pt Blank: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 1 ⇒ (4) + 1 = 5
Drow poison = Fort DC 13


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CG Gnome Arcanist 9 | HP: 59/74 | AC: 22 (FF: 13; T: 15) | CMB: 2, CMD: 16, FF: 13 | F: +7, R: +8, W: +6 | Init: +10 | Perc: +9 | +2 vs Illusions | +2 vs Fear & Despair | Speed 20ft | Active Effects: Mage Armour (+4AC), Haste

The somatic component of Beshtori's Invisibility spell involves flaring his cloak in front of Saphren. Snatching it back with a flourish, the half-orc is gone!


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Know/Local: 1d20 + 9 ⇒ (1) + 9 = 10

Happy to see Sevenspawn take the lead, Donnell, remembering his recent encounter with a single, small spider, keeps a wary eye on these larger specimens. His mind is split between the desires to run, fight, and dissect the spiders and extract their poison glands.

Shaking himself out of this reverie, The Fox adds: "Yes, an exchange of dirt for dirt - these so-called noblemen could probably stand to be taken down a peg or two... What say you, sir?"

Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

If any of y'all would like to help me out with Aid Another, it would be most appreciated


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Hey Trigger Loaded, here is a quick run-down of the events so far - hopefully the others can fill in the blanks as needed.

The group was summoned individually the the home of Zellara, an oracle. She enticed them to join forces to take down Gaedren Lamm, a criminal against whom we all held a grudge but had difficulty tracking down. Zellara sent us to a warehouse at the docks. There we battled three or four of Lamm's lieutenants and freed several children - Sevenspawn sending them to a safe location in the city. We learned that Lamm's office was in the same building, but below the docks and only accessible by boat.

Making our way to Lamm's lair (having avoided spiders and sharks), we were confronted by Lamm and his pet crocodile. After a short skirmish, Lamm was poisoned, and collapsed, unconscious, into the croc's pool, whereupon the starved and abused creature ate him. Looting the room turned up Zellara's week-old severed head, a magical deck of Harrow cards, and the Queen's brooch.

Leaving Lamm's we found that the king had died and the city was in riotous chaos while we were otherwise occupied. Fighting our way through the riot (and helping a drunken guard captain along the way), we returned to Zellara's, where we hoped to rest and try to figure out what was going on. Zellara's appeared abandoned weeks previous, and we discovered that the magical Harrow deck contains her spirit, and she is able to help us with identifications, illusions, and Harrow readings.

We decided to return the brooch directly to the Queen, who rewarded us and enlisted our aid to help her Guard return control of the city. We agreed, if reluctantly.

Guard captain, Cressida, sent us to an illegally operating butchery, which, as it turns out, was selling human body parts to the poor. We dispatched the henchman and captured the 'leader' (Veric), who appeared to know nothing about what was happening, and implied that he was working for a noble family (House Arkona - or, as I prefer to refer to them, Harkonnen). We brought him back for the Guard to take care of, but they don't appear to have questioned him yet.

Cressida's newest mission is to send us to bribe a criminal overlord, Devargo (King of Spiders) for information regarding an ambassador who is bent on undermining the city's leadership. So far we've resisted this mission (much to Spiderbeard's chagrin, I'm sure), suggesting instead that we pit Arkona against Devargo in the hopes that they take care of one another. We are due to return to the Guard in a day to review the mission.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

Feeling suddenly both wistful and cynical: "Yeah, but would you want to live anywhere else? Or rather, would any other place be any better than this s@~&hole?"

"You are a good man, Phaedran - in my life, this is an unusual trait in the clergy. As for the gold..." he shrugs, "I'm not stockpiling solely for my own benefit."

Hefting the sack of loot: "It is difficult, however, to erase the mental calculations: total loot - pawn broker fees - Lamm's percentage = blissful retreat from reality / days"


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); CatGrace (+4 DEX); Prot fr Evil (+2 AC and save

"oh good - more illusions, I assume. This had better be good."

SenseMotive: 1d20 + 5 ⇒ (3) + 5 = 8

Sitting cross-legged atop the table, Donnell fills his pipe.

"Godric, return this woman's head to her. We'll hear her out before deciding if she gets to keep the one she's wearing."