Telakin (Doppleganger)

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112 posts. Alias of mahuffma.


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I've been absent from posting the past few days. Life has become hectic and I haven't made time for pbp. Bad news is, this seems to be a continuing theme with our house being built and working on the property. I'm sorry to say I'm going to need to retire this campaign. All of your characters are fantastic and I was exciting to watch them grow. I've just it off more than I can chew. Sorry for just getting you started and then dropping you.


Both attacks connect with the rocky creature but seem to bounce off. It continues to swing at the dwarf, while emitting some sort of vocalization. It seems to be yelling about something.

Slam: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 111d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

+1 due to earth mastery I forgot about last turn.

From up in the loft, two faces are now peering over the edge, giving encouraging advice, such as, "You have to hit it harder! Try something pointy! Toss my bow up here, I can get pierce it's shell!"

Lizzie You can now her the commotion in the smithy
Gronilda
Pawnie
Grymwold


The earth elemental looks at Gronilda for the briefest of moments before moving up to swing wildly at Grymwold.

Slam: 1d20 + 6 ⇒ (8) + 6 = 141d6 + 4 ⇒ (6) + 4 = 10

Arms flailing wildly, it missies the dwarf by a mile. Grymwold responds by slamming the flat of his hammer against it's rocky body, unfortunately, it bounces right off!

Lizzie gives a look and listen. While she hears screaming, yelling, and the crackling of fires, there does not seem to be any danger heading their way.

Skalla, and Saelihn may go now.
Elemental will go next,
Then all the heroes may go.


Gronilda wrote:

Gronilda, noticing the commotion in the smithy, hurries over to assess the situation. Seeing Grymwold on the defensive, and the erratic movements of the earth elemental she steps forward and speaks up. Her tone is rather calm wanting to avoid unnecessary conflict.

"Easy now, elemental. We mean you no harm. Can you understand us?" she speaks in a soothing manner, hoping to establish some form of communication and prevent any aggression. Eyeing down at the fallen bodies, she adds "You are not with the hobgoblins, are you?"

While it's not your turn yet, give me a preemptive diplomacy


"Rock man? I don't know what you mean." Kinning replies quietly with a strained voice.

Saelihn moves to the front door to help clear the way. Grymwold and Skalla move into the smithy. As they pass by the forge, the small earth elemental rushes along the back wall toward the forge, tipping over tables as it goes. It moves erratically, even for a pile of rocks, swinging it's arms as it goes, close to clobbering distance.

Grymwold: 1d20 + 2 ⇒ (14) + 2 = 16
Skalla: 1d20 + 1 ⇒ (6) + 1 = 7
elemental: 1d20 - 1 ⇒ (13) - 1 = 12

Grymwold, you get to respond before it closes to clobber. Skalla and everyone else can go after the elemental, as they didn't see what was going down.


Gronilda wrote:
GM Mahuffma, we placed our post at the very same minute, so I fear you might have missed Gronilda's help on bashing down the door :D

I did totally miss that. I've also been sick the past couple of days and haven't investigated. Ready to go now.


"No! We're in the hay loft, above the smithy!". The voice answers Saehlin.

The front door is smashed off it's hinges to reveal a pile of furniture behind it. Much of the smoke has flowed out, and with the fire on the thatch put out, it seems as if the people within are safe for the moment.

"Gah. Ahem. Thanks.". You hear from the dwarven proprietor from within. That's as much of a heart felt statement as you have ever heard from her.

It is safe to go in the store if you wish. There is also an elemental in the smithy with people also in the loft. What do you do?


Grymwold wrote:

Grym takes another full swing at the door

[dice=attack, Ram-Hammer, PA -1]1d20+2
[dice=damage, PA+2]1d8+4

Grym would know if there is an Earth Elemental security system installed in the smithy ;) If it's not ours it will need to be dealt with after breaking down this door

Grym does not know of a rock monster security system. He does remember Kinning talking to the walls every so often.


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All of the fire on the roof is extinguished! Two windows open on the store side and smoke vents out. A face appears in the window. "We pushed furniture in front of the door. We can't move it."

Grym smashes his axe into the door, shattering a good portion of the door. One more wack should do it. Skalla pulls on the remnants, but is unable to get it to budge.

From back in the smithy you hear, "Hey! The rock man is still in here. We dropped our bows and can't get to them."


Lizzie "beads" Tamar wrote:

Is there some place to pry open, or sabotage, to vent the place?

[dice=Perception]1d20+7

[dice=Sabotage/disable device?]1d20+10

Even though the windows are barred, opening all of the shutters would help to provide airflow...or create a cross breeze that would feed the smoke.

a 30 will allow you to pop open a couple of shutters and buy your friends inside another round.


Skalla doesn't get a very accurate swing on the shutter, but it's good enough to clang into a metal bar behind the shutter.

"No! The door. The door! " cough cough


Gronilda moves to the fallen wolf and pumps life back into him. Reunited in life once again, Saelihn greets her friend and then conjures a small magical downpour on an area of thatch that seems to be burning brightly. A patch of thatch gets soaked enough that the fire quickly dies out. You also notice that this sends up a thick plume of gray smoke.

Skalla moves inside the animal enclosure and retrieves a metal bucket beside a watering trough. Filling it up, she turns and issues orders. Grymwold moves to the open doors of the smithy to see what's inside. He notices a hobgoblin laying on the floor in front of him, apparently bludgeoned to death. At the rear of the smithy is an earth elemental, no bigger than a gnome. It seems to be moving about erratically with no clear purpose. The smith itself contains a centuries old forge with a torch hanging by it's side. Grymwold knows this to be an everburning torch. At the south end of the smith is a hayloft, of all things and a couple of tables and workbenches also occupy the area.

It is at that moment that cries for help can be heard within the Trading Company shop. "Help! We're barricaded in here. It's getting hard to breath!"

Besides the closed doors to the shop, the windows are also shuttered.

DM fire stuff:
low fire spread: 3d100 ⇒ (34, 53, 37) = 124

With Saelihn putting out a section of the fire, it looks like there are a couple more patches of fire still burning.

Every hero may act. Lizzie may take a couple of actions. The elemental is slow on the uptake and will go last. Two patches of fire remain on the roof and it appears that there are villagers trapped within the trade hall shop suffering from smoke inhalation.


That'll do.

The hobgoblin takes another stone to the chest. Something deep within cracks and the sword wielding menace hunches over and crumples to the ground. Ghost still lies on the ground, unmoving, although his breathing is steady and the bleeding had slowed. The thatch roof continues to burn and a warm glow can be seen within the open doors of the smithy as well.


Saelihn and Pawnies both draw blood from the remaining hobgoblin. One arrow to the shoulder and a shredded calf muscle. The brute refuses to go down, however!


Lizzie
Skalla


The last hobgoblin, seeing his two companions fall begins to freak out. "S!!$ s~#% s!+#" Looking at the untouchable dwarf, he switches tactics and takes a swing at the wolf who just dropped his mate.

longsword: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 181d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8

Dropping the canine, the hobgoblin gives a feral grin to the dwarf.

"I may be going down, but I'll take some of you with me."

Bold may go

Skalla
Lizzie
Hob dead
Hob dead
Hob -7
Gronilda
Pawnies
Grymwold
Saelihn
Ghost
-1/14

Skalla and Lizzie, I expect this guy to drop before it gets back to you, but you may go after everyone else if he still lives.


Dropping the hobgoblin with her arrow, Saelihn commands Ghost to attack the next in line. Ghost gets in a bite in the hobgoblin's side. Not really a bite, but more along the lines of raking the teeth along his side. However you want to look at it, it's enough to drop him, bleeding out.

Bold may go. One left.

Grymwold's armor has held up nicely thus far.

Skalla
Lizzie

Hob dead
Hob dead
Hob
Gronilda
Pawnies
Grymwold
Saelihn
Ghost 6/14


Saelihn's arrow imbeds itself into the neck of the hobgoblin causing him to fall backwards as if he just had his feet swept out from under him. After a few sputtering gurgles, he falls silent.

Have ghost move to the next hobgoblin in line? The injured one?


That hobgoblin's been through it! Hit with stone, arrow, and bit by a raging dog, yet he still stands.


Please check my record keeping on hp. After the last battle, I had Ghost down 4 and Skalla down 2. With Skalla's Rage active he would've gained that two back, but Ghost was still down , correct? I'll try to keep a better system of tracking.


Adjusted the lack of sneak attack damage and the addition of raging song for Skalla. Lizzie has not acknowledged accepting the raging song yet.

The wounded hobgoblin moves up to Grymwold, squares off and takes a swing.
longsword: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 171d8 + 2 - 2 ⇒ (6) + 2 - 2 = 6

Clangs off the armor!

"Heh. Should have minded your own business, dwarf."

His fellow behind to his left moves up to Grym's right, the hobgoblin's back against the fence.

longsword: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 171d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8

Clangs off the armor!

cough cough "I'll make a trophy of that beard when we're done, Narl."

The remaining hobgoblin moves up to strike at the wolf.

longsword: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 171d8 + 2 - 2 ⇒ (4) + 2 - 2 = 4

Striking him along his flank! "You're not one of our wolves. Too pretty."

Skalla
Lizzie
Hob -7
Hob
Hob
Gronilda
Pawnies
Grymwold
Saelihn
Ghost
6/14


Thank you, I was just about to mention the raging song. Don't forget to accept or decline the song on your turn. Sadly, I'll have to take the sneak back.


Lizzie "beads" Tamar wrote:

Lizzie reloads her swing, and rapidly spins it around for another launch at the hobgob near Grymwold.

[dice=Sling vs flat footed?]1d20+5[dice=Dmg, sneak attack]1d3+1d6

I believe that it would still be sneak dmg since they haven't acted yet.


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Two projectiles strike the lead hobgoblin in the chest. All three look startled, not expecting to encounter anyone outside, let alone projectiles!

Now, Bold may go!

Skalla
Lizzie

Hob -9
Hob
Hob
Gronilda
Pawnies
Grymwold
Saelihn
Ghost

Meanwhile...back at the bridge

Aubrin, Brightberry, and Redleaf lead 11 survivors along the river bank.

"All right Tylin. The sticks and I are going to check out the bridge. Keep this group safe until we get back. If we don't make it back, take this group along the river bank down river." Aubrin says with a hand on the young man's shoulder.

"And do what?" He asks in return.

..."Live. Run."

Brightberry sneaks up the hill to the edge of the bridge, where he can see the shed on the opposite side.

sneaky:
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19

Once he gets to the top...he twists into a vine and wraps around the post of the bridge.


Lizzie "beads" Tamar wrote:
GM Mahuffma wrote:

Small retcon. It seems as if you have taken the hobgoblins by surprise! Everyone else may take a move or standard action. Skalla, I'll let you choose whether you want to move or start your song.

Lizzie, with a clear shot, pegs one of the hobs right in the chest! He didn't even try to move out of the way. nearest hob

If caught flat footed, then 1d6 SA dmg.

Good catch


Small retcon. It seems as if you have taken the hobgoblins by surprise! Everyone else may take a move or standard action. Skalla, I'll let you choose whether you want to move or start your song.

Lizzie, with a clear shot, pegs one of the hobs right in the chest! He didn't even try to move out of the way. nearest hob


Grymwold wrote:

Just to clarify init

Telakin (Doppleganger)
Initiative:
Bold may go

Skalla
Lizzie
Hobs
Gronilda
Pawnies
Grymwold
Saelihn
Ghost

In this instance
1) Salalah Lizzie act in post order
2)the Hobs
3) Gronilda pawnies Grym Saelihn ghost in post order

That's pretty much it.

Skalla and Lizzie may go.

Hobs go

Everyone else may go


Initiative:

Gronilda (+2 surprises): 1d20 + 2 ⇒ (9) + 2 = 11
Grymwold: 1d20 + 2 ⇒ (4) + 2 = 6
Lizzie: 1d20 + 4 ⇒ (10) + 4 = 14
Saélihn: 1d20 + 3 ⇒ (1) + 3 = 4
Skalla: 1d20 + 1 ⇒ (18) + 1 = 19
BG: 1d20 + 2 ⇒ (11) + 2 = 13

Bold may go

Skalla
Lizzie
Hobs
Gronilda
Pawnies
Grymwold
Saelihn
Ghost


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Skalla wrote:
"Brightberry, do you have any more of those berries? Oreld is still injured."

Brightberry looks down at himself and replies, "I do have a few more, but they are small. Usually for emergencies. Many and more are hurt. I can try to heal more latter. If we get out."

"No, no. Brightberry, you have the right of it. I can make it out of here, as long I don't attract any more javelins. I can also help those who are wounded after we make it out of here." Oreld agrees, though he continues to hold his midsection.

Redleaf jumps at Pawnies lick, and then waves cheerfully to the departing canine.

Tymlin nods to Grym and Gron as he hefts his blacksmith's hammer and helps his father up. "We'll meet you at the bridge then. And find my sister...please."

Aubrin Still injured as well, Brightberry, Redleaf, and Tymlin leads the small group of refugees down the hill toward the river as they make their way to the bridge.

Outside

Screams are head coming from every part of town. It seems that most of the invaders are currently inside the buildings, as only a few can be seen outside. Saelihn does spot a black plinth of some sort in the market green. It seems to be made out of obsidian or onyx. She also sees a minotaur within the Greens!

A signpost by the road announces the clapboard wooden shop and barnlike smithy sharing a single large, stone wall to be the Phaendar Trading Company. The smithy’s double doors stand open, revealing a large, still-glowing forge within. Two slaughtered goats and a dead horse fill an adjacent animal pen. Many fresh scratches and dents mar the trading post’s heavy wooden door, and a chair leg juts through one broken window. Small flames lick at the thatch rooftop where a red-hot iron has been tossed. Three hobgoblins can be seen staggering out of the smithy as the roof begins to catch fire.

Please place your tokens within the circle


Aubrin makes her way into the Fine Shop after sounds of fighting cease. "Oreld, you've certainly looked better. I'm glad to see you're still kicking, though. Say, I don't suppose you have any poison antidote still laying about, have you? I've seemed to have gotten myself stuck."

"Umm, yes. There. Skalla, could you pass that blue bottle over to Aubrin? It should be labeled 'Antidote.'" Oreld replies, still propped up against the wall.

Skalla does indeed find the bottle amongst the rest of the alchemical concoctions. Assuming that Skalla passes it over...

After downing the antidote and hearing the plan that is being proposed, "Yes, that seems to make sense. Brightberry an I can take the bridge. The rest of the folk can take shelter in the construction shed while we wait on you. I'm feeling about 40% myself, so we should be able to handle any stray hobgoblins, right Brightberry?"

Retcon after just now seeing Saelihn's post "You make a fair point, Saelihn, but I don't relish leading all of these unarmed and unarmored people back into the middle of town. If we see forces on the bridge, we will stay down by the river bank and wait."

Brightberry looks to Redleaf and then back before giving a small nod. Gathering up what supplies they packed up, the bedraggled group begin to file out to join the rest.

Tymlin stops to grab Grym's arm, a smithy hammer still in his other hand. "I should come with you! I can help!"

"No. You need to come with us, son. Let them handle this." His father weakly protests.

Aubrin claps Gronilda on the shoulder and attempts to ruffle Lizzies hair, but misses. "As horrible as this is, it sure will make for an awesome tale someday. Let's just make sure that it doesn't have a tragic ending, yeah?" Aubrin and Redleaf lead off the refugees back down to the river bank to make their way to the bridge.

All for Trading Post?


Saelihn wrote:
"Oreld, Aubrin sent us here with a plan to gather as many people as we can and get across the bridge, bringing it down behind us so they can't follow. I think we'll need that concoction you told me about earlier."

"The stump remover? It's on the table in the back room. Yes, pack up everything you can carry and let's get to safety." Oreld confirms. Even though he received some healing from Brightberry, he is still wounded and not quite up to snuff.

in the store front itself, you find many useful items. While it was once neat and orderly, it is now tossed about. Individual items are still neatly labeled. antiplague (3), bloodblock (5), a bottle of fire ward gel, flask of defoliant (2), and Antidote (2)

Oreld's workstation can be gathered up to be used as a Portable Lab A locked cabinet, for which Oreld offers up the key, holds alchemical components worth up to 200gp resale value, or can be used to craft up to 600gp worth of alchemical items. Oreld gives a running commentary on items found and their uses. He also opens up a hidden compartment in the cabinet, holding two folded parchment envelopes tied up with twine. "This one holds one dose of Dust of illusion and the one with the paw print on it holds a dose of Dust of tracelessness."

Oreld also hands off the jug holding the Stump Remover as he gathers up a neat stack of notes. "My instructions on it's creation." He says as he tucks them away.

Joining the group is Oreld, two 1st level adepts, and four 1st lvl commoners (one of which is Tymlin) and 10 more Provision Points inthe form of vegetables and forest herbs found within the earthen-floored cellar.

Take a moment to finish up in this fine shop and decide where to next. The npc's wish to continue following you, but you might be able to convince them to stay put. Brightberry will tag along as a background NPC. You can also decide to break the cardinal rule and split up if you are feeling spunky.


Grym's hammer drips bits of gore as he extracts his hammer. "Tymin? Yes, I had him to go in the basement with the others. to 'guard' them, mind you. I'm not even sure why he was in here now." Oreld responds to Grym.

Gronilda and Skalla retrieves they collar's key from what's left of the hobgobin. Oreld rises his head with the absence of that oppressive weight to lean against a wall. Between the two fallen invaders, you find: 10 more arrows with a shortbow, longsword, (2) potions labeled cure light wounds (in goblin), potion of invisibility (likewise labeled), (3) alchemist's fire, (2) smokesticks, a tanglefoot bag, (2) thunderstones, (3) daggers, heavy mace, hooded lantern, (3) provision points, and 16gp

Oreld barely acknowledges Lizzie's compliment. He is still in a bad way, not to mention in shock. As Lizzie disarms the trap, the door flies open to bang against the floor to emit the ferocious visage of Tymlin, wielding a clawed hammer. "Dad?! Is dad okay? I should have stayed with him. I could have helped!" he blurts out after recognizing Lizzie.


Oreld picks his head up enough to look at the rest of you. "Oh, thank the gods. Before those two were able to rush in here, I got my customers safely down into the cellar." He says, fishing in a pocket. "Here's the key. Oh, and and there's a trap on the trap door. Figures, right?"

The shop consists of the main room on the left, split into two smaller workshops to the right. I don't think that the drawing conveyed that, but it's okay.

Find trap door: Perception 11:

You find a corner of the rug lifted up to reveal a trap door beneath.

Find trap: Perception 13:

You find a string tied to the trap door, leading to a box against the wall

Disable trap: DC 10:

Otherwise...

Acid: 1d20 + 10 ⇒ (19) + 10 = 291d6 ⇒ 6


Um...Strike team Alpha enters Oreld's fine shop and kills the hobgoblin dead. dead dead. DED.

Oreld lies on the ground, the chain and metal collar around his neck weighing him down. You also notice that his abdomen is covered in blood. From a casual glance, it appears that he was stuck with a javelin (now laying on the floor).


Skalla Kel Tath wrote:
Skalla should be at full HP, 9/9.

Got it.


The hobgoblin breaks his stare with Brightberry to look at the intruders as he reaches for a flask on his bandolier. Skalla's words freeze him momentarily as he sees how many are rushing in the door. He moves his hand from the flask to a back at his waste and tosses it at Grymwold.

Tanglefoot bag: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7

His arm jerks it off of his belt and throws it in an arc to hit the cieling.

"Oreld has people in his basement, this guy got past me but not downstairs. Stop him!" Brghtberry calls out.

Bold may go!

Gronilda
Pawnies
Grymwold
Lizzie
Saelihn
Ghost 10/14

Skalla 7/9
Brightberry
Hob goblin Shaken (-2 everything!)


The shop consists primarily of a desk, a few crowded shelves, and a cluttered window display, all of which have been ransacked by invaders. A hobgoblin, wearing a bandolier full of bottles holds a chain connected to an iron collar around Oreld’s neck. In the middle of the space is another hobgoblin, dead or dying on the floor. On the other side of the room are two plant creature. Brightberry and Redleaf. They are at least acquaintances to you, as they come to town every so often. They seem to be facing off against one another, their stillness broken by your entrance.

Gronilda: 1d20 + 2 ⇒ (8) + 2 = 10
Grymwold: 1d20 + 2 ⇒ (1) + 2 = 3
Lizzie: 1d20 + 4 ⇒ (8) + 4 = 12
Saelihn: 1d20 + 3 ⇒ (7) + 3 = 10
Skalla: 1d20 + 1 ⇒ (19) + 1 = 20
Brightberry: 1d20 + 2 ⇒ (8) + 2 = 10
BG: 1d20 + 2 ⇒ (12) + 2 = 14

Bold may go!

Gronilda
Pawnies
Grymwold
Lizzie
Saelihn
Ghost 10/14
Skalla 7/9
Brightberry
BG


@Skalla Just checking your current status. I have you at 9 hp, having used 2 rounds of song?


Hobgoblins battle with townsfolk in every direction, and from the sounds of battle, the whole of Phaendar is under attack. Bodies lie on the ground everywhere, run through by hobgoblin blades and left where they fell. A wolf howls in the distance, its eerie cry echoed by the screams of the dying.

Saelihn, you notice that the invading force seems thicker at the center of town, and more sparse as you move to the outskirts. They are also moving in small groups, primarily towards the larger buildings.

Lizzie, it seems that your performance fell on deaf ears. It is open green behind the Root. Moving around the outside of town, you are able to keep out of sight of any bands of hobgoblins, though you don't know how long that will last. Approaching Oreld's Fine Shop front, you see one of the few buildings in town made entirely of stone. Mortared white blocks form the walls of this odd- shaped cottage. Scorch marks that shift in color from black to dark blue to glimmering violet mar one wall. The door to the shop stands open and bloody footprints lead inside.

A small band of 5 refugees tag along behind you, keeping to the shadows, as they carry food, kegs, and other gear.

Marching order starting outside of the front door, please. We will be pretending that there are 5' grids on this map.


For those of you who are familiar with this part of the adventure, you know that there is an importance to the order of your visits. I have also amended the happenings to include your homes, or families business.


Lizzie "beads" Tamar wrote:
GM Mahuffma wrote:
Lizzie "beads" Tamar wrote:

If this is plausible...

[Perception to hear the door attempt]1d20+7

[Bluff]1d20+5
(Fake gravel voice?)
"Take them! They got nowhere to go.
And whoever is in there, open on your own, and you'll just be put to work. Force us to open for you, and we will gut you like the dogs that you are!"

If any weird glances are coming to her, Lizzie shrugs with a mischievous smile.
(Whisper) Make some sounds as if you're taken away(/whisper)

Just to make sure I know what you're attempting to do, Lizzie. Are you trying to sound like a hobgoblin, taking prisoners away? That could be very plausible, as long as no one sees you. The bluff is strong, can you give me some sort of perform check to see if you get the tone and gravel in your voice correct?

Also, you hear nothing other than distant mayhem outside the door. It seems as if the back door approach was prudent.

Indeed, i am attempting to sound like a short and eager hobgoblin. And hoping the others will follow the setup.

[Dice=Putting up a voice?]1d20+1
Like more plans i've seen, the finishing touches are lacking in finesse. X)

Luckily, a hobgoblin's sense motive is also only a +1. And if your check fails, it's still only a curiosity in the middle of a massacre


Lizzie "beads" Tamar wrote:

If this is plausible...

[Dice=Perception to hear the door attempt]1d20+7

[Dice=Bluff]1d20+5
(Fake gravel voice?)
"Take them! They got nowhere to go.
And whoever is in there, open on your own, and you'll just be put to work. Force us to open for you, and we will gut you like the dogs that you are!"

If any weird glances are coming to her, Lizzie shrugs with a mischievous smile.
(Whisper) Make some sounds as if you're taken away(/whisper)

Just to make sure I know what you're attempting to do, Lizzie. Are you trying to sound like a hobgoblin, taking prisoners away? That could be very plausible, as long as no one sees you. The bluff is strong, can you give me some sort of perform check to see if you get the tone and gravel in your voice correct?

Also, you hear nothing other than distant mayhem outside the door. It seems as if the back door approach was prudent.


Gronilda wrote:
"Please, come out, we do not have time. If you stay here the hobgoblins are going to find you and kill you. We need to stick together and escape to the forests if we want to have any chance to survive this cruel attack."

"then you'd best get going."

So very cost!

Where to next?


Gronilda wrote:
"Any chance you remember what were the wands for Jet? They might come of help right now if we knew."

Jet responds, "Oh yes, that one is a wand of grease. It has 5 charges left. The other one is prestidigitation. It still has 31 charges. I always wanted to use that one more, but felt silly when I didn't really neeeed it."

Aubrin remains posted by the front door, leaning against the frame clutching her stomach.


After a brief pause, the man that she heard through the door answers "We go out there and we die! We'll take our chances of them looting and then leaving, thank you very much."

Lizzie"Who says they had to come from the plains? They could have just marched right through the Fangwood and come across the bridge!" Geoffrey says, shocking himself with the possibility.


Saélihn wrote:
GM Mahuffma wrote:
Saélihn wrote:

Moving up to the door, Saélihn listens carefully before making her presence known.

[Dice=Perception]1d20+6

Saelihn hears two male voices arguing. She can't make out any of the words except for the last bit, "... Staying here until they all leave!"

Considering for a moment, Saélihn pounds on the door loudly.

"The inn is being evacuated and everyone is gathering to get to safe points. The town is being overrun. Get your things, and get downstairs!" she shouts.

give me a diplomacy or intimidate or any like skill


Skalla Kel Tath wrote:
I've been updating the loot sheet, and I had a question. The loot listed for hobgoblins (mwk backpack, heavy crossbow etc.) - is that for each of them, or for both together?

Both together.


Jet listens to Gronilda and Skalla discuss what should be done with the survivors and provisions. She nods along with Skalla. "If it's alright with you, we will tag along with you... At a distance. I don't care for our chances with a hobgoblin on our own."

Aubrin, gritting her teeth, agrees. "We had best stick together."


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Lizzie "beads" Tamar wrote:
Jet wrote:
"Lizzie, Why don't you go into the backrooms and get the keg of water. Um...take Jeff here with you. Jeff, can you carry that? Oh, and Lizzie, look for the lockbox on the top shelf. It has some items in it that I gathered when I thought about becoming an adventurer." Jet suggests as she takes charge of her inn again.

Right, ask the halfling to take things from the top shelf.

And true to her personality of speaking her mind..

As she moves away, she turns her head for a moment.
"I'll ask Jeff to take it from -the top shelf-. Really, asking a halfling to take something out of reach?", this is accompanied by a joking smirk.

"Let's go Jeff.", and she walks in front.

[dice=Perception]1d20+7

Jeff looks from Jet to Lizzie with a start. "What? I'm not...". He begins before fully taking in the carnage within the inn. He takes his cufflinks off of both wrists and rolls up his lacey sleeves as he accompanies the halfling into the kitchen, retrieving the box she points out

"It is Geoffrey Antwort, not Jeff, by the way." he says as a way of greeting as he hefts the keg of water. 3 provision points. "What in Sarenrae's burning bush is going on, anyway?"

The unlocked metal box contains two wands, two elixirs of tumbling, and a set of juggling balls.


Saélihn wrote:

Moving up to the door, Saélihn listens carefully before making her presence known.

[Dice=Perception]1d20+6

Saelihn hears two male voices arguing. She can't make out any of the words except for the last bit, "... Staying here until they all leave!"


Both hobgoblins also had a total of 15 arrows between them, as well as a longsword and steel shield each. Let me know what you take from the hobgoblins, and who has what. Or record it on the loot sheet.

Gron, Grym, and Skalla

The three of you head downstairs to the cellars. You find the promised alcohol, pickled vegetables, and sundry dried goods. You find enough provisions for 5 provision points.

Saelihn

The upstairs consists of several rooms for rent. There is also a 'vault' at the end of the hall used to store all of the residents treasured items. A hall window is open, and the vault's door has been busted open and emptied. All of the doors stand open, save one. That door is locked and you can her voices arguing from within.

Lizzie

"Lizzie, Why don't you go into the backrooms and get the keg of water. Um...take Jeff here with you. Jeff, can you carry that? Oh, and Lizzie, look for the lockbox on the top shelf. It has some items in it that I gathered when I thought about becoming an adventurer." Jet suggests as she takes charge of her inn again.

Perception 10 (lowered from 18 due to description)

Aubrin gets up and moves to a window to see what is happening outside.

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