Founder's Reach

A murder in Heartland

It's so original.

Fennec has connected.
Thomas has connected.
Poit has connected.
Lyr (Mitch):
Lyr heads back to the Church of Irori and finds out if there is any letters/packages that needs to go Heartland.
Lyr (Mitch):
Lyr heads over to the church phrasma and speaks with the head prestess about her sister, and any letters/packages she would like to send to her.
Lyr (Mitch):
Spoke to a priestess about her sister Rohrn. She has no packages for her.
Lyr (Mitch):
Lyr heads over to the church stable and picks out a sutable riding pony for the trip. He thanks the stable-hand and packs his gear the next morning.
Lyr (Mitch):
Lyr meets the group at the front gate in the morning… After hooking up for a night of “fun” with a local preistess.
Lyr (Mitch):
The group travels for the day, avoiding the raiding parties of Tira’sh Mok.
Poit:
Turrosh Mak
Lyr (Mitch):
The night passes without issue. The stars are out, with just the slightest sliver of the moon showing.
Lyr (Mitch):
The group comes over a hill, and spots the sprawling town below (Heartland). All seems peaceful.
Lyr (Mitch):
Thier employer heads over to the silo, with Louie and Norshar in tow.
Fennec:
Also Fennec.
Lyr (Mitch):
A strange buzz can be heard, but no one takes it seriously.
Lyr (Mitch):
Lyr has several rooms ready for the group when the party arrives from the silo.
Lyr (Mitch):
Daramose (the employer) and the hound head off for the night, so that they can do secret things together.
Poit:
Darimos Enol is your employer’s name
J.C. has connected.
Poit:
Georgot Satinne is the innkeeper & mayor
Fennec:
And the mayor’s daughter, is she hot?
Poit:
Myrroi is his daughter
Lyr (Mitch):
Lry chats up some of the locals, trying to build a good repore with them.

  • Lyr (Mitch) rolls: d20+10 Diplomacy for the townsfolk. => 16 + 10 = 26
    Lyr (Mitch):
    They seems to like Lyr, and they have a great time that night.
    Lyr (Mitch):
    While distracted by talking with the townsfolk, Louie begins hitting on the mayor’s daughter.
    Lyr (Mitch):
    The mayor’s daughter tells Louie where her room is, and he heads that way later that night.
    Lyr (Mitch):
    The group, other than louie, goes to bed alone. Louie, heads up to the Mayor’s daughter’s room, and plows the fields all night… or at least a few minutes.
    Lyr (Mitch):
    In the morning, Louie makes a hasty escape from the Mayor’s house.
    Lyr (Mitch):
    … Actually, he hides under the bed… Naked and shivering.
    Lyr (Mitch):
    The Mayor walks into the room, sniffing the air wondering what that smell is. “I seem to recall that smell, but I can’t quite remember…” He scratches his chin. “I know it had something to do with your mother, and something we used to do together…”
    Lyr (Mitch):
    The mayor leaves, wondering what that wet, sticky smell was.
    Lyr (Mitch):
    Lyr slowly gets up and dresses, but there is no one at the door when he gets there.
    Lyr (Mitch):
    Darimos Enol is found impaled upon a broom handle at the silo.
    Lyr (Mitch):
    It’s a nice broom handel.
    Lyr (Mitch):
    The broom handel was thrust in by a mighty force
    Lyr (Mitch):
    The broom handel has nothing else to tell us, but we decide to investigate for 10 extra minutes because we love fucking broom handels.
    dan has connected.
    Lyr (Mitch):
    The Mayor feels that there is a murderer in town, further proof of this is the message on the silo. The message reads, “No more scratching.”
    Poit:
    Aslad Avap
    Lyr (Mitch):
    Aslad was found dead at his homestead just outside of town.
  • Lyr (Mitch) rolls: d8+3 => 3 + 3 = 6
    J.C.:
    « 1d8+1 = 8 + 1 = 9 »
    J.C.:
    29

Lyr the Cleric:
The group encounters two Half-feind bees in the silo. Combat music can be heard, though no one has any idea from where.

  • Poit rolls: 1d20+6 => 13 + 6 = 19
  • Poit rolls: 1d20+6 => 3 + 6 = 9
    Fennec:
    17 init
  • Lyr (Mitch) rolls: d20+1 => 13 + 1 = 14
  • Thomas rolls: 1d20+5 => 1 + 5 = 6
    J.C.:
    19

Lyr the Cleric:
Shiera opens her spell tome, and speaks a word of power. Her voice bounces off the walls, shaking them to the foundation with an ear-piercing scream.

  • Poit rolls: 1d20+8 => 19 + 8 = 27

Lyr the Cleric:
The fiendish bee seems unphased by the spell, and continues its assault.

  • Poit rolls: 1d20+6 => 8 + 6 = 14

Lyr the Cleric:
The bee attempts to sting Kenshiro, but misses as Ken falls to one knee and bounds back up for a counter attack.

  • Poit rolls: 1d20+8 => 19 + 8 = 27

Lyr the Cleric:
Fennec fires a smoking shot at a bee.

Lyr the Cleric:
The shot hits true, but the bee seems to shrug off the effects.

  • Poit rolls: 1d20+7 => 5 + 7 = 12

Lyr the Cleric:
Lyr prays to Irori for a blessed fight. The group feels the blessings of Irori upon them.

  • Poit rolls: 1d20+8 => 17 + 8 = 25

Lyr the Cleric:
The bee attacks Fen, but he is so short, that he easily avoids the stinger.

  • Poit rolls: 1d20+6 => 14 + 6 = 20

Lyr the Cleric:
Kenshiro attacks with all his might, his phy-blade stiking true and causing massive damage. Buzzing angerly, it continues his assualt.

Lyr the Cleric:
Shira closes her tome, and backs up.

  • Poit rolls: 1d20+6 => 19 + 6 = 25
  • Poit rolls: 1d20+6 => 8 + 6 = 14
  • Poit rolls: 1d20+6 => 15 + 6 = 21
  • Poit rolls: 1d20+6 => 9 + 6 = 15
  • Poit rolls: 1d4+6 => 4 + 6 = 10
  • Poit rolls: 1d6+6 => 5 + 6 = 11
  • Poit rolls: 1d2 => 1

Lyr the Cleric:
A bee attacks Ken and finds a weak spot in his armor. The stinger pierces his skin, the poison working its way into Ken.

Lyr the Cleric:
Fennec begins to panic. He attacks the bee quickly, and then hurls himself away from the bee, tumbling on the ground.

  • Poit rolls: 1d20+7 => 7 + 7 = 14
  • Lyr (Mitch) rolls: 2d8+2 => 7 + 2 = 9

Lyr the Cleric:
Lyr reacher over and presses his hand to Ken’s arm. The healing power of Irori flows into him, restoring his vigor, but the poison still flows in his veins.

  • Poit rolls: 1d20+7 => 6 + 7 = 13

Lyr the Cleric:
A bee attacks Fennic, but misses as Fen rolls under the stinger.

Lyr the Cleric:
Kenshiro finds an opening, and slams his psy-blad into the bee’s torso. It falls to the floor, wriggling on the ground.

  • Poit rolls: 1d20+6 => 6 + 6 = 12
  • Poit rolls: 1d20+7 => 9 + 7 = 16
  • Poit rolls: 1d20+7 => 5 + 7 = 12
  • Poit rolls: 1d20+7 => 14 + 7 = 21
  • Poit rolls: 1d20+7 => 5 + 7 = 12
  • Poit rolls: 1d20+7 => 1 + 7 = 8
  • Poit rolls: 1d20+7 => 8 + 7 = 15
  • Poit rolls: 1d20+7 => 5 + 7 = 12
  • Poit rolls: 1d20+7 => 17 + 7 = 24

Lyr the Cleric:
Shira calls forth ill omens and a dark miasma wraps around a bee. This seems to push each attack in the wrong direction.

Lyr the Cleric:
Fennec seems to give up on tumbling, and instead attempts to stab the bee. The rapeir seems to bounce off the bee’s armor.
Unknown command: “doll d20+3”. Try /help for a list of commands.

  • Lyr (Mitch) rolls: d20+3 => 2 + 3 = 5
  • Poit rolls: 1d20+7 => 7 + 7 = 14

Lyr the Cleric:
Lyr moves up and gives Kenshiro guidance in his movements and attacks.

  • Poit rolls: 1d20+7 => 19 + 7 = 26
  • Poit rolls: 1d20+7 => 9 + 7 = 16
  • Poit rolls: 1d20+7 => 18 + 7 = 25
  • Poit rolls: 1d20+7 => 12 + 7 = 19
  • Poit rolls: 1d4+6 => 3 + 6 = 9
  • Poit rolls: 1d4+6 => 3 + 6 = 9
  • Poit rolls: 1d6+6 => 5 + 6 = 11

Lyr the Cleric:
Norshar hurls a crystaline shard deep into a fiendish bee. The torso explodes, the dark icorous blood spilling upon the ground. It struggles to crawl towards Fen, but dies before it can get to the halfling.

  • Poit rolls: 1d20+7 => 6 + 7 = 13

Lyr the Cleric:
His construct does not fair as well, and misses the remaining bee.

Lyr the Cleric:
Ken moves into a flank, as louie distracts its attention, Ken sinks a blade deep into the bee. It dies, as it thrashes on the ground.

Lyr the Cleric:
Fennec and Ken are healed by Lyr and Nor.

  • Lyr (Mitch) rolls: 2d6+3 => 6 + 3 = 9
  • Lyr (Mitch) rolls: d6+3 => 6 + 3 = 9
  • Lyr (Mitch) rolls: d8+3 => 6 + 3 = 9
  • Lyr (Mitch) rolls: d20+2 => 11 + 2 = 13
    Fennec:
    13

Lyr the Cleric:
The group figures that the sweeping of dead guy is what set off the killer.

Lyr the Cleric:
Kenshiro finds tracks leading to the wilderness. The party heads south-east to find the murderer.

Lyr the Cleric:
The party loses the tracks at the crossroads.
Poit:
the road connects Founder’s Reach and the town center of Heartland

Lyr the Cleric:
Briar rejoins the party, and begins tracking the murderer.

Lyr the Cleric:
The group heads to the farm, having lost the trail.

Lyr the Cleric:
The group finds a blood-stained stick and a messge that reads “I made it stop.”

Lyr the Cleric:
They also find a 6-point lanturn. The unique lantern is not magical, but may lead to the killer.

Lyr the Cleric:
Louie finds a set of tracks, and the group attempts to follow.

Lyr the Cleric:
They soon lose the trail as it heads into the wilderness in the east.

Lyr the Cleric:
The group returns to the inn, and shares thier findings with the mayor

  • Lyr (Mitch) rolls: d20+10 => 4 + 10 = 14

Lyr the Cleric:
Lyr face-palms as the rest of the group tells the townsfolk that they are being hunted by a monster.

Lyr the Cleric:
The town nearly turns into a mob, only being calmed by the mayor.
dan is disconnected.
dan has connected.
dan:
could you reconnect me?

  • Poit rolls: 1d20+10 => 3 + 10 = 13
  • Poit rolls: 1d20+10 => 9 + 10 = 19
  • Lyr (Mitch) rolls: d20+3 => 16 + 3 = 19
  • Poit rolls: 1d20+13 => 13 + 13 = 26

Lyr the Cleric:
The party approaches the old, burnt-out stables. They use stealth as they come near the entrance.
Fennec:
25

Lyr the Cleric:
They search the ruins, moving slowly and carefully through the rubble.

  • Thomas rolls: 1d20+14 => 4 + 14 = 18
  • Poit rolls: 1d20+5 => 17 + 5 = 22
  • Poit rolls: 1d20+6 => 17 + 6 = 23
  • Thomas rolls: 1d20+5 => 13 + 5 = 18
  • Lyr (Mitch) rolls: d20+1 => 4 + 1 = 5

Lyr the Cleric:
The group comes upon a travling gnome. He attemts to flee.
J.C.:
10

  • Poit rolls: 2d4 => 4
  • Poit rolls: 1d4 => 2

Lyr the Cleric:
Shira falls to the ground blind, def and dumb. Louie dodges the effects, but the gnome is more dangerous than they had expected.

  • Thomas rolls: 1d20+10 => 17 + 10 = 27
  • Poit rolls: 1d20+6 => 5 + 6 = 11
  • Poit rolls: 1d20+3 => 12 + 3 = 15
  • Poit rolls: 1d20+10 => 19 + 10 = 29
  • Poit rolls: 2d4 => 4
  • Poit rolls: 1d4 => 4
  • Poit rolls: 1d20+3 => 5 + 3 = 8
  • Lyr (Mitch) rolls: d20+8 => 4 + 8 = 12

Lyr the Cleric:
After interviewing the Drifter, the party continues on to the corpes of trees

Lyr the Cleric:
The party enters the corpes of trees, moving carefully. Watching for the inhabitants
Poit:
Koboldus, Orctavius, Goblimina

Lyr the Cleric:
The inhabitants are the mutated magical offspring of Sewarnt, king to the North. They knew nothing of the murders.

Lyr the Cleric:
They were able to tell the group about a possible lead. A red-haired stranger was seen by the mutated folks.

Lyr the Cleric:
As the group approaches the town, they hear screams. The group races towards the screams.

Lyr the Cleric:
The woman had been attacked by Gozen, a man that lives in town.

Lyr the Cleric:
The party races towards town to show down with Gozen. Hopefully to end his reign of terror.

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