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KoboldDM

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


Fredrick chuckles at Shiro's suggestion as he responds, "There's a time and place, and hopefully it's neither today."
With caution though he does prepare himself defensively should there be a surprise of any kind.


 

Stance: Spirit Sensing Stance
Readied: Fading Strike, Flowing Creek, Half-Gone, Ghost Hunting Blow

Name
Perception
22
1d20+17 5
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The figure stops. They are still a good enough distance away to not make out any major details about them, they have both hands hugged in front of them clutching a bunch of rolled up scrolls. Books being exceedingly rare and expensive because of the work put into making even a blank one. The moment they are called out to however they look around, left, right, behind, ahead, staggering in small circles while they move one hand to face out palm up in front of them. "Who's there?! Who are you? Show yourself shadows, this is the first time you've talked.. What do you want with me?" By her voice it is clearly a woman, and now that she is a little closer her large fox ears are clear to see. The last words out of her mouth come out in an angry sob before she screams. "Who are you! Why did you leave only me?"

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


A shock seems to come from Fredrick's usual friendly demeanor and he speaks loudly again, "No, we are not shadows or the like, but people of flesh and blood." he says, "Sir Trellis sent us to investigate what is happening here."

"I'm a merchant and crafter by trade, and adventurer in my off time, but we mean you no harm, and if you are tired, I have a wagon you can rest in and tell us what transpired."

Stance: Spirit Sensing Stance
Readied: Fading Strike, Flowing Creek, Half-Gone, Ghost Hunting Blow
 

Statblock

[URL=https://test.myth-weavers.com/sheets/?id=2798290][B][SIZE=+1]Fredrick Jacobs[/SIZE][/B][/URL] Male Neutral Good Human Bard 2, Rogue 4, [B]Level[/B] 6, [B]Init[/B] 2, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 7, [B]Will[/B] 4, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] +4 [B] MW Bronze Rapier [/B] +7 (1d4, 19-20/x2) [B] Light Crossbow [/B] +6 (1d6, 19-20/x2) [B] MW: Lamellar (Leather)[/B], [B] MW Buckler[/B] (+4 Armor, +1 Shield, +2 Dex) [B]Abilities[/B] Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16 [B]Condition[/B] . [b]Skills:[/b] Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4 [b]Craft skills:[/b] Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13 Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11 [b]Languages:[/b] Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese [b]Feats: 1st:[/b] Craft Wonderous Items (retraining), [b]Bonus:[/b] Additional Traits (+2 universal traits), Cunning [b]1st:[/b] Craft Wonderous Items [b]3rd:[/b] Craft Arms and Armor (retraining) [b]5th:[/b] Master Craftsman (Gemcrafter) [spoiler=Spells][b]Daily Bard Spells[/b] [b]1st:[/b] 3 [b]Spells Known 0-Lvl:[/b] 5 [b]1st:[/b] 3 [b]0-lvl:[/b] Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation [b]1st:[/b] Identify, Tears to Wine [/spoiler] [spoiler=Maneuvers][B]Maximum Level:[/B] 2, [B]Maneuvers Known:[/B] 6, [B]Maneuvers Readied:[/B] 4, [B]Stances Known:[/B] 2 [B]Maneuvers:[/B] Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines. [B]Maneuvers Known:[/B] [ooc="Fading Strike"][B]Discipline:[/B] Veiled Moon (Strike) (teleportation); [B]Level:[/B] 2 [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Personal, [B]Target:[/B] Up to the disciple’s movement speed, [B]Duration:[/B] Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.[/ooc], [ooc="Flowing Creek"][B]Discipline:[/B] Mithral Current (Counter); [B]Level:[/B] 1 [B]Initiation Action:[/B] 1 immediate action, [B]Range:[/B] Personal, [B]Target:[/B] Self, [B]Duration:[/B] Instant Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.[/ooc], [ooc="Flurry Strike"][B]Discipline:[/B] Broken Blade (Strike); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Melee attack [B]Target:[/B] One creature, Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.[/ooc], [ooc="Ghost Hunting Blow"][B]Discipline:[/B] Veiled Moon (Boost); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action, [B]Range:[/B] Personal [B]Target:[/B] You, [B]Duration:[/B] One round By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.[/ooc], [ooc="Half-Gone"][B]Discipline:[/B] Veiled Moon (Counter) (teleportation); [B]Level:[/B] 2, [B]Initiation Action:[/B] 1 immediate action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Instant By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.[/ooc], [ooc="Tidal Blade"][B]Discipline:[/B] Mithral Current (Strike); [B]Level:[/B] 1, Initiation [B]Action: [/B]1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: Up to two creatures, [B]Duration:[/B] Instant As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll. [/ooc]. [B]Stances Known:[/B] [ooc="Iron Hand Stance"][B]Discipline:[/B] Broken Blade (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.[/ooc], [ooc="Spirit Sensing Stance"][B]Discipline:[/B] Veiled Moon (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.[/ooc][/spoiler]
Fredrick Jacobs
Male Neutral Good Human Bard 2, Rogue 4, Level 6, Init 2, HP 54/54, Speed 30
AC 17, Touch 12, Flat-footed 15, CMD 16, Fort 4, Ref 7, Will 4, CMB +4, Base Attack Bonus +4
MW Bronze Rapier +7 (1d4, 19-20/x2)
Light Crossbow +6 (1d6, 19-20/x2)
MW: Lamellar (Leather) , MW Buckler (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16
Condition .
Skills: Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4
Craft skills: Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13
Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11
Languages: Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese
Feats: 1st: Craft Wonderous Items (retraining), Bonus: Additional Traits (+2 universal traits), Cunning 1st: Craft Wonderous Items 3rd: Craft Arms and Armor (retraining) 5th: Master Craftsman (Gemcrafter)

Spells

Daily Bard Spells 1st: 3
Spells Known 0-Lvl: 5 1st: 3
0-lvl: Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation
1st: Identify, Tears to Wine

Maneuvers

Maximum Level: 2, Maneuvers Known: 6, Maneuvers Readied: 4, Stances Known: 2
Maneuvers: Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines.
Maneuvers Known: Fading Strike Discipline: Veiled Moon (Strike) (teleportation); Level: 2
Initiation Action: 1 standard action, Range: Personal, Target: Up to the disciple’s movement speed, Duration: Instant

The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.
, Flowing Creek Discipline: Mithral Current (Counter); Level: 1
Initiation Action: 1 immediate action, Range: Personal, Target: Self, Duration: Instant

Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.
, Flurry Strike Discipline: Broken Blade (Strike); Level: 1, Initiation Action: 1 standard action, Range: Melee attack
Target: One creature, Duration: Instant

The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.
, Ghost Hunting Blow Discipline: Veiled Moon (Boost); Level: 1, Initiation Action: 1 swift action, Range: Personal
Target: You, Duration: One round

By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.
, Half-Gone Discipline: Veiled Moon (Counter) (teleportation); Level: 2, Initiation Action: 1 immediate action
Range: Personal, Target: You, Duration: Instant

By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.
, Tidal Blade Discipline: Mithral Current (Strike); Level: 1, Initiation Action: 1 standard action
Range: Melee attack, Target : Up to two creatures, Duration: Instant

As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll.
.
Stances Known: Iron Hand Stance Discipline: Broken Blade (Stance); Level: 1, Initiation Action: 1 swift action
Range: Personal, Target: You, Duration: Stance

By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.
, Spirit Sensing Stance Discipline: Veiled Moon (Stance); Level: 1, Initiation Action: 1 swift action
Range: Personal, Target: You, Duration: Stance

By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.

 

 

Edited by Steel Warrior (see edit history)
Name
Diplomacy
22
1d20+8 14
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Stocking up Kira is clearly an adventurer of some experiance, packing meals but also a bit of an idiot hero making sure a good bit of wine is brought as well. On the road she is sharp eyed and moves easily even in her armor.

 

Kira steps forward, her spear and shield across her back, leaving her hands emtpy as she moves closer. "I am Kira, a Hero and I am here to help you. I am going to look a bit.. blurry but it is only to help me see shadows."

Swift action change into Formless Dance stance, granting blur and see invisaiblity.

Edited by whitelancer (see edit history)
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Headshot

Robbert O'Finn | Sylv | Cryptic 6 | Initiative +3 | Speed 30 ft | HP 54/54 [THP: 0] | Power Points 25/31
AC: 19, Touch: 13, Flat-Footed 16, CMD: 17 | Fort +5 Ref +10 Will +9 | BAB 4.5 | ResistancesNone | ConditionsInertial Armor (5 PP, 6 hours, +6 Armor to AC)


Disrupt Pattern (PBS) +8 (1d6+6 +2d6, 20x2)
MW Shortbow +8 (1d6, 20x3)
MW Bronze Rapier +5 (1d4, 18-20x2)

Skills, Abilities, and Powers

Acrobatics +7, Appraise +9, Craft (Traps) +22, Disable Device +12*+15 vs. Traps, KnowledgeArcana +14
Dungeoneering +14
Engineering +9
Geography +9
History +14
Local +10
Martial +10
Nature +14
Nobility +9
Planes +14
Psionics +14
Religion +14
, Linguistics +12, Perception +9*+12 vs. Traps
Automatic check within 10 ft. of a Trap
,
Profession (Librarian) +9, Spellcraft +14, Stealth +7, Use Magic Device +16


Altered Defense: 9r/day (Swift, +2 DR/-, Dodge AC, or Bonus to Hit someone who hit you)
Disable Locks 8/day (Standard, 30 ft range, ML +10 vs. Lock DC)
Branding Pattern (Swift, Ranged Touch, target takes +5 damage from you until the start of your next turn)
Disable Weapon or Armor (Melee Touch, ML check DC 11+ML of object, suppress item for 5 rounds) 


Cryptic TalentsCosts 1 PP.
Instant powers can be cast w/o PP cost while maintaining Psionic Focus
May expend Psionic Focus instead of paying 1 PP.

Detect Psionics: 60 ft. Cone, Concentration, detect Psionic / Magic auras.
Ectoplasmic Trinket: 1m/ML, create an object up to 1 GP and 1 ft. cube. Complex objects require a Craft check.
Far Hand: Close, Concentration up to 1m, unattended object up to 5 lb. Move Action to move object up to 15 ft. Augment(Bulleted List)
+2 PP = +5 ft. range.
+1 PP = +2 lb.

Psionic Repair: 10m, 1 object up to 1 lb. / ML. Must have higher ML than the repaired object. Repair 1d4 HP.

Cryptic PowersMatching Tattoo always glows when manifesting, even if suppressing other signs.

Many powers can be augmented in more than one way. When the Augment section contains bulleted paragraphs, you need to spend power points separately for each of the bulleted options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

Inertial Armor: Personal, 1h/ML, +4 Force Armor to AC, Augment+2 PP = +1 AC
Guidance of the Ancestors: Personal, 1m/ML, +2 Insight to one Knowledge. Augment(Bulleted List)
+1 PP = +1 Bonus [Stacks to +10],
+4 PP and Focus = Weapon Proficiency,
+2 PP = +1 Language.

+1 Skill per +4 PP total.

Mind Palace: Personal, Immediate, +1d4 to your next d20 roll before the start of your next turn. Augment+2 PP = +1d4
Precognition, Defensive: Personal, 1m/ML, +1 Insight to AC and Saves, Augment(Bulleted List)
+3 PP = +1 Bonus [Stacks]
+6 PP = Swift

Dirt Nap: 1h/ML, 5 x 10 ft dirt or stone rectangle, ground turns semi-solidThe interface between this extradimensional space and the material plane is semi-solid and can support covering materials such as spread straw or a sleeping bag. The interface can support up to 20 pounds of material. Such items can be placed from within the space by reaching up then gently retracting your hands, leaving the items above what you now see as your ceiling. and opens into an extra dimensional space that holds up to 8 creatures of any size. Augment+2 PP = +1 Creature
Heightened Vision: Personal, 1h/ML, 60 ft. Darkvision
Holographic Projection: Long, Concentration, 4x 10 ft. cubes, Will Save. Create images, sounds, or thermal sensations. Augment(Bulleted List)
+2 PP per duration (r/ML, m/ML, h/ML, Permanent)
+4 PP to replace the senses, save does not negate blindness,
+8 to selectively replace senses but not everything, allowing for some objects to be invisible but not everything, or show some objects while changing the environment.
+2 PP adds smell, taste, and touch,
+2 PP = 30 ft. cube / ML,
+4 PP illusion can deal 2d6+ML Force damage, Fort half.

+1 DC per +2 PP Total

"Books!" Robbert says quietly, but urgently, sticking his head out the front of the wagon like a cartoonish hunting dog pointing at prey. A chirp of noise, a glow about his left elbow, and glowing eyes indicate he's cast some sort of a Power, but given it's centered around his eyes it doesn't seem to be an offensive one.

 

Power Cast

Cast Detect Psionics with 1 PP.

 

Edited by Valdimarian (see edit history)
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The lady stops and faces the way she hears voices her hand still outstretched in front of her as if some kind of threat. She lowers it slowly while her ears droop to the side. "Sir Trellis? You know him, how can you know him? Unless it's true. I...." She pauses at the offer to rest however and her hand moves back up. "NO!" She screams. "That's what they want me to do. That's what you all want me to do. I can't sleep, you won't get me like the others. You won't! I won't sleep if it kills me.." She is terrified trying to get a lock on exactly where in front of her the voices are coming from.

When Kira moves forward and gives her warning that she may look a little different The Nix woman finally catches sight of her, now being in her field of detection. Her blindsight taking over and outlining the warrior. Armor, a shield, weapon, blurring doesn't effect a Nix in the least as they can see right through it. "You're... not them." She sighs, hugging her other arm back around the clutched scrolls and books. Kira can make out clearly she has on a silk shirt, coat, and a fine pair of pants as well as boots made for hiking. A black silk blind fold wrapped around her eyes as is the fashion for most Nix so they don't make others nervous. her raven hair is a bit disheveled, she looks like she hasn't slept in days, and her cheeks are wet from crying.

Kira doesn't notice anything invisible around her, and there doesn't appear to be any threat near by. "Another group, word hasn't gotten back has it? No one has made it yet. I'm the last aren't I?"

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Eizan merely watches as things unfold. Her companions seem more apt to take the lead in reassuring and offering aid for this unusual person.

When things start happening she starts cocking her head, but she still doesn't speak. Instead she gently nudges her riding dog Oda to start off the road. She begins to move around, circling forward and keeping her distance from the frightened woman. Her intention is to scout the edges of the woods.

Name
Perception to Scout Around the Area
21
1d20+5 16
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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


Bringing the wagon up closer, Fredrick stops and steps down, taking out a waterskin, he comes closer, "Miss, would you care for a drink? Are you hungry?" he asks, focusing more on helping comfort her before asking probing questions.


 

Stance: Spirit Sensing Stance
Readied: Fading Strike, Flowing Creek, Half-Gone, Ghost Hunting Blow

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Eizan looking around in the wooded area doesn't notice any threat. However what she does notice is the lack of life, even the smallest creatures usually make a little bit of noise, scampering about a road like this where people are more common and the fear of them has become less, but this road? Nothing, no mice, squirrels, birds. Not any sign that animals live around here.

The lady tilts her head toward Fredrick when he moves the wagon forward. She seems a lot more calm now that she has identified people, even if they are strangers. "Thank you, no, I have been sustaining myself with psionic energy. I can keep it up a few more days if I have to. At least till I can get to Oprogunna. I'd suggest what ever business you had on this road you turn back now." she says. Levering herself up she stands and steadies herself. Taking a couple of steps forward.

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


As he puts away the waterskin, he says, "Well.. As much as I would like to heed your words, it appears this very reason we have been sent this direction.

"Please take a rest for a few moments and tell us everything you know, and don't sugar coat it." says Fredrick. "We are hoping to put right, whatever has gone wrong here."

Fredrick then asks, "Since you don't need water or food, how about some wine? Help ease your nerves."
 

Stance: Spirit Sensing Stance
Readied: Fading Strike, Flowing Creek, Half-Gone, Ghost Hunting Blow

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She stops when he Fredrick offers wine. Obviously thinking about it for a moment before she shakes her head. "No, I need what's left of my sanity. I don't know when or where they'll strike." She explains but does take a moment to linger. "If you are all going there you might as well know what little I do. Last month after I had organized the usual shipment of food we had a disappearance. Six people vanished in the middle of the night. No signs of struggle, no signs of a break in. Everything was where it should be, except their clothing, a days worth of food, and seeds, and some farming tools. We questioned the families and it seems like each only knew the others in passing at best. We're a small town but we still have a population of seven hundred, or had." She paused her story to shiver thinking about everything that had happened. Once she felt she could continue her story went on.

"We searched for them, sent out our best guards but nothing. As the days went on more people started going missing. Every time the same way. In the dead of the night when everyone else was asleep they packed up their stuff, took what ever tools they could from their trade and left. It became a huge talking point in the town, families blaming spouses, other families, friends, everyone wanting someone to blame. Each night more and more people went missing, we sent messengers to Oprogunna but never heard anything back. We were stuck. We couldn't leave, we couldn't stay, no one knew what to do. Finally one of our hunters came back. He said he didn't remember where he was, complained about being sick, and passed out. We tried for days to keep him healthy but he couldn't keep any food or water down. Over the week he withered and died. Those of us that were left had started meeting in lord Stottertons estate, there was only a little over a hundred of us then, we had gathered weapons, food, fortified the wall, gotten what armor we could scrounge up. We even posted watch figuring someone would come. It seemed to be working since people didn't go missing as often or in as great a number. Still a guard would walk off in the night, you'd wake up to find the person who'd been sleeping next to you for days was gone. It was unnerving. We had some hope when a messenger and guards showed up. We told them everything and they promised to get help... but a few days later another set showed up like they didn't know anything. We begged, pleaded, and finally when the last set came we demanded that a large force of us go with them. Half of us went along at sunrise. That was the first night I couldn't sleep. I remember hearing a strange song. It was the saddest thing I had ever heard and I couldn't take it. I blocked it out and spent the night in and out of sleep. When I awoke everyone was gone." She had to stop and catch her breath, her voice hitching at the end like she was ready to cry again. Everything weighing on her too much to bear.

"This wasn't like the others though, they didn't take anything. All their belongings were still where they had left them, clothing, shoes, tools. They had just left. I was alone, waiting for what ever had taken the others to take me. That's when the shadow's appeared. That night the song returned, it hurt to hear it, I could feel it pulling at me but resisted. I guess it's foolish but if I was going to die I wanted to die fighting. Not that I've ever fought anyone.... The shadows are small, about hip height on me. Thin, and quick, they hiss when they speak encouraging anyone who listens to go to sleep, or open the door, and the scratching. Incessant scratching at the walls, the doors, the boarded up windows. Constantly running their nails along them without end trying to dig their way in it was MADDENING! They wouldn't stop no matter how much I screamed at them, they just wouldn't stop even if I blasted a wall they...." She stopped realizing she was yelling now and sounding half crazed. Regaining control of herself she shook her head and took a moment to breath. "So, I gathered the books lord Stotterton had been keeping to account all this and I left. If I die hopefully the books will find their way into the hands of someone who can write this wrong. All I know is that place is cursed and if you go there you're going to vanish as well."

Edited by KoboldDM (see edit history)
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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


Fredrick listened to the woman's tale and felt a pain well within him, the loss of so many souls.. At first he wondered if it were the undead, but then the mention of singing, and the shadows.. he began to wonder if they were whisked away to the feywild. He heard stories and even read books about it, but never heard of such mass disappearances. Perhaps someone broke a promise, and this was punishment.

"I'm sorry for the suffering you endured." he says, "I can only hope that those taken are simply held prisoner somewhere."
"I would offer to escort you the rest of the way back the direction we came from, but with what you have told us, the matter is urgent.


As he looks to face the others, "Should we turn back, or help this woman complete her journey."
 

Stance: Spirit Sensing Stance
Readied: Fading Strike, Flowing Creek, Half-Gone, Ghost Hunting Blow

Name
Knowledge Nature
29
1d20+11 18
Knowledge Arcana
15
1d20+11 4
Knowledge Planes
18
1d20+9 9
Knowledge Religion
15
1d20+9 6
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Robbert O'Finn | Sylv | Cryptic 6 | Initiative +3 | Speed 30 ft | HP 54/54 [THP: 0] | Power Points 25/31
AC: 19, Touch: 13, Flat-Footed 16, CMD: 17 | Fort +5 Ref +10 Will +9 | BAB 4.5 | ResistancesNone | ConditionsInertial Armor (5 PP, 6 hours, +6 Armor to AC)


Disrupt Pattern (PBS) +8 (1d6+6 +2d6, 20x2)
MW Shortbow +8 (1d6, 20x3)
MW Bronze Rapier +5 (1d4, 18-20x2)

Skills, Abilities, and Powers

Acrobatics +7, Appraise +9, Craft (Traps) +22, Disable Device +12*+15 vs. Traps, KnowledgeArcana +14
Dungeoneering +14
Engineering +9
Geography +9
History +14
Local +10
Martial +10
Nature +14
Nobility +9
Planes +14
Psionics +14
Religion +14
, Linguistics +12, Perception +9*+12 vs. Traps
Automatic check within 10 ft. of a Trap
,
Profession (Librarian) +9, Spellcraft +14, Stealth +7, Use Magic Device +16


Altered Defense: 9r/day (Swift, +2 DR/-, Dodge AC, or Bonus to Hit someone who hit you)
Disable Locks 8/day (Standard, 30 ft range, ML +10 vs. Lock DC)
Branding Pattern (Swift, Ranged Touch, target takes +5 damage from you until the start of your next turn)
Disable Weapon or Armor (Melee Touch, ML check DC 11+ML of object, suppress item for 5 rounds) 


Cryptic TalentsCosts 1 PP.
Instant powers can be cast w/o PP cost while maintaining Psionic Focus
May expend Psionic Focus instead of paying 1 PP.

Detect Psionics: 60 ft. Cone, Concentration, detect Psionic / Magic auras.
Ectoplasmic Trinket: 1m/ML, create an object up to 1 GP and 1 ft. cube. Complex objects require a Craft check.
Far Hand: Close, Concentration up to 1m, unattended object up to 5 lb. Move Action to move object up to 15 ft. Augment(Bulleted List)
+2 PP = +5 ft. range.
+1 PP = +2 lb.

Psionic Repair: 10m, 1 object up to 1 lb. / ML. Must have higher ML than the repaired object. Repair 1d4 HP.

Cryptic PowersMatching Tattoo always glows when manifesting, even if suppressing other signs.

Many powers can be augmented in more than one way. When the Augment section contains bulleted paragraphs, you need to spend power points separately for each of the bulleted options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

Inertial Armor: Personal, 1h/ML, +4 Force Armor to AC, Augment+2 PP = +1 AC
Guidance of the Ancestors: Personal, 1m/ML, +2 Insight to one Knowledge. Augment(Bulleted List)
+1 PP = +1 Bonus [Stacks to +10],
+4 PP and Focus = Weapon Proficiency,
+2 PP = +1 Language.

+1 Skill per +4 PP total.

Mind Palace: Personal, Immediate, +1d4 to your next d20 roll before the start of your next turn. Augment+2 PP = +1d4
Precognition, Defensive: Personal, 1m/ML, +1 Insight to AC and Saves, Augment(Bulleted List)
+3 PP = +1 Bonus [Stacks]
+6 PP = Swift

Dirt Nap: 1h/ML, 5 x 10 ft dirt or stone rectangle, ground turns semi-solidThe interface between this extradimensional space and the material plane is semi-solid and can support covering materials such as spread straw or a sleeping bag. The interface can support up to 20 pounds of material. Such items can be placed from within the space by reaching up then gently retracting your hands, leaving the items above what you now see as your ceiling. and opens into an extra dimensional space that holds up to 8 creatures of any size. Augment+2 PP = +1 Creature
Heightened Vision: Personal, 1h/ML, 60 ft. Darkvision
Holographic Projection: Long, Concentration, 4x 10 ft. cubes, Will Save. Create images, sounds, or thermal sensations. Augment(Bulleted List)
+2 PP per duration (r/ML, m/ML, h/ML, Permanent)
+4 PP to replace the senses, save does not negate blindness,
+8 to selectively replace senses but not everything, allowing for some objects to be invisible but not everything, or show some objects while changing the environment.
+2 PP adds smell, taste, and touch,
+2 PP = 30 ft. cube / ML,
+4 PP illusion can deal 2d6+ML Force damage, Fort half.

+1 DC per +2 PP Total

"A fascinating, I mean horrifying, tale. We should definitely assist this young woman," Robbert says, eyes locked on the books as he slowly approaches the terrified woman. Taking the time to observe her physically as well as psionically he uses Detect Psionics to discover if she's under any sort of power effect he can detect. "Those books and scrolls must be heavy. Can I help you take them?"

Name
Knowledge (Arcana)
34
1d20+14 20
Knowledge (Nature)
16
1d20+14 2
Knowledge (Planes)
19
1d20+14 5
Knowledge (Psionics)
25
1d20+14 11
Knowledge (Religion)
33
1d20+14 19
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