GM Foxy's page

3,108 posts. Alias of Foxy Quickpaw.


RSS

1 to 50 of 3,108 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Narrator

Nope Estelle is good to go


Narrator

The giant feels the pain of the cut and turns around to pay Noonan back.
Slam: 1d20 + 16 ⇒ (13) + 16 = 291d6 + 8 ⇒ (6) + 8 = 14
Slam: 1d20 + 16 ⇒ (7) + 16 = 231d6 + 8 ⇒ (4) + 8 = 12


Narrator

Noonan cuts deep into the giant and Lito plants an arrow into his back. Besmara is not so lucky. Tsadok would complain about not staying on the ship to Noonan, if he weren't too busy trying to grope Fishpork.
Dmg Giant: 43
Trytton?


Narrator

You approach the village of Hergstag from the east. It lies in the loop of the river - now abandoned and overgrown. The farmland has fallen to ruin, and now even the well-trodden pathways around the area are overgrown. The crops have gone to seed and high corn grows everywhere, affecting visibility. Which means that you see the roofs of some houses from afar, but walking into the village you'd see nothing.

Survival DC to find the path's is 15


Narrator

Estelle hits the giant again.
(DmG Giant: 21)
Anyone else helping with the fight, now that the show is over?


Narrator

Will Save: 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30
Fishpork comes to his senses and pushes Tsadok away. As Tsadok doesn't stop he punches him in the face, breaking his nose.
Punch: 1d20 + 16 ⇒ (15) + 16 = 311d6 + 8 ⇒ (4) + 8 = 12


Narrator

Knowledge religion actually


Narrator

The crowd watches in disbelief. Half of them cover their eyes calling out "Ewwww." while the other half cheers them on.


Narrator

The giant charges Tsadok and grapples him passionately.
Grab: 1d20 + 18 ⇒ (16) + 18 = 34
And while enduring that Tsadok definitely gets the impression on his back that the giant is more than happy to see him.


Narrator

Estelle hits the giant hard sending a few teeth flying.
Will Save: 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20
But Fishpork simply drops the rock he is holding and ogles Tsadok with a leer ignoring Estelle.

Perception DC15:
The giants loincloth is lifted by an unseen force.


Narrator

The ballista bolt just deflects at the giants thick hide.

Siege weapons suck


Narrator

All in all the judges are not impressed.

14:00 Court Recess. Chief Justice Khard brings the first day of the trial to a conclusion.

As the beast is brought away the crowd is baying with all the hatred against the beast and also the defense is called names for standing on the wrong side.


Narrator

The ugly marsh giant steps out and casts fog cloud on the pirates standing at the ready in the middle of the ship.


Narrator

Not surprisingly the body lies still in Graydon's room.


Narrator

As the commotion is finally over a lot of people from the same floor and even from beyond that come together to see what happened. Most are horrified by the events but thanks to Graydon it can be explained what happened.

Finally everyone goes back to their own room for a night of not so well rest. Graydon packs his stuff and moves to Corvin's room as he is not interested in sleeping in his own blood next to a corpse.

Nothing else happens this night and at breakfast most have deep dark rings under their eyes. And the people sit all together for a change. The events of the night are the topic of the conversations. And departing from the lodge.


Narrator

Card Lito: 1d20 ⇒ 8
Tsadok loses which he is not happy about.

The next hands are dealt and the game goes back and forth. But with his card dealer out of the way and Estelle checking that no other tricks are used it shows that Tsadok is a rather unimaginative player whose cards Lito can easily read from his face. Which finally leads to the situation that Tsadok goes all in with Lito rightfully beliving that he has the better cards.


Narrator

The reaction of the crowd is a mixture of horror and anger. The ones who are in horror fear that even more beasts are walking around. The ones in anger think it's just just a sorry excuse not to burn the beast.

Also you need to add diplomacy rolls to each of your statements.


Narrator

The cards are a draw. Everyone draws a further card (d20) until there is a decision.


Narrator

Grergof:
Beating someone unconscious while in Greater Rage always leads to immediate death. Because you lose 3 HP/level just for becoming unconscious


Narrator

As Kendra comes from going through the same questions as Heiger and moves on to disputing the beast's involvement the reaction in the crowd is "Booooo!"

Chief justice Khard hammers on his desk and demands "Silence!"

With the Herald slightly tensing the room falls silent again.


Narrator

To avoid misunderstandings: Who exactly wants to chase an incorporeal vilkacis in the middle of the night through the undergrowth of the woods with an unknown destination - starting with jumping down from the balcony? Only to be stopped again by the outer wall and the gate of the lodge? And who goes back to bed ;)

Recognizing that a chase is moot all turn back to the immediate problem at had: A dead Corvin lying on the floor.


Narrator

Hector calls out "Give that to me!" taking the cards out of the guys hands and dealing the cards himself. Giving him a glare.

The next two games Lito wins.
Lito 101, Hector 99


Narrator

Oops, that was supposed to go to discussion.


Narrator

"Go on." Chief Justice Ambrose Khard replies and gestures to Lazne who is still sitting in the witness stand.


Narrator

9:50 a.m. The three justices arrive in black coaches with several guards in attendance.

10:00 a.m.: The Trial of the Beast begins. A trio of guards leads the Beast into the court and shackles it to the large iron chair in the center of the courtroom to the jeers of the crowd.

10:10 a.m.: Opening of the Trial. Chief Justice Ambrose Khard commences proceedings by laying out the rules of the court in a lengthy speech, interspersed with gongstrikes by the Herald. Khard concludes his speech by announcing that the good people of Lepidstadt have suffered many acts of terror and barbarity at the hands of the Beast of Lepidstadt for many years, and that while the Beast is doubtless responsible for numerous murders, the prosecution will focus on three recent cases to prove the Beast’s guilt during this trial.

10:30 a.m.: Opening Statements. Prosecutor Otto Heiger outlines his case. He alleges that the Beast is responsible for the murder of 10 people in the village of Morast a year ago, in addition to two other horrendous crimes that will be described as the trial continues. Barrister Gustav Kaple then makes his case for the Beast’s innocence, a halfhearted attempt full of stutters and awkward pauses, all the while being jeered and booed by the baying mob in the gallery.

11:00 a.m.: Witnesses for the Prosecution. Otto first brings three locals from Morast, two young women and a man, to the stand. The trio describes events as they saw them happen—that over a series of nights, the Beast came to the village and took people away; that a trap was finally laid for the Beast; that the Beast was driven into the swamp, and, they assumed, killed. Otto then calls the village elder, Lazne, who led the mob that drove the Beast off. He confirms the events related by the other three villagers.


Narrator

You're on the second floor.
Opening the door and stepping out on the balcony Stam sees how the vilkacis disappears in the wood.


Narrator

Lito loses three games in a row and notices that the card dealer shuffles the cards around.

Lito 92, Hector 108


Narrator

The vilkacis dodges Grergof's attack. And then it withdraws through the outer wall of the lodge.


Narrator

Will Save: 1d20 + 9 ⇒ (15) + 9 = 24
Damage 41


Narrator

Spugnoir just comes to his senses again as Grergof whacks him with the flail. :P

The vilkacis emerges from Spugnoir and tries to take over Darius.
Will save DC 18 please


Narrator

Grergof whacks Spugnoir and manages to not seriously wound him with a spikey ball on a chain. That is true martial art.
Sougnoir now with two Will Saves behind.


Narrator

Darius grabs Spugnoir and presses his silver holy symbol on his forehead.
This provokes an AoO and gets Spugnoir another save.


Narrator

Niceturn of events. Anyone else club Spugnoir?


Narrator

Kendra finds that golems can see in the dark, but that she knew already from Harrold. Also there is written, that Golems don't heal, they have to be repaired.

And the interesting fact, that if you fight a golem it might cause a berserk rage. Not that this has something to do with the case.

So Kendra puts the books abck into the shelves where she got them to leave the place tidied up. Then they all go back to the Crooked Kin where they stay for the night. For one because it is nice and for free, and second, because there is not a single free room in all of Lepidstadt's inns.

You're in bed at 11 o'clock. Eight hours of sleep/rest are over at seven in the morning. Registering evidence until 10 o'clock with the clerks of the court. Trail begins at 10 sharp.


Narrator

Everyone else please, before Spugnoir may turn on you


Narrator

"You can use the library if that's what you're after. But I don't think you'll still find a professor that is able to help you there. But please make sure everything is back in place once you're done." Dr. Crowl replies with a side glance at Jominda.

Library next room. +2 on Knowledge rolls. 1d4 hours of searching the books per roll.


Narrator

Spugnoir hulks out with his mouth growing into a snout and his hands becoming huge claws.

Knowledge Religion DC 17:
Damage from silver weapons may force the vilkacis out of the possessed person. Until it is out you only damage the host.
Just so you don't beat Spugnoir to a pulp too


Narrator

Will Save: 1d20 + 9 ⇒ (11) + 9 = 20
The vilkacis is slightly hurt by the wave of holy energy running through it.

Then it turns on Spugnoir to possess him.
DC 18 Will Save please
Damage Vilkacis 30


Narrator

"Yes, what is it?" Dr. Crowl replies.


Narrator

Teh magic missiles rip through the incorporeal creature taking some of its essence with them.


Narrator

You reach the central place with the court, the burning man, and the wagons of the Crooked Kin.

Kendra, Jominda, and whoever is into books too continue to the university. Most of the students are gone at that time but you find Dr. Crowl still working on restoring order in his workshop.


Narrator

That friend jumps overboard and tries to get away with diving under the ship.


Narrator

Estelle races up the mast to catch up with Isabella, but there is no way she can accomplish that. With all her trying she is still working on the last knots as the sail at the mast behind her is fully blown by the wind.


Narrator

The crowd backs away from “Bilgerat” Jacobi as the dagger flies straight through his shoulder and then back into Besmara's hand.


Narrator

At the same time a ghostly wolf creature leaves the body and attacks Grergof.
DC18 Will save vs. Possession


Narrator

The helpers scurry around Fiona, Gwenhwyfar and Jimmy. They meassure this and that and everything while Domenico makes some quick sketches in which the measurements are noted down.

Then he shoos all three out of his shop. "Now we have to work. We have everything we need. Come back tomorrow at the same time for first fitting. I need to work my magic now."

So you find yourself outside and the door closed again.


Narrator

The pirate draws a dagger and cuts the rope. This sends the the boom swinging around and crashing into the foremast’s rigging.

Acrobatics Estelle DC20 to not fall from the yard.


Narrator

Isabella climbs the mast in a reasonable speed, while Estelle goes all in. Which she pays with slipping at the upper part two times. Due to that she is already behind.

Perception DC 22:
You notice 'Bilgerat' Jacobi fumbling at some line securing the Stingray’s forestay boom


Narrator

The Stingray is a brig with two tall square-rigged masts. Competitors must climb 60 feet up the mast’s rigging to the top spar. Climbing the mast requires a DC 10 Climb check for the lower 45 feet and a DC 15 Climb check for the upper 15 feet. Contestants must then make their way along the yard, which extends 30 feet out from both sides of the mast, untying sail as they go. Contestants can use accelerated climbing (–5 penalty on the check) to increase their climbing speed from one-quarter speed to half speed. Moving along the yard requires a DC 10 Climb check, or a contestant can walk along the yard at half speed with a DC 15 Acrobatics check (or move at full speed with a DC 25 Acrobatics check). Climbing or balancing requires one skill check per move action. The sail is tied to the yard at four locations, 15 feet from the mast and 30 feet from the mast on both sides. Correctly unfurling each of the four areas of sail without it snagging or tangling requires a DC 15 Profession (sailor) check and takes a standard action.

Prof(sailor) DC18:
A contestant who succeeds at a DC 18 Profession (sailor) check realizes that untying all of the sail on one side of the yard will cause loose sailcloth to flap about in the breeze, making the job of setting the remaining sail more challenging. To avoid this problem, the sail should be released in stages on one side of the mast and then the other. If one side of the sail is completely unfurled first, the DC of the Profession (sailor) checks to unfurl the remaining sail increases by 5.

Haines Boyne, a pirate Tsadok brought along will be the one challenging you.


Narrator

39 Damage
Werecorvin is hit hard by the volley of magic missiles.

Grergof?

1 to 50 of 3,108 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>