Churgri of Vapula

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Organized Play Member. 1,797 posts (14,959 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 98 aliases.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Janebok listens with great interest, cocking her head from side to side as Vari-13 speaks. "Thisss is of utmossst importanccce. It could be pivotal in helping defend the Pact Worlds againssst the Ssswarm. I would like to help with the research. Technomancccy could be mossst ussseful." Vari-13 does not find Janebok the easiest person to get along with but Janebok's utter focus on efficiency and problem-solving help them make great progress on the energy project over the next few years.

I don't want to assume too much about how the project works out as that seems like the kind of thing that would reshape the entire setting, potentially.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa prepares to slow down the goblins when they re-appear from their detour.

Readied action to glitterdust to blind if I see 3 more goblins within the 20 ft diameter circle of a glitterdust with no allies who would be blinded. DC 16 will.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa looks forward to trying to help deal with the goblin army, even if traditional warfare was far from her strong suit.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

K local: 1d20 + 8 ⇒ (12) + 8 = 20

GM, I'm a little confused about the contents of the spoiler. Is the idea that these goblins probably aren't mercenaries since they all have tattoos?

Severa nods thoughtfully. "I can help mostly with illusions or blinding crowds of them. But it is possible that we can negotiate with them, particularly if we can convince them that it would be too risky to fight us."


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Brookside Campaign Journal

Apologies for my slower than normal follow-up. My computer screen is busted and my replacement computer has been taking far longer to get here than it should. Tomorrow it should be here!


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Sorry. PC crapped out for a couple days. Just got it back to functioning.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Is Fairhaven another name for Fairbrook or am I missing something?

K local: 1d20 + 8 ⇒ (7) + 8 = 15
K geo: 1d20 + 8 ⇒ (18) + 8 = 26
K local: 1d20 + 8 ⇒ (5) + 8 = 13 Ah. Just missed the last one.

Severa looks at the half-elves and wonders aloud to her comrades "Interesting. It is unusual to see half-elves this far out. And we are in the area of an ancient battlefield, or so it is rumored."


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Just FYI that I'm traveling for the holidays and will be spotty on my posting until January 2nd.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Just FYI that I'm traveling for the holidays and will be spotty on my posting until January 2nd.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa nods. "Yes I would be happy to help improve security before any exceedingly ambitious undertakings. Besides, that will give us time to research and plan for these snake women."


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa nods to the king. "Yes, thank you your majesty. I would be happy to visit your archives after rendering any assistance, as well as furthering congenial relations between your nation and Avlee."

K dungeon: 1d20 + 8 ⇒ (9) + 8 = 17

Severa is also aware of the oozes and nods. "Yes that is a serious danger. I do not think I would do well against one of those."


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa doesn't know what's going on and her best attempt at gathering info made zero progress. So she's mostly just listening right now.

Severa listens to the philosophical conversation with some interest and nods to the idea of using Copperneck as bait. That sounded interesting.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Yikes! Sorry about the wayward grease spell! I hope he recovers well!


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Druid (menhir savant) 3/Unmonk 3| HP:17/36 | AC:18; T:17; FF: 15: CMD: 25/22|Fort: +5; Ref: +5; Will: +7| Init:+4; PER: +11 (Darkvision)| Active effects: Familiar alertness, familiar stealth, Bull's strength, bone fists (+1 AC for everyone), magic fa face of the devourer, Ki points spent: 0, stunfist: 2/3

This reminds me of a lizardfolk druid I had once who only spoke Draconic by default. I put a rank in linguistics at level 1 to get common but RPed him as still learning the language. He spoke with a thick accent, simple sentences, low IQ, and the like. Then one time, he was speaking with someone who spoke Draconic and he suddenly sounded totally wise and competent. It helps a lot to be working in a language you're good at! XD


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa shrugs. "Alright then. I'll stick with my current contract happily enough." Inwardly, she shrugs. It was worth an attempt.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa explains "The maid was tied but is fine now."


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Janebok decides to cast her last spell in preparation for this defense. "Thissss will help bottle them up."

Grease marked on map with yellow square. DC 15.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Yes I don't expect the illusion to lock this guy down forever, just hoping that he wouldn't immediately try to race through the blades and totally negate the use of the spell. If he spends a turn or two trying to interact with the blades, rolls a will save or two, then it's worth it to me.


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Druid (menhir savant) 3/Unmonk 3| HP:17/36 | AC:18; T:17; FF: 15: CMD: 25/22|Fort: +5; Ref: +5; Will: +7| Init:+4; PER: +11 (Darkvision)| Active effects: Familiar alertness, familiar stealth, Bull's strength, bone fists (+1 AC for everyone), magic fa face of the devourer, Ki points spent: 0, stunfist: 2/3

What if we did the standard for Automatic Bonus Progression, i.e., you get ABP and half the standard wealth by level? Does that handle your issue of worrying about being too rich, Ghorza?


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Sorry for my slowness this week! Was sick and muddling through the IRL stuff.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Hearing trouble, Severa finishes untying the maid and starts rushing up the stairs. Over her shoulder, she speaks in a rushed, low voice "Should be safe to get out."


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa maintains her serpent and goes to check on the whimpering. Seeing the tied maid, she whispers "It's ok. We'll get you safe." She lets the snake lapse so she can untie the maid.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa:

Super helpful perception check: 1d20 + 2 ⇒ (3) + 2 = 5 Argh! Even if I wasn't bad at perception, nat 3 woulda foiled all but the most perceptive of level 3 PCs...

Severa does not overhear the conversation but she approaches the group.

Severa walks up to the group while they are in the park and just before they head to Lady Greenbriar's. "Hello! I have received permission to follow along and provide any assistance with your endeavors that I may. The embassy is interested in building its relationship with Lady Greenbriar and thus its relationship with you." If nobody objects, she follows along to Lady Greenbriar's.

Perception at the door: 1d20 + 2 ⇒ (19) + 2 = 21

Severa's pointed elven ears twitch and she speaks in a quiet voice "Perhaps it is none of my business but it sounds like there is an altercation occurring inside."


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Do we maybe want an HQ with two ways in and out? In case we need to ditch?


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

The Shobhad's alone are a lot of mobile barricade. XD Though not quite as disposable as inanimate barricades.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Engineering: 1d20 + 10 ⇒ (15) + 10 = 25 Isn't that just how dice work? Zetara has the biggest bonus but is the only one to fail so far.

Janebok starts piecing together scrap as well. "Unfortunate. Those 'null-unitsss' as you sssay are mossst disssruptive." She limps around on her staff, piecing together electronic pieces to give a nasty zap to troublesome interlopers.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa gives a graceful elven bow to the dwarf, Strom. "Well met, master dwarf. A blessing on you, your family name, and your hearth." She almost says "forge" but notes the lack of metal on Strom at the last second and shifts course to "hearth".


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Physical science: 1d20 + 10 ⇒ (12) + 10 = 22
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Janebok nods to Zetara about the bracelet then points to the power core. "An unusual, experimental prototype. This was sssome kind of electrical engineering experimental laboratory."


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

I don't really know about creature type immunities in Starfinder and I'm not sure Janebok knows either so I'll just go for it here.

Janebok begins casting a spell at the difficult enemy.

Baleful polymorph. Hoping it's not immune. Will complete at the beginning of my next turn.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

At the embassy:

I'm assuming that I have time to do this before my departure to Harmondale? If not, then I'd just apologize to Emily instead and explain my situation.

Severa sighs as she hears yet another ill tale about the nephew drunk. "Yes of course, I will accompany you. But it is about time that fellow learned to clean up his own messes or, better yet, not make them in the first place."


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Janebok hisses in partial surprise. She expected trouble but this was odd. She waves the robot forward and it raises its sonic gun.

Attack EAC: 1d20 + 5 ⇒ (7) + 5 = 12
Dam: 1d4 ⇒ 4

Janebok moves away from the creature and fires a ray of magical electricity at it.

Attack EAC: 1d20 + 5 ⇒ (3) + 5 = 8
Dam: 1d3 ⇒ 2

Sad trombone attack rolls.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Janebok completes the spell and summons a small robot as she heads into the room with the others, looking for trouble.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Janebook looks at the northern door then begins casting a spell, holding it prepared until right before opening the door.

I am going to cast summon monster creature one round before we open that door, or the round of if I can cut it that close.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Janebok dusts herself off and follows along.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

It's a bit silly how invested I am getting in obtaining this goat milk. But it's the quest at hand so I'm going for it!

In so doing, I have discovered that it's really hard to make friends by the formal rules! XD If someone starts indifferent to you, you can use diplomacy to make them friendly. You can't try to improve their attitude again for 24 hrs. But their attitude improvement typically resets after 1d4 hrs so they're indifferent again the next day! The only reliable way to improve their attitude by two steps is beating the diplomacy DC by 5 (or saving their beloved pet or whatever). The things I learn!


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Sorry to hear that, Astella! Somebody cast lesser restoration.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Enjoy Grumbaki!

I enjoyed a brief trip to China (Sichuan province) in 2019 and really liked the spicy food.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Fun! I'll throw in a spoilered gameplay post for Severa now.


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DeJoker: People don't mention it in their recruitments because it's pretty standard on this website. That's how I've done basically every recruitment I've ever run on here.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Janebok pulls out some dried, raw meat and chokes it down quickly then examines the exterior circuitry on Zetara's temples. "Yesss, fascinating. I can sssee how the problem arose. I cannot sssee how to prevent any further problems in the future. It sssseems your cccircuitry is prone to idiosssyncratic liabilites, like the fully organic counterparts. Ssssimply different liabilities."


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No worries, GM. You have fun the way you have fun.

Waskally: Would be fun! We'll find a shared game again eventually.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

We will stick with it! No worries.


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I won't call for a bluff from Ghorza because I think she was around the corner of the building enough to not see that it was actually Zaborjca who started the fire...

The crowd cheers and starts to get buckets of water. One of the agents of the Gold Cartel steps forward. "But how can you know this person summoned the monsters? Perhaps you have just grabbed a small and innocent man!"

Opposed diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19

But the crowd isn't swayed! They want a culprit and the fire keeps them busy.

What do you want to try next?


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Eng: 1d20 + 10 ⇒ (12) + 10 = 22

Janebok hobbles forward and rips two auxiliary cables from the terminal, bites off the insulation, and connects them to the battery.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Haha. I guess someone higher up in the Stewards has a complicated pln.

Janebok starts collecting scrap and handing parts to the shobhads.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Janebok nods in agreement. "The Swarm is a plague upon us all. It is counterproductive for the Veskarium and Pact Worlds to do anything but unite against it." She moves to the personal. "I hatched in a space station in the Veskarium and grew up in low gravity." She gestures along her form down to her feet. "That is why I am longer and weaker than most of my kindred. There I learned many secrets of technology and a few of magic. When I learned the threat of the Swarm, I came to try to help the Pact Worlds work with the Veskarium, specifically through working with the Stewards."


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Brookside Campaign Journal

But better than accidentally locking yourself in the room!


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Sorry for my slowness this week!

Janebok begins summoning a creature to aid in the fight.

It will appear at the beginning of my turn next round.


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Brookside Campaign Journal

I'm going to roll with rule of two here, as usual.

You hustle into the shed and pry open the coffin. The architect's remains are nothing but bones with tattered clothes and a few bits of putrid flesh hanging off of them. But once the spell is cast, the flesh is restored to color and fills out, covering the bones. The man's eyes open and he looks blankly at the lot of you. His jaw creaks audibly as his mouth opens and he replies "Baron Cust had me build his Bannerhold mansion, complete with a secret room in the basement. They are for entertaining, living, and hiding his secrets. He has a guard and a lock on each door, a lock on each window, and I believe he hired a wizard to cast a trap on the secret room. Evidence would be in the Baron's office or secret room. My wife should know that she made every sunrise a gift and that I buried some gold under the yew tree, for emergencies." Then the flesh fades back to putrescence.


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Great to get more fun ideas to throw into the blender! This is getting more and more shaped.

I do think that a few people are a little confused about the format I'm shooting for here. There would be a set cast of 4-7 player-GMs. I will take a turn first GMing a very short quest in which my character will sit out for in-character reasons. Then someone else will GM a very short quest that continues the story in some general fashion and their character will sit out while mine hops in. And so on an so forth.

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