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![]() From behind the party, an angry mob of villagers runs up, and on seeing the pulp that once was Folloch, they lower their weapons. As most of them collect their valuables, one of them hands the party a bag of 300 gold. The guard, hanging his head, wanders off into the crowd of grateful villagers. One of them offers the party a room to stay in for the night, before they resume following the notebook. Congratulations, adventure complete. ![]()
![]() That is eight successes.
init:
Samantha: 1d20 + 2 ⇒ (4) + 2 = 6 Newt: 1d20 + 2 ⇒ (8) + 2 = 10 Thurgar: 1d20 + 0 ⇒ (4) + 0 = 4 Crowe: 1d20 + 1 ⇒ (16) + 1 = 17 guard: 1d20 - 1 ⇒ (17) - 1 = 16 Foloch: 1d20 + 1 ⇒ (1) + 1 = 2 Crowe
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![]() As noon approaches, the townsfolk begin to gather around the stage in the center of town. A short, skinny man wearing the robes of a Razmiri priest, walks onto the stage from a nearby house, flanked by a pair of guards. As he begins to lead the townsfolk in prayer, his eyes settle on the party. "Ah! My dearest children, it appears some stray lambs have
He draws a wand from his robe, points it at the party, and utters an arcane word. When nothing happens, he turns and sprints off stage, screaming for his congregation to defend him. As he ducks inside a house, the villagers grab at the party. To catch up with Folloch, the party needs to succeed at 8 skill checks over the course of 3 rounds to escape the villagers. You can use any skill as long as you can explain how you can use it, but you can't use the same skill more than twice. You can also use spells. ![]()
![]() Following the second clue, the party has journeyed to the small town of Allenstead. Ulisha's notebook says that a Razmiri priest who possesses a powerful magical rod is now living in the town. Thus far, the journey has been uneventful. Feel free to roll Gather Information checks with Dilpomacy, or Knowledge(history, local, religion) before you arrive. 10+:
Worship of Razmir began in the River Kingdoms, where it
spread quickly and led to the creation of a theocracy. Allenstead has always resisted conversion despite being on the very edge of Razmiri territory. 15+:
Razmir is known as the Living God, a man who claims to
have ascended to divinity by completing the Test of the Starstone. His faithful preach law, luxury, and obedience. 20+: Razmiri wear identical masks to conceal their identities,
but the material the masks are made of denote one’s position in the clergy: gold is above silver, and silver is above iron. ![]()
![]() Hello My GM philosophy is that "It is just a game but played with other people." So respect the other players and the GM, and if something is questionable, just ask first. If something is fun, but does not exactly follow the rules, then the rules can be bent a little. Please post every day or give warning if you aren't able to.
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