Hellknight

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142 posts. Alias of Stonegarde.


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Chronicles can be found here.


After everyone recovers from the flash powder, the mist slowly dissipates revealing nothing but an empty street. The source of the magic attacks having vanished after seeing their companions fall in quick succession.

We are done! I will get chronicles out soon

BOON TIME!
boon: GM: 1d20 ⇒ 15
boon: Igor/Scraps: 1d20 ⇒ 11
boon: Kwannon : 1d20 ⇒ 12
boon: Petr: 1d20 ⇒ 13
boon: Roscoe: 1d20 ⇒ 20


CONGRATS ROSCOE!
which boon?: 1d4 ⇒ 4
Freedoms Champion/Argent Knight


Roscoe spear pierces the woman, who gives a muffles cry before collapsing to the ground.

Round 3 (bold may act)
Petr -10
Igor/Scraps
Kwannon -8
Roscoe
Blue


Petr takes a mighty swing at the raving woman but finds that his wounds are effecting him considerable more than he first thought.

The woman responds with a jab of her sword that comes up short of striking Petr.

Round 3 (bold may act)
Petr -10
Red -6
Igor/Scraps
Kwannon -8
Roscoe
Blue

dm:

atck: 1d20 + 2 ⇒ (11) + 2 = 13
dmg: 1d6 + 2 ⇒ (6) + 2 = 8


Igor takes a wild swing at the halfling, posing no real threat, but creating enough of a distraction that allows the psionic axe of Kwannon to land squarely in the back of the half man.

Roscoe throws acid at the raving woman, though hitting her square her armor protects he from the majority of acid causing little damage.

As the flow a battle momentary pauses, Petr catches a glimpse of another magic missile appearing from the mist before feeling it strike him in the chest.

Round 3 (bold may act)
Petr -10
Red -6
Igor/Scraps
Kwannon -8
Roscoe
Blue

dm:

1d4 + 1 ⇒ (4) + 1 = 5


Petr's great axe finds its target, rendering a large gash in the leg of the raving woman.

In response the woman steps back and casts a spell that that begins to mend the wound.

Round 2 (bold may act)
Yellow
Petr[/b] -5
Red -4
Igor/Scraps
Kwannon -8
Roscoe
Blue
Green -10

dm:

clw: 1d8 + 1 ⇒ (5) + 1 = 6


The speed of the halfling startles Igor causing him to fumble his weapon onto to his toe, however Kwannon had better luck catching a solid blow onto the halfing's back as he tumbled passed her.

However, this just seems to further enrage the halfling who returns the favor and lands a massive blow to Kwannon with his own ax.

"Enjoy the pain while it lasts." snarls the halfling to the magus.

Round 2 (bold may act)
Yellow
Petr -5
Red
Igor/Scraps
Kwannon -8
Roscoe
Blue
Green -10


Roscoe attempts to strike the creepy female but finds the obstacle of Petr's backside to much to overcome.

While Scraps takes a bird's eyes view of combat and aids his compatriots by dropping small gifts from the sky.

Kwannon and Igor Ready actions to take advantage of any foes that break Petr's defense.

AS the the woman struggles under the effects of the tanglefoot bag. A crazed halfing, that appears might be foaming at the mouth, rushes past from the fog past his fellow partner in crime and weaves his way past the pathfinders with a great deal of agility, though he does give Kwannon the slightest opportunity to strike.

Ready actions may be taken, Kwannon gets a AoO

Lastly streaking out of the fog is a magic missile that finds its way into Petr's face.

Round 2 (bold may act)
Yellow
Petr -5
Red
Igor/Scraps
Kwannon
Roscoe
Blue
Green

dm:

reflex: 1d20 + 1 ⇒ (17) + 1 = 18

acro petr: 1d20 + 7 ⇒ (18) + 7 = 25
acro roscoe: 1d20 + 7 ⇒ (11) + 7 = 18
acro kwannon: 1d20 + 7 ⇒ (12) + 7 = 19
acro igor: 1d20 + 7 ⇒ (19) + 7 = 26

If survives gambit
attk vs Kwannon: 1d20 + 5 ⇒ (17) + 5 = 22
reflex: 1d10 + 5 ⇒ (3) + 5 = 8

mm dmg: 1d4 + 1 ⇒ (4) + 1 = 5


The rapier wielding human collapses to the ground after finding himself on the wrong end of Petr's axe.

Next out of the is a human female wielding a short sword, she dashes forward and takes her fallen comrades position in front of the half orc.

Round 1 (bold may act)
Yellow
Petr
Red
Igor/Scraps
Kwannon
Roscoe

Blue
Green


Petr is also on vacation. So I think we will take a couple day hiatus and pick back up Monday morning and hopefully finish this off early next week.


"So be it. Attack!" says the female voice and moments latter you see a human male burst from the mist with a rapier in his hand. He takes a quick jab at Petr but finds the half-orc to be more elusive than he looks.

Round 1 (bold may act)
Yellow
Petr
Red
Igor/Scraps
Kwannon
Roscoe
Blue
Green

DM:

init: Ailey: 1d20 + 4 ⇒ (5) + 4 = 9
init: Roscoe: 1d20 + 4 ⇒ (10) + 4 = 14
init: Petr: 1d20 + 4 ⇒ (16) + 4 = 20
init: Igor/Scraps: 1d20 + 2 ⇒ (17) + 2 = 19
init: Kwannon : 1d20 + 4 ⇒ (14) + 4 = 18
init: red: 1d20 + 1 ⇒ (18) + 1 = 19
init: blue: 1d20 + 2 ⇒ (11) + 2 = 13
init: yellow: 1d20 + 3 ⇒ (20) + 3 = 23
init: green: 1d20 + 2 ⇒ (7) + 2 = 9

yellow attack: 1d20 + 2 ⇒ (9) + 2 = 11


The pathfinders easily escape the room with the box in hand, and after a few uncomfortable pleasantries with Paracountess take their leave of the estate.

With the four tasks completed, the Pathfinders make their way back to the Grand Lodge and come upon some kind of celebration. A throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.

The Pathfinders make their way down into the alley as well to avoid the crowd, and a strong mist suddenly springs up! The other citizens that were heading down into the alley with suddenly run off, and the group hears a young, feminine voice call out to you.

"Why don't you just drop whatever valuables you have and be on your way? We don't really have to kill you, but we most certainly can!"


The imp no longer able to ignore the pathifinders after Petr mighty slash quickly retreats to the corner of the room, leaving the box behind.

“Yes, you’ve bested me, but I don’t wish to leave so soon. Take the blasted box, and tell Mistress Dralneen I deserve what comes my way.”


Scraps attempts to tack the imp but gets easily gets thrown as the imp continues to focus on opening the box. Igor takes advantage and plants his morningstar solidly in the imps back. Despite the obvious wound on the imps back he pays as much attention to as he did to Scraps failed attempt to impede his actions.


Petr runs straight for the imp, with his great axe raise he takes a mighty swing and misses. the momentum of the strike carrying him forward past the imp.

The imp completely ignores Petr and the group as it throws the box against the wall and quickly recovers to once more attempt to pry the it open.


Roscoe swings the door open and Petr steps forward.

Zarta’s bedroom is decorated in the colors of Cheliax—ebon black and crimson red. Silk, rare woods, and carefully carved marble compose every bit of furniture in the room. Goose down now litters the room, covering
almost every surface and the silken shreds of the cushions that contained it lie about like flayed skin . A post on the massive screened bed is snapped in half, collapsed on the bed and drawing the screened curtains into a ripped slope of formerly fine cloth. Vials of perfume and crystal jars of other cosmetics sit smashed on the marble floor around the dresser. A prominent fixture in the room, a large “X” made of stout wood sits along the west wall, complete with leather shackles and chains.

Fiendish wings and a whipping scorpion-like tail lash behind a diminutive, red-skinned nuisance of a creature, which desperately tries to get into some kind of box.

It seems to be ignoring everything but the box.


"You are hear to retrieve Valcin's trinket and if that is all you want to do and be on your way so be it. It's in there. One of my servant is greatly misbehaving, so you’re going to have to deal with it in order to get the trinket. You might find this useful."

She holds out a small silver letter-open, a look of boredom spreading across her face.


While Petr and Roscoe do their best impression of circus acrobats, Scraps
fly's above their heads and snatches the key.

The pathfinders immediately use it on the steel chest and find it contains a map of the Salhar burial vaults beneath Sothis and a wand of knock (CL 3rd, 11 charges).

They than exit the chamber by using the scepter key on the door and find the servant waiting on the other side and tells them they can keep the map and wand, but asks them to give back any keys they may have.

With an agreement reached, the Pathfinders travel through the streets toward their last destination

They arrive at the estate of the Paracountess, a magnificent gothic structure three stories tall. They are greeted at the ebon lacquered double front doors, wrought with gleaming silver fixtures, by a well-built male servant dressed in tight pants and a half buttoned shirt. He leads them through the well-appointed sitting rooms, ballrooms, and a grand stairway of the estate without saying a word and ignoring all questions. All the way up on the third floor of the house he opens the door of Zarta’s personal study.

A large intricate carpet dominates the marble floor in this room. A chaise sits along the north wall and a desk spans the southeast corner, its chair positioned with its back to the southwest corner of the room. Three comfortable chairs are positioned around a small, low circular table. Sitting in the chair behind the desk, Paracountess Zarta Dralneen regards the Pathfinders with a wry smile, putting away a few papers before addressing them.

"Aldor, you are dismissed. Close the door behind you and attend to your other tasks."

She then turns her attention to the group. "It’s always so incredibly adorable when I see a fresh-faced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up!" She stops and gives Kame a critical look, "Well, maybe not you"

She continues, "I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore," she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought.

"On the good side, he always sends me all the precious new recruits."

As the paracountess talks, a cacophony of booms and crashes sounds from beyond the room’s west door. She sometimes pauses at an extended eruption of these noises before continuing with the conversation.

“Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us and we sculpt their power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order.”


First I have been able to log in today, you guys are about done here. I will get a post out first thing in the morning.


Roscoe inserts the blue stone key into the red lacquered chest and turns the key and opens the chest with ease. The red lacquered chest holds a key forged into the end of a jeweled scepter.

Ailey, Roscoe, Petr, Scraps:

You hear a slight mechanical click form above your head. As you look up you see a small,golden key hangs from a slit in the ceiling about 6 inches down from the 15-foot high ceiling.


Chests & Containers~
Copper-banded chest - Scraps, Igor & Petr know it to be an illusion. Others can verify with a DC 12 will save, you receive a +4 bonus.
Red lacquered chest - Opened and emptied
Steel chest - uninspected


~Keys~
jeweled brass key - Scraps
blue stone key - In Red Lacquered Chest
scepter key - Roscoe

dm:

percep: Ailey: 1d20 + 7 ⇒ (14) + 7 = 21
percep: Roscoe: 1d20 + 5 ⇒ (15) + 5 = 20
percep: Petr: 1d20 + 10 ⇒ (10) + 10 = 20
percep: Igor: 1d20 + 4 ⇒ (8) + 4 = 12
percep: Scraps: 1d20 + 5 ⇒ (15) + 5 = 20
percep: Kwannon : 1d20 + 2 ⇒ (5) + 2 = 7


With the snake now in uncountable bits, Roscoe quickly tracks down the key from the basket and finds it to made of a blue stone with strange runes engraved upon it.

Igor finds the next chest to be a smooth, red lacquered chest that looks devious. The solid metal plate surrounding the gaping keyhole pulses with glowing amber runes. He finds the chest to be thoroughly locked.


~Chests & Containers~
Copper-banded chest - Scraps, Igor & Petr know it to be an illusion. Others can verify with a DC 12 will save, you receive a +4 bonus.
Red lacquered chest - Locked
Steel chest - uninspected


~Keys~
jeweled brass key - Scraps
blue stone key - Roscoe


Roscoe knocks the basket over at a safe distance with his spear.

As the basket hits the floor a key scatters across the floor, followed by wadded cloth. Petr eagerly waiting to strike the snake watches closely before spotting the viper among the cloths and slashes out with his glaive to only find the snake to be far quicker than expected.

viper attack: 1d20 + 5 ⇒ (11) + 5 = 16

In return the viper lashes out at Petr, sinking its teeth into the leather of the half-orcs boots.

I am not going to do a proper combat, we should just be able to walk thru this.



~Chests & Containers~
Copper-banded chest - Scraps & Petr know it to be an illusion. Others can verify with a DC 12 will save, you receive a +4 bonus since Petr announced it to the world.
Red lacquered chest - uninspected
Steel chest - uninspected
Whisker basket - Unopened, Successfully containing a snake of unknown origins


~Keys~
jeweled brass key - In the now empty glass jar


Drifter Joe, I need to grab your email so you can receive your boon properly. Feel free to pm with the information.


Scraps realizing that there is something drastically wrong with the liquid he consumed immediately relieves himself on the copper banded chest. This is good news for Scraps who escape further damage from the acid, but bad news fro Petr who gets splashed from the Humunculus's discharge. 1 point of of acid damage

Scraps, Will: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19
After "interacting" with the chest Scraps because aware of the chests true nature.

As Roscoe approaches the basket he takes note that 2-foot-round wicker basket requires no key to open, its lid resting gently a top its wide rim. He also notices the basket occasionally shifts every so slightly and can hear something moving inside. But the halflings suspicions are absolutely confirmed when he hears the hiss of what can only be a snake.


Rolling for boons:

GM: 1d20 ⇒ 8
Alani: 1d20 ⇒ 17
Joe: 1d20 ⇒ 19
Gili: 1d20 ⇒ 1
Richelle: 1d20 ⇒ 15
Thorur: 1d20 ⇒ 12

Congrats Joe!
And your boon is
boon: 1d4 ⇒ 1
Scholar of the Sages / Model Pathfinder!

Chronicles are here.


Scraps the Homunculus wrote:

Scraps steps forward and downs the liquid contents of the glass jar.

*GLUG, GLUG, GLUG, GLUG, GLUG*

Well did not see that coming, neither did the book! Time to improvise!

Scraps drowns the glass jar of its liquid contents, leaving a jeweled bras key in the bottom of the jar. However, after a few seconds scraps feels a burning coming from with in.

Scraps just drank acid. So I am throwing 1d6 acid damage at scraps, plus an additional 1d6 damage for 3 rounds, unless he can find a way remove the liquid.

Acid Damage: 1d6 ⇒ 6

Petr:

Petr goes to open the copper bond chest and ...
will, Petr: 1d20 + 1 ⇒ (14) + 1 = 15

finds the chest to be an illusion.

As Roscoe thoroughly examines the room he finds an inscription on the door.

“Within these cases lies your quest and your way out.”

Turning his attention away from the door and towards the basket he realizes there might be some truth to Kwannon's warning.


Once more with the aid of Joe Thorur finds an opening in his opponents defenses sinking his axe into the side of the sorcerer. The thug slowly slinks to the ground, the maniac smile never fading from her face.

The would-be thieves are defeated!

None of them are outright dead, and can be healed to keep them alive to face justice...or left to rot in the street.

In the end, the Pathfinders are able to successfully report back to Venture Captain Valsin. He thanks them, and lets out a chuckle at their description of events.

"Very few missions for the Pathfinder Society involve busy work like today. You did well, though, and that earns my respect. I'll keep you in mind when I need agents who aren't afraid to get work done."

After the short congratulation speech, he sends the Pathfinders off to earn a well-needed rest.

That's it! I'll need a little time to get Chronicles ready. Great work! In case anyone is curious as to the reward for the scenario, you all earn: 1 XP, 2 PP, 417 gp, and if you had a day job, a few more gold.


The Pathfinders decide to visit the Osirian nobleman named Dremdhet Salhar in the Wise Quarter to get permission for the Pathfinder Society to explore the Salhar ancestral vaults below Sothis.

The group make their way to the rich estate of Grand Councilmember Dremdhet Salhar, and are greeted by a guard who is expecting them as they reach the tall, wrought-iron gate. Once the Pathfinders are inside, a servant tells the group Salhar is not present, called away on important Council business, but his most trusted advisor is available to negotiate any business they may require. The servant explains this while leading the group down well-decorated hallways, past expansive rooms.

After a few minutes, the group arrives at a simple study near the end of a long hallway. Inside Amenopheus, a tan-skinned old man sits behind a desk flipping through pages in a large tome. Scraps of paper jut from the book marking over two dozen different places. As the group approaches the open door, the wise sage silently gestures the Pathfinders into the study with one thin hand, while closing the tome with the other after finishing what he was reading. Once they are all inside the study, he addresses the group.

“Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.
"Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.
“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”

After leaving Amenopheus’ study, the servant brings the group back through the spacious estate, leading them down sturdy stone steps into the cool basement. Down a hallway, after a couple turns, the party ends up at a plain wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for the Pathfinders to enter. When questioned, he doesn’t know anything beyond that he is supposed to escort the group to this room and lock the door behind them.

A plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.


Kwannon wrote:
Do we have to go back and report to the temple?

No, I was just trying to speed things along. Feel free to purpose an alternative to the group.


The sorcerer laughs gleefully as she steps forward and unleashes a swath of flame across the pathfinders.

dmg: 1d4 ⇒ 3
Richelle, Gili, Thorur DC 14; Refelx for half

BOLD MAY ACT
Status: +1 morale bonus on attack rolls and on saving throws against fear effects.
~~Round 2~~
Halli
Gili
Thorur (-8)
Richelle
Alani
Joe


After a couple akward conversations, a belligerent glaring from Auntie Baltwin the pathfinders take leave of the orphanage. They quickly return to the temple and report everything they discovered, the good and bad, and leave it Ollysta Zadrian to come to her own conclusion.

Everyone can have a wrap up action if they like, but I think we are done here. Where to? and Sense Motives checks from everyone please


Joe deftly feints with his spear, immediately causing the masked figure to to respond to the supposed threat. Which in return allows Thoror to sink his axe in her side.

Alani once again finds her mark, this time dead center of the mask and face behind it. The shot instantly drops the thug to the ground with a sickening thud.

Richelle fires a blast, but the edges of the mist seems to distort her target and she misses wide.

BOLD MAY ACT
Status: +1 morale bonus on attack rolls and on saving throws against fear effects.
~~Round 2~~
Halli
Gili
Thorur (-8)
Richelle
Alani
Joe


Scraps begins a more thorough search of the orphanage while remaining in the shadows. However he has not let discovered anything unusual for the setting.

Auntie quickly turns on Petr and vehemently says "You will not grab!" and stands in front of the half-orc as if daring him to hit her. "I think it is about time you all left!"

Going to move us on, unless you guys have a different strategy you want to try here. I will give Scraps one more perception as he makes his way out or towards Igor.


The next figure to emerge from the fog is a female human wearing a mask "You will not live long enough to enjoy their deaths!" She rushes Thorur, raises her short sword but misses wide as her blood lust overwhelms her..

attack: 1d20 + 2 ⇒ (3) + 2 = 5

Than a sorcerer steps from the edge of the mist with delightful glee all over her face and casting another spell. Though she finds the pathfinder to be elusive targets.

ranged touch: 1d20 + 2 ⇒ (3) + 2 = 5

BOLD MAY ACT
Status: +1 morale bonus on attack rolls and on saving throws against fear effects.
~~Round 2~~
Halli
Larkin (dead)
Deandre
Ledford (dead)
Gili
Thorur (-8)
Richelle
Alani
Joe


Roscoe struggles to get any more useful information form the children. While Auntie praises Kwannon for her wise advise.


Thorur Grundur wrote:

wow! His AC is higher than 20 at 1L?

Nope, I read your damage as your attack. So you kill the human and Alani's shot is redirected to the halfling, who now happens to be dead too.

BOLD MAY ACT
Status: +1 morale bonus on attack rolls and on saving throws against fear effects.
~~Round 2~~
Gil
Halli
Larkin (dead)
Deandre
Ledford (dead)
Thorur (-8)
Richelle
Alani
Joe


Thorur is unable to take advantage of the humans mad dash missing wide with his attack.

Richelle launches a blast that puts the halfling on his heels.

A prismatic range of colors pour forth from Joe's hands enveloping the ambushes and putting them to sleep on their feet.

will, human: 1d20 ⇒ 9
will, halfman: 1d20 + 4 ⇒ (7) + 4 = 11

Alani places a well aimed shot into the humans chest, causing a large amount of blood to appear.

BOLD MAY ACT
Status: +1 morale bonus on attack rolls and on saving throws against fear effects.
~~Round 2~~
Gili
Halli
Larkin (-9, Unconscious, 4/r)
Deandre
Ledford (-6, Unconscious, 4/r)
Thorur (-8)
Richelle
Alani
Joe


Scraps finds himself in one of the second floor common areas, which seems to be empty at the moment. He finds nothing of interest in the room.

Igor, always the industrial sort, manages to keep busy.

The children wisely avoid Petr.


The pathfinders hear a giggle a manic laughter before a ray of acid comes shooting out of the cloud splashing across Thorur's chest.

Ranged Touch: 1d20 + 2 ⇒ (13) + 2 = 15
dmg: 1d6 + 1 ⇒ (2) + 1 = 3

Right on the heels of the acid ray a human comes dashing out of the cloud and attempts tumble past Thorur but stumbles provoking an attack form the dwarve. AoO for Thorur

acrobatics: 1d20 + 5 ⇒ (11) + 5 = 16

The human than lunges at Joe with a dagger and hits the arcanist in the thigh.
dagger: 1d20 + 2 ⇒ (18) + 2 = 20
dmg: 1d4 + 2 ⇒ (3) + 2 = 5

Next out of the fog is a screaming halfling who takes a direct path to Thorur and sinks his great axe deep into Thorur's armor.
great axe: 1d20 + 4 ⇒ (14) + 4 = 18
dmg: 1d10 + 3 ⇒ (2) + 3 = 5

BOLD MAY ACT
Status: +1 morale bonus on attack rolls and on saving throws against fear effects.
~~Round 1~~
Thorur (-8)
Richelle
Alani
Joe (-5)

~~Round 2~~
Gili
Halli
Larkin
Deandre
Ledford


b]"Well if all you want is to get Valcin's trinket and be on your way so be it. It's in there. One of my servant is greatly misbehaving, so you’re going to have to deal with it in order to get the trinket. You might find this useful."[/b]

She holds out a small silver letter-open, a look of boredom spreading across her face.

Roscoe Elring - Trickster wrote:

Roscoe looks for some children to talk to. He's always had a way with talking to human kids...looking them in the eye seemed to help.

"Hey yo, chaps! Tell me about this place. Do they take good care of you here? What do you think of this Auntie Baltwin lady? Does she have you do anything out of the ordinary?"

One of the more out going children quickly shares his opinion of Auntie Baltwin "She is a mean old bat!" A chorus of agreement comes from the other children.

"But she makes good food, the food is always the best." says another voice form the corner followed by another round of agreement from the other children.

"Oh the night stories before bed!" says another voice and the children quickly lose interest in Roscoe in favor of retelling their favorite tale or reenacting one of their favorite scene from Auntie's stories.

Roscoe does managae to regain the attention of one of the children and after a couple more guided questions you do learn that some of the children do leave for the day and go various places but the children seem hesitant and not completely forthcoming about the reasons for the extended absences.

another diplomacy check to dig deeper


Scraps the Homunculus wrote:

Indignant, Scraps walks over and punches the GM's arm with what looks like a huge crab claw. The thing then attempts to make a noise like someone meaningfully clearing their throat, but it comes out sounding like a particularly annoyingly pitched canine squeeze toy being pounced upon by a jaunty baby hippopotamus.

Scraps the Homunculus wrote:

Scraps however is still buzzing around outside.

The amalgam looks for an upper-story or far back window that might be ajar enough for it slip in.

Scraps somehow as a direct line to an omnipotent force who decides to bestow the Homunculus with his favor and guides the creature to an open window.


Between Petr's random outbursts and Igor's compulsion to do domestic chores Roscoe finds Auntie to be adequately distracted and slips away.

Diplomacy checks to interact with the children

Kwannon wrote:
Grandmother, drinking when you have the care of children as your responsability is most unbecoming

"You are right dear. If you perhaps help guide me away from the spirits I could do better for the children."


The female voice in the mist seems to want nothing to do with negotiating.

"You guys have been busy today...if you won't hand it over, we'll take it from you! Get'em!"

Though the Pathfinders can make out several forms in the mist ahead, they seem difficult to make out.

Round 1: Bold may act
Gili
Halli
Larkin
Deandre
Ledford
Thorur
Richelle
Alani
Joe

DM:

init: Richelle: 1d20 + 5 ⇒ (12) + 5 = 17
init: Thorur: 1d20 + 1 ⇒ (19) + 1 = 20
init: Joe: 1d20 + 8 ⇒ (7) + 8 = 15
init: Alani: 1d20 + 6 ⇒ (11) + 6 = 17
init: Gili: 1d20 + 5 ⇒ (17) + 5 = 22
init: Deandre: 1d20 + 1 ⇒ (11) + 1 = 12
init: Halli: 1d20 + 2 ⇒ (20) + 2 = 22
init: Ledford: 1d20 + 2 ⇒ (10) + 2 = 12
init: Larkin: 1d20 + 3 ⇒ (15) + 3 = 18


The pathfinders easily escape the room with the box in hand, and after a few uncomfortable pleasantries with Paracountess take their leave of the estate.

With the four tasks completed, the Pathfinders make their way back to the Grand Lodge and come upon some kind of celebration. A throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.

The Pathfinders make their way down into the alley as well to avoid the crowd, and a strong mist suddenly springs up! The other citizens that were heading down into the alley with suddenly run off, and the group hears a young, feminine voice call out to you.

"Why don't you just drop whatever valuables you have and be on your way? We don't really have to kill you, but we most certainly can!"


The imp ignores the damage from the Grippli, though the damage is apparent.

"Leave me be!" Screams the imp and throws the box across the room and furiously trying to open it. But suddenly ...

dm:

1d20 + 4 ⇒ (9) + 4 = 13

... a vivid cone of clashing colors springs forth from Joe's hand and envelops the imp, stunning the creature in place.

4 rounds tell the imp comes to. Go!


“Ha! Seems most days you need it if you want to make it through the day in this house. These children are killing me!” replies Auntie to Roscoe's disapproval of her drinking.

"Working? The children do not work." Says auntie in disbelief "Occasionally some of the children volunteer to help the elderly. But work? No."

Auntie becomes increasing irritable and snaps at Petr after his outburst "Quiet you! If you do not have anything useful to say than do not speak.


Igor of Caliphas wrote:

"Maybe that would be for the betht. You look tired. I can therve." Igor says still wondering if the woman might up and die at any moment of a brain aneurysm.

So Igor got symptoms. Does he have a clue?

The secret is in the half empty whisky bottle


Roscoe Elring - Trickster wrote:

I don't often have posts eaten, but it looks like my last one was.

Roscoe looks at the old crone.

"Tell us about this place. How many children are you caring for? What kind of ailments do they have?"

"Children come and go its ever so hard to have an exact number dear, you should know how flighty children can be. And most ailments of the common sort, nothing too serious and I would not want to burden you with details. Who would like some tea?"

Auntie hurries off to the kitchen and brings back a tray off tea. She tips a few splashes of alcohol in her cup from a half empty bottle of whisky. 'Would anyone care for some?"


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Thorur Grundur wrote:

Thorur move into the room towards the creature, checking the ceiling height as he does

11' 7 3/16"

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