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1.2 Naomi  Glum  and Talis.

Posted by DMFor group archive 0
Glum
player, 172 posts
The world's least dour
dwarf. Hence the name.
Sun 10 May 2009
at 22:36
  • msg #69

Re: 1.2 Glum

Glum noticed that the door was ajar.  "Tanrov", he called, and then on impulse, "Bobby".

23:34, Today: Glum rolled 10 using 1d20+2. Initiative.
23:34, Today: Glum rolled 21 using 1d20+5. Listen.
23:34, Today: Glum rolled 23 using 1d20+4. Spot.

DM
GM, 323 posts
Sun 10 May 2009
at 23:42
  • msg #70

Re: 1.2 Glum

Just before you get to the door you hear a boys voice say "Ok Bobby, I will never leave you, and they can't make me."
This message was last edited by the GM at 01:41, Wed 13 May 2009.
Glum
player, 173 posts
The world's least dour
dwarf. Hence the name.
Tue 12 May 2009
at 23:54
  • msg #71

Re: 1.2 Glum

Glum called out once more, "Tanrov?  Bobby?" before slowing down and approaching the door more stealthily than before.  He listened very carefully.hoping to hear Bobby should Bobby prove nopt to be quite so imaginary after all.

00:49, Today: Glum rolled 16 using 1d20+5. Move Silently.
DM
GM, 324 posts
Wed 13 May 2009
at 01:55
  • msg #72

Re: 1.2 Glum

The attic was dark with the only light coming from 2 small windows at either end of the building and from below, except to those with darkvision.  Barry the raven flies into the room and settles on some boxes.  It does not appear that the boy (about 10) sees you, but he did know you were coming as he is over in a corner, surrounded by old discarded toys, trying to hide.  Glums keen eye notices that one of those toys is missing a piece that just might fit the wooden piece in the dead monks mouth.
Glum
player, 174 posts
The world's least dour
dwarf. Hence the name.
Wed 13 May 2009
at 09:00
  • msg #73

Re: 1.2 Glum

Glum bends to pick up the toy with the missing piece.  "Has Bobby been naughty?" he asks.
DM
GM, 326 posts
Wed 13 May 2009
at 13:31
  • msg #74

Re: 1.2 Glum

   Barry squawks "It'sss tiiime too ggoo Taanrovvv".  Tanrov ignores the bird and focuses on Glum as he steps out of the shadows.  He looks scared and he gives a whimper, "no Bobby...", as Glum reaches down to the toy.  This, and the ghostly singing of children, alerted Glum enough that he isn't surprised when the mass of toys reaches out and touches his mouth.  Glum has the sensation of a grip on his throat, tightening around it.  And for a moment, he finds it difficult to talk.  While difficult to understand because it seems to be bits of several voices, each speaking a different word, the ghostly sounds seem to say "So lonely, not take friend again, he is mine".
   The thing in the corner of the attic resembles an emaciated child.  It is a gray, forgotten remnant with cobwebs and dust covering the leering, doll that serves as its head, while it's body is composed of forgotten toys, childrens clothes and small bones. In tiny, claw-like wooden hands it grasps a stuffed child’s toy—a ratty dolly with pins in its eyes. Worse are the voices, the calling whispers that haunt the air, filling it with nursery rhymes, sobbing, and laughing at the same time, as if the air around the creature were alive with lost invisible children.


This is the surprise round; Glum wasn't surprised, but lost initiative.  Barry was surprised.
Please post a single action.

The Sounds bestow (no save) a -1 to attack, damage and Will save rolls

Give me a;
-know(religion) roll
-Will save dc16 (failure means you can't talk)

Glum
player, 175 posts
The world's least dour
dwarf. Hence the name.
Wed 13 May 2009
at 20:57
  • msg #75

Re: 1.2 Glum

Glum chants in defiance of Bobby's demand for silence.  He reaches inside himself for the divine spark he has been granted and casts Bless to offset the effects of the voices, for Barry as well as him.

21:49, Today: Glum rolled 20 using 1d20+6. Will Save. (19 with the -1 from the voices.)
21:48, Today: Glum rolled 11 using 1d20+3. Know Religion.

DM
GM, 328 posts
Wed 13 May 2009
at 22:21
  • msg #76

Re: 1.2 Glum

From the SRD:
Attacks of Opportunity: Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a Concentration check (DC 10 + points of damage taken + spell level) or lose the spell. Spells that require only a free action to cast don’t provoke attacks of opportunity.
Casting on the Defensive: Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + spell level) to pull off. Failure means that you lose the spell.


I'll give you a pass this time, but next time you need to
1-make a concentration check to cast defensively,
2-risk an attack of opportunity or
3-take a 5' step back out of range (if possible).



Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Vs
The Sounds bestow (no save) a -1 to attack, damage and Will save rolls



   Glum steps back 5' and casts his spell.  He feels the blessings of his God counter, to some extent, the disturbing effects of the ghostly sounds.  Glum has no idea what this thing is (beyond what you the player can deduce), but it didn't seem to like Glum's spell.  The thing follows him and seems to want to touch his mouth.  Glum almost avoids it, but the thing is so fast it manages to scrape his lips.  Just that touch is enough.  It causes Glum to gasp for breath.  This would explain the scratches on the victim's lips.
-Take 3 damage and
-Will save=dc 16 (or be fatigued) and
-Will save=dc 16 (failure means you can't talk)

   Barry takes flight and squawks "Hellllp, musst gettt helllp".  Then he flies out of the room squawking.  At these antics the things head turns, and appears to stare at the bird (without eyes, it's hard to tell), before turning back to you.  "He is mine and I will not let him go, now or ever", in the same ghostly whisper.  Glum realizes it will be about a minute (10 rounds) before help can arrive.
   Tanrov is in the corner, whimpering, "No Bobby, don't, not again.  I'll stay with you, please."


Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Glum
player, 176 posts
The world's least dour
dwarf. Hence the name.
Wed 13 May 2009
at 22:43
  • msg #77

Re: 1.2 Glum

Glum does not try to attack yet, but instead, defends himself while, through sheer force of will, he is able to speak once more and summon into existence a spiritual weapon that will defend him against the creature made of toys.

23:38, Today: Glum rolled 21 using 1d20+5. Concentration.
23:36, Today: Glum rolled 16 using 1d20+6. Will save v no talking.
23:36, Today: Glum rolled 19 using 1d20+6. Will save v fatigue.

DM
GM, 329 posts
Wed 13 May 2009
at 23:48
  • msg #78

Re: 1.2 Glum

The nunchaku can attack right away
round 1/10



3 min: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
1/3 rnds: Spiritual weapon, 1d8+1 dam
Vs
The Sounds bestow (no save) a -1 to attack, damage and Will save rolls



   Glum finds his faith sustaining him in this contest of wills, so far.  He summons a nunchaku of force and strikes at the toy monster, but the thing is too quick and avoids the blow.  "You must give me your voice, I must have it", as it strikes at Glum yet again.  This time Glum manages to dodge most of the blow, but even the slightest touch causes the tightness of the throat again.
-Will save=dc 16 (failure means you can't talk)

   "Tannie, help me.  Help your only friend", But Tanrov just quietly shakes his head.


So which LG deity are you a cleric of, please look in the players guide and let me know.

This message was last edited by the GM at 15:01, Thu 14 May 2009.
Glum
player, 177 posts
The world's least dour
dwarf. Hence the name.
Thu 14 May 2009
at 12:28
  • msg #79

Re: 1.2 Glum

Glum finally finds himself voiceless.  He doesn't need his voice though.  His spiritual hammer, his fists and his feet are fairly eloquent themselves. The spiritual hammer strikes at the toys, he kicks at them, he aims his fist at them.  He fights from somewhere deep within.

13:24, Today: Glum rolled 11 using 1d20+6. Will save.
13:24, Today: Glum rolled 6 using 1d6. damage fist if any.
13:24, Today: Glum rolled 6 using 1d6. damage foot if any.
13:23, Today: Glum rolled 2 using 1d8+1. Damage hammer.
13:22, Today: Glum rolled 15 using 1d20+4. Fist.
13:22, Today: Glum rolled 13 using 1d20+4. Foot.
13:22, Today: Glum rolled 17 using 1d20+2. Spiritual Hammer.


I was using the option suggested in the PHB of being a cleric of the forces of lawful goodness rather than a particular deity.
DM
GM, 331 posts
Thu 14 May 2009
at 13:46
  • msg #80

Re: 1.2 Glum

The Spiritual weapon should be +2(bab)+3(wis)+1(bless)-1(sounds)= +5
round 2/10
TM damage = 2
Glum damage = 4



3 min: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
2/3 rnds: Spiritual weapon, 1d8+1 dam
Vs
The Sounds bestow (no save) a -1 to attack, damage and Will save rolls
Cannot speak



   The tightness of the throat proves to much for Glum, and he finds he cannot make a sound.  So he strikes at the toys, but only the spiritual nunchaku does any damage.  It's small, fast and hard to damage(natural armor).  The toy monster looks in the boys direction and says in a more insistent voice, "Help me Tannie or you are no longer my friend", as it strikes at Glum yet again.  The blow is only a scratch, but it causes Glum to gasp for breath.
-Take 1 damage and
-Will save=dc 16 (or be fatigued) and

But the boy only hides his face so he can't see.  The Toy monster takes a 5' step away from Glum and next to the boy.


Law and Good is ok.  Now, pick a monk weapon or fist or foot, that is what form your spiritual weapon is.  Please don't forget to write that down on your character sheet.

the toy monsters AC is 18

This message was last edited by the GM at 15:00, Thu 14 May 2009.
Glum
player, 178 posts
The world's least dour
dwarf. Hence the name.
Thu 14 May 2009
at 14:18
  • msg #81

Re: 1.2 Glum

Glum HPts 24/28

As the toy monster steps back, Glum steps forward silently.  His spiritual Nunchaku passes harmlessly by the toy monster but his fist and his foot do not.  Instead, they collide fiercely with the creature as it seeks to turn its wrath upon Tanrov.

15:16, Today: Glum rolled 24 using 1d20+6. Will save.
15:15, Today: Glum rolled 3 using 1d6. Damage foot.
15:15, Today: Glum rolled 6 using 1d6. Damage fist.
15:15, Today: Glum rolled 22 using 1d20+6. Foot.
15:15, Today: Glum rolled 21 using 1d20+6. Fist.
15:14, Today: Glum rolled 17 using 1d20+5. Spiritual Nunchaku.

DM
GM, 332 posts
Thu 14 May 2009
at 15:16
  • msg #82

Re: 1.2 Glum

Flurry of Blows should be +0/0(bab)+2(dex)+1(bless)-1(sounds)= +2/2
round 3/10
TM damage = 15



3 min: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Vs
The Sounds bestow (no save) a -1 to attack, damage and Will save rolls
Cannot speak



   The thing seemed more focused on Tanrov this round (I gave you a +2 circumstance bonus to hit), giving Glum just enough of an edge to hit all 3 times.  Then the spiritual Nunchaku vanishes.  Glum draws it's attention with that display.  Without speaking the toys strike and connect.
-Take 3 damage and
-Will save=dc 16 (or be fatigued) and

Due to it's unusual nature/makeup, it's hard to judge how hurt it is.


the toy monsters AC is 18
Glum
player, 179 posts
The world's least dour
dwarf. Hence the name.
Thu 14 May 2009
at 15:35
  • msg #83

Re: 1.2 Glum

Glum HPts 21/28

The Spiritual Nunchaku was gone, Glum was left with his feet and fists against the monstrous creature, that and the knowledge that it waqs seeking to drain his energy and leave him fatigues, while so far, his faith had protected him, and his blows had protected Tanrov.  He still could not speak and so he fought the creature in silence.

16:32, Today: Glum rolled 3 using 1d6. Damage foot.
16:30, Today: Glum rolled 26 using 1d20+6. Will save.
16:30, Today: Glum rolled 22 using 1d20+2. foot.
16:29, Today: Glum rolled 13 using 1d20+2. Fist.

DM
GM, 333 posts
Thu 14 May 2009
at 15:50
  • msg #84

Re: 1.2 Glum

Wow, that is quite the string of will saves.  Impressive.  I dislike failing to confirm a crit, it always feels like coming in 2nd place.
round 4/10
TM damage = 18



3 min: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Vs
The Sounds bestow (no save) a -1 to attack, damage and Will save rolls
Cannot speak



   The thing continues to concentrate on Glum, it's thoughts and emotions unreadable.
-Take 2 damage and
-Will save=dc 16 (or be fatigued) and



the toy monsters AC is 18

Give me a listen check

Talis Revain
player, 67 posts
Thu 14 May 2009
at 18:07
  • msg #85

Re: 1.2 Glum

Talis will not enter the bar, but will find a good location to observe who comes and goes.
Glum
player, 180 posts
The world's least dour
dwarf. Hence the name.
Tue 19 May 2009
at 08:56
  • msg #86

Re: 1.2 Glum

HPts 19/28
Glum kept fighting but not very effectively.

09:54, Today: Glum rolled 6 using 1d20+2. foot.
09:54, Today: Glum rolled 7 using 1d20+2. Fist.
09:54, Today: Glum rolled 17 using 1d20+6. Will save v Fatigue.
09:53, Today: Glum rolled 16 using 1d20+5. Listen.

[OOC - sorry, I thought I'd posted already]

DM
GM, 337 posts
Tue 19 May 2009
at 13:34
  • msg #87

Re: 1.2 Glum


round 5/10
TM damage = 18



3 min: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Vs
The Sounds bestow (no save) a -1 to attack, damage and Will save rolls
Cannot speak



   The toy thing continues to draw the breath from Glum's lungs.
-Take 1 damage and
-Will save=dc 16 (or be fatigued)

Glum is too busy fighting that the sounds surrounding the creature, the voices and sobbing, are all he can hear.  But the monster glances in the direction of the trap door and says in the dead monks voice, "Boy, close the door, NOW".  A command from an adult seems to break him out of his cowering and Tanrov slowly gets up and moves to the door.  It appears he has become so scared that he is numb.

the toy monsters AC is 18

Tanrov passes within reach of Glum if you want to take an Aoo against him
Next round please and thank you

Glum
player, 181 posts
The world's least dour
dwarf. Hence the name.
Tue 19 May 2009
at 13:48
  • msg #88

Re: 1.2 Glum

HPts 18/28

Glum grabs for Tanrov as he came near and, despite his fatigue, despite the closeness to the creature, he turned and carried the boy to the door (and if possible beyond.)  With the boy safe, he turned to block the door as best he could.

14:44, Today: Glum rolled 15 using 1d20+6. Will save.
14:44, Today: Glum rolled 19 using 1d20+6. Grapple boy (AoO).

DM
GM, 339 posts
Tue 19 May 2009
at 14:28
  • msg #89

Re: 1.2 Glum

Glum uses his Aoo to grab the kid.  On his turn Glum pushes him over to the door in the floor.

Now what do you want to do, the door is a trap door in the floor that leads to a ladder down 10'. Push him through?  Try to get him to climb down without speaking?  I need some more direction on this part of your action.
Glum
player, 182 posts
The world's least dour
dwarf. Hence the name.
Tue 19 May 2009
at 14:56
  • msg #90

Re: 1.2 Glum

HP18/28

Glum got the boy to the door and mimed climbing down the ladder.  If the boy does so, he follows, if not, then Glum will attempt to CARRY him down the ladder, and no doubt lie panting on the floor at the bottom.

15:53, Today: Glum rolled 12 using 1d20. Perform (Mime).
DM
GM, 342 posts
Wed 20 May 2009
at 16:31
  • msg #91

Re: 1.2 Glum


round 6/10
TM damage = 18
Tanrov damage= 7



3 min: Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Vs
The Sounds bestow (no save) a -1 to attack, damage and Will save rolls
Cannot speak



   As Glum grabs Tanrov and carries him to the door, he removes his attention from the toy thing, which takes the chance to attack.  But Glum retained enough focus to dodge the blow and gets the boy to the door in the floor. Pantomiming climbing, Tanrov just stares numbly for a moment, then looks from the approaching toys to the door and comprehension shows in his eyes.  He starts climbing down, but is still on the ladder, just below the floor when the toy monster screams "No, no, no", like a child throwing a tantrum.  The Toy Monster moves over and attacks Tanrov; who is just scratched but loses his focus on the ladder. He slips and falls to the ground, where he lies still as death.  The TM puts a toy "hand" to it's "mouth" and says, with a giggle, "Oops, now look what you made me do, I broke him."
-Take 1 damage and
-makes his will save (your saving throw luck seems to have rubbed off)
6 dam from the fall



Give me an Aoo as the TM moves around you, then take your turn.

the toy monsters AC is 16 from the distraction of Tanrov's fall

DM
GM, 345 posts
Wed 20 May 2009
at 17:03
  • msg #92

Re: 1.2 Glum

   Talis observes and remembers (as best he can) who enters and leave for awhile before going back to his room.  He does not take the chance of going in and risk being recognized.
   Later, Talis will make inquires about the name "Malfeshnekor" from Tsuto's notebook, but has no luck.  The best he gets is, "The name is associated with Thistletop, Lamashtu and the goblins as some sort of guardian spirit.  From the context, probably a demonic entity of some sort.  Much like the Quasit you fought.  Probably tough, tricky with magical powers.  Probably an incorporeal spirit, but if corporeal it would probably need cold iron, silver or magic to damage.  But I would need more information than that to be more specific and Sandpoint just doesn't have the resources."
Catessa Fallowfield
player, 124 posts
Halfling Nature Priestess
...and Friend Garious
Wed 20 May 2009
at 19:14
  • msg #93

Re: 1.2 Glum

Talking snakes, talking ravens. Great, what next? Cat enters the attic to see if she can find the voice from above. It didn't sound like Glum.
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