Play By Post D&D
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
In game-
I tell him I would just like a water, nothing else.
I spend a little more time in the tavern, just taking in all the information I'm given and then head outside.
I look for any human/humanoid guard that's not orcish or greenskin...
"So...I hear a man named Grigg and some Inquisition he's apart of may require some help handling a mighty beast. I have some martial training myself, you wouldn't be able to tell me a little about that at all would you?"
Diplomacy-
1d20+0
12+0 = 12
If I don't succeed, and that seems like the kind of roll that wouldn't, I search for another guard on the opposite end of town and ask the same question-
Diplomacy-
1d20+0
16+0 = 16
I tell him I would just like a water, nothing else.
I spend a little more time in the tavern, just taking in all the information I'm given and then head outside.
I look for any human/humanoid guard that's not orcish or greenskin...
"So...I hear a man named Grigg and some Inquisition he's apart of may require some help handling a mighty beast. I have some martial training myself, you wouldn't be able to tell me a little about that at all would you?"
Diplomacy-
1d20+0
12+0 = 12
If I don't succeed, and that seems like the kind of roll that wouldn't, I search for another guard on the opposite end of town and ask the same question-
Diplomacy-
1d20+0
16+0 = 16
If you have an intelligence of ten or higher, you automatically know Common and Elven.DM: I believe half elf know common and elvish from the start. or do I need to find a way to learn elven? if I do not know it, then I do it as quietly as posible in common.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Bluestorm wrote:
"HaHa.... i think we need to change your name..but alas i think it would be better for us if my leg healed before we move on,i hope i can call you friend and help me with one more task,i ask can you watch over me while i go into a deep sleep type trance, this will help with the healing so hopefully we can be on our way within a day"
End of day 2
You are back to full health.
Kasnig gains 25 experience points, spent 2 copper pieces on upkeep (bandages).
It is now Day 3 for you.
You awaken, to find the pain in your leg gone, and you notice the bandages around your leg are fresh and seem to be mostly clean indicating your wounds have healed and even more importantly haven't gotten infected. You look around and notice that the forest is getting darker and sparser as summer rolls in, the leaves growing at the top of the trees begin to block out more and more of the sun as the branches below become naked and reveal stems that look like gnarled bark claws.
Across the fire pit ungägnir looks like he's working on something he gives you a few quick glances as he's working "Just a second... and there!" He has your scalemail armour, he lifts it up to show you, every link falls into perfect placement, and the scales shine radiantly from the fire. "I know a dwarf's armour is his pride, that's why I hope you'll excuse me for taking the liberty of fixing it and making some adjustments of my own."
He hands you the scale mail and you look it over. Most of the armor is the same as when you departed, and you can't even tell that a section of it had been destroyed. The weaving of the undermesh is different though, you wouldn't say it's looser in a negative way, but you could say it's more flexible
Scalemail repaired, and upgraded to Masterwork scalemail (Reduces armour penailty by 1).
"Well, I don't know about you but I'm getting mighty sick of this forest, I really don't know where we should go, but anywhere is better than here at the moment.", ungägnir looks around before muttering to himself, "Makes me wonder how the elves do it..."
kozeph wrote:I grab a tighter hold on my sabers hilt, I tried to act as if im unaware of the ""shadows" I try to come closer to the elf I ask in elven if he senses anything.
I keep my ears open to any noise.
DM: I believe half elf know common and elvish from the start. or do I need to find a way to learn elven? if I do not know it, then I do it as quietly as posible in common.
half-elves know common and elven to boot.
You whisper your warning, and he doesn't even look at you, instead he slows down but continues walking... He whispers back in elvish, "Yeah, we've got company... One of them is hiding in the shadows to the left of the last set of boilers, but don't look... What I'm going to do is walk through, then as you follow me get ready for him... Sound good?"
While drinking your glass of water, you listen to the various bits of rumor that are being spouted, the three that really caught your attention though were:Siberys wrote:In game-
I tell him I would just like a water, nothing else.
I spend a little more time in the tavern, just taking in all the information I'm given and then head outside.
I look for any human/humanoid guard that's not orcish or greenskin...
"So...I hear a man named Grigg and some Inquisition he's apart of may require some help handling a mighty beast. I have some martial training myself, you wouldn't be able to tell me a little about that at all would you?"
Diplomacy-
1d20+0
12+0 = 12
If I don't succeed, and that seems like the kind of roll that wouldn't, I search for another guard on the opposite end of town and ask the same question-
Diplomacy-
1d20+0
16+0 = 16
The three women who were gossiping were talking about their new grandson. The grandmother was saying that she fears for the child since she never really did approve of her son and law, since he was said to be tied in with the church of Lolth, but isn't drow, which only begs the question of what ties he did indeed have with them, especially since she was worried that he might send her daughter off to be part of the slave market, thankfully it didn't happen but she was worried when she heard that all the milk in their house went sour the minute the son was born. Meanwhile the other humanoid female says that wolves all howled at the moon during her husband's birth and nothing bad happened to him. Although she make a coy remark about how some days she wishes the drunk would transform into a werewolf, ravish her and leave her fulfilled for once.
The second rumor was sparked from a man with a peg leg in the corner who was in the midst of telling stories about the inquisitions powerful magicks and the various ritual and rites they went though. According to to him, every inquistor is actually a puppet or face for the true power. Every Inquistor has a special kind of "familiar", it looks like an animal but it's actually one of the forgotten spawn in the form of a beast. Since if anyone saw their true form they'd go mad. Either way, all the magic, all the power, and all the control actually belongs to these animals, their masters are merely there as a sort of symbol.
The final rumor was coming from some goblin soldiers who came in after a patrol shift and begin discussing some gossip they heard from a 'squadmate of a squadmate'. They were discussing how one of the goblins had to take over for a goblin soldier who fainted in sheer fright from being around the beast they arrested. One of them asks why they put Fort Helmlock so far away from the city, since it would make sense for it to be a shorter path, means less walking. One of them says it's because of the mountain that it rests on, it was the spot of a last stand for the previous female and child occupants of Mootschmidt before the war. The people didn't want to surrender to the Orcish soldiers and kept throwing rocks and harassing the orcs as they tried to scale the mountain. The orcs then they built large catapults and launched goblins at them and they eventually lost. They build a fort on the mountain as a symbol of the power... but what's funny is they built the keep on the plateau that rests below the actual appex of the mountain, which was the actual spot that gave them so much difficult, they keep two goblin watch gaurds on patrol at the top of the mountain since they can oversee the entire fort, and then they don't need to man the top of the fort's walls.
By this time you finish your glass of water and the barkeep rolls his eyes in an unamused fashion as you leave. You go to ask around the Hamlet
about the beast and Grigg, but all the townsfolk see unwilling or unable to give you any guidance. So you decide to ask one of the goblin guardsmen. "Heh? What? You want to tangle with the beast? Pfft... of course you would want to now, Grigg's got him locked up now, gave him these nice braclets that keep it's hands tied and stop it from killing everything in mile radius of the jail cell. I plan on poking him with my stick-", he indicates to his spear, "-Once I get off work. Funny ain't it, job stinks, pay stinks, but wouldn't mind getting some overtime there if I could paint my, stabber. How cool would that be? 'Beast-bayne'... 'Beast-baine?' Yeah. That's what they'll call this spear after I stab it. Now leave me alone, I've got important work to do, and I don't want to be orc food on my first day of the job."
You walk forward, getting closer and closer to the boiler. Skepticism begins to sneak into your head. This is probably what he wants... This is perfect for him, he's been looking to get me killed off from the get go. But by now your already to late, as you pass by the boiler...kozeph wrote:''understood" I prepare to draw my blade while walking normaly, and wait for the right time to strike.
Reflex Save
- Kentr Wrolfsong
- Posts: 19
- Joined: Fri Dec 11, 2009 6:04 pm
- Location: US
- Contact:
Yep that's correct, you get a base reflex save depending on your class and level, a +2, and then you add your ability modifier +3 for dexterity bonus.kozeph wrote:(19+3+2=24) gosh i hope this is correct 3 is my reflexes and 2 is the bonus you mention i hva as a level 1 fighter (if im wrong please correct as always)![]()
You hear a sound that can only be described as a the cracking of a wet leather whip, as a large mitted hand stretches out from the abyss and goes for your throat. Prepared for the attack you swiftly slice at the wrist as the hand goes for your throat... and severe the hand clean off, the rest of the arm flies back into the darkness like an elastic band and a a foul screech booms throughout the room, and it echos deep throughout the sewers.
This is it, it's either fight or flight....
Roll for damage,
If you choose to fight roll for initiative,
If you choose to retreat, make a dexterity roll or something similar that you feel applies to your retreat strategy.
Yes sorry I did,Kentr Wrolfsong wrote:You seem to have missed my last post, so I'll quote it here.
You manage to break off 2 of the 3 stool legs when you here a loud crash, looking at the door you see an hand axe has smashed through part of the wood just inches from the front of Schroner's face as she has her shoulder pressed up against the door.. The sight of the axe sends her in shock and wakes her up.
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
I make a quick glance to see if shadowstalker is coming to assist me.... If he doesnt, I flee (14+4+2=20) (acrobatic feat gives me +2 on tumble checks)
If he comes to my aid I push forward (could you explain the combat roll and do it this time?)
If he comes to my aid I push forward (could you explain the combat roll and do it this time?)
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
- Kentr Wrolfsong
- Posts: 19
- Joined: Fri Dec 11, 2009 6:04 pm
- Location: US
- Contact:
I blink in shock at the near-catastrophe, then quickly toss her a stool leg while keeping the other for myself and order her to step away from the door.
"I think there's just two of 'em!" I shout. "Nothing we can't handle!" Even as I say this, I feel nervous beads of perspiration dripping down my forehead. I run over to the left side of the door and try to be inconspicuous (Hide Check: 1d20+7=20).
In case it's not clear, I;m using a stool leg club in my main hand and the rusty dagger in my off-hand.
"I think there's just two of 'em!" I shout. "Nothing we can't handle!" Even as I say this, I feel nervous beads of perspiration dripping down my forehead. I run over to the left side of the door and try to be inconspicuous (Hide Check: 1d20+7=20).
In case it's not clear, I;m using a stool leg club in my main hand and the rusty dagger in my off-hand.
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
I ask him "Where might I find this jailcell? To be honest, I would just like to see what this beast is with my own eyes. Maybe a little coin would help persuade you?" I toss him a silver."-Once I get off work. Funny ain't it, job stinks, pay stinks, but wouldn't mind getting some overtime there if I could paint my, stabber. How cool would that be? 'Beast-bayne'... 'Beast-baine?' Yeah. That's what they'll call this spear after I stab it. Now leave me alone, I've got important work to do, and I don't want to be orc food on my first day of the job."
Diplomacy-
1d20+0
19+0 = 19
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- Bluestorm
- Posts: 307
- Joined: Thu Mar 29, 2001 11:00 pm
- Location: Kitchener, Ontario, Canada
- Contact:
"I thank you again,this scale is..is..well where did you learn how to do this...
o forget it too many questions".
I put my scale-mail on,pick up my backpack and then my axe.
I take a few steps then..."I too agree with you too many trees, so then my friend where shall we go"
o forget it too many questions".
I put my scale-mail on,pick up my backpack and then my axe.
I take a few steps then..."I too agree with you too many trees, so then my friend where shall we go"
It's not what you are---it's who you are
Normally, in combat you first roll to hit the creature. You get an attack bonus which you add to your d20, in your case you get a +4 (+3 strength and +1 base lvl.1 fighter bonus), this roll has to beat the AC (armor class) to hit.kozeph wrote:I make a quick glance to see if shadowstalker is coming to assist me.... If he doesnt, I flee (14+4+2=20) (acrobatic feat gives me +2 on tumble checks)
If he comes to my aid I push forward (could you explain the combat roll and do it this time?)
If it's a hit you roll for damage, first you start with the weapon, sabres do 1d6 damage, and then since it's a melee weapon you add your strength bonus to that. 1d6+3, is how much damage you do.
Every different style of sword, and most weapons in general, have a special circumstance bonus, for Sabres you get +1 attack bonus when performing mounted combat.
In this circumstance, the situation made it so instead of an attack roll you had a reflex save, this is one of few exceptions that only occurs when I deem it more logical.
So in this case I rolled a 4 with the d6, 4+3=7.
You glance back at Shadowstalker he seems to be slowly backing away from the tunnel at the end and drawing his sword. His dog is growling at the shadows that sweep around the room.
If you still wish to run, I'll use your flee roll, if you wish to fight you roll for initiative, which is roll a d20 and add your bonus, which for you is +3.
Just a quick warning, this is how combat works for fighting while dual wielding.Kentr Wrolfsong wrote:I blink in shock at the near-catastrophe, then quickly toss her a stool leg while keeping the other for myself and order her to step away from the door.
"I think there's just two of 'em!" I shout. "Nothing we can't handle!" Even as I say this, I feel nervous beads of perspiration dripping down my forehead. I run over to the left side of the door and try to be inconspicuous (Hide Check: 1d20+7=20).
In case it's not clear, I'm using a stool leg club in my main hand and the rusty dagger in my off-hand.
If you simply wish to make 1 attack, you will fight like you normally do with your main weapon (the crude club).
If you wish to attack with the off-hand weapon you get a -2 to your attack roll.
If you attack with both your weapons you get a -2 attacking with the main weapon, and a -4 attacking with the offhand weapon, but it allows you to attack twice. You also make two rolls, one for each weapon when doing this.
Finally, you get a -1 to attack rolls when using your club because it's an improvised weapon.
You hide next to the door hoping to make a surprise attack. The axe smashes through the door once more. This time almost taking the hinge with it. Getty finally comes to his senses, and shoves his hand down his mouth and retrieves a thin rapier like sword. He then doubles over and vomits... "This is definitely not my morning...". The axe smashes through the door a final time, taking off the handle. The door swings open towards you. You hear Schroner taking a swing and instead hit part of the doorframe. She backs away just in time to avoid a pitchfork to the gut. You are positioned behind the door, you could either wait and try and stab an enemy through the door, you could try smashing the door on top of the first one that comes in, or maybe something else...
Battle 2A, and all the rest of the battle 2 series will be dedicated to this struggle.
On the map you have:
1. A gangly goon armed with a pick axe.
2. A sort of cult leader, his mouth appears to be sewn shut and his eyes glow red, he's armed with a pitchfork.
3. The barkeeper with his axe.
4. Schroner
5. You
6. Getty
Initiative order goes as,
Barkeep, Schroner, Cult leader, Pick axe, Getty.
Since you are hidden and have the element of surprise you may put yourself anywhere in this order. So let me know if you feel like waiting or want to go first and what you plan on doing.
Success.Siberys wrote:I ask him "Where might I find this jailcell? To be honest, I would just like to see what this beast is with my own eyes. Maybe a little coin would help persuade you?" I toss him a silver.
Diplomacy-
1d20+0
19+0 = 19
"Well, now that you put it like that, I think I could use a break, it's a long walk so no grumbling!", after the 6 hour walk the irony set in when it is in fact the goblin who is grumbling near the end. Your voyage took you out of the city and towards the north, you then passed through a forest path and then had to go up a mountain pass. The keep rests near the top of the mountain, while the side you went up was a fairly easy trek you notice that the other side of the mountain is a sheer cliff face that would be difficult to scale, Reaching the top you come to a plateau, clearly made by the people who built Helmlock keep. The fortress is a fairly small complex, but is quite sturdy and dense, with spiked fortifications all around the fort in case of a siege, small pivoting mounted ballistas in the top of the 2 of the 4 towers. There also appears to be slits for either shooting arrows through or pouring boiling oil on would be infiltrators.
You arrive at the fort's entrance which has a spiked metal gate blocking the path and a goblin at the entrance, who immediately stands upright and at attention the moment the two of you arrive, crossbow at the ready. He asks your purpose, and your goblin guard chimes in "This stunty here is some sort of beast tamer, wants to see the monster the boys captured, say Sneed what kin did you sell out to get the new position?", Sneed grins, "Well they've been sort on orcs because of capture and they've started handing out better jobs to us gobbos for a change. I'm just going to enjoy it before the new batch of Orcs show up next week." With that he pulls out a curled horn and blows, after a few moments the gate raises up just high enough, about a tenth of the way, just enough to allow for you and the goblin to enter.
Once inside, you notice the fort is relatively vacant, you can only assume that before the casualties there were far more orcish soldiers that would be running around, sharpening weapons and getting into fist fights. The goblin then leads you down a series of corridors until you reach the basement. By this point the goblin is shaking in either terror or anticipation as you reach the cells. The goblin urges you forward and hides behind you. The jail is fairly small, only featuring 3 cells built in cardinal directions, to the left there is a goblin guard with a heavy crossbow staring intently at the jail directly opposite to him and to your right.
Your goblin says something in goblinish and the guard, being startled accidentally fires a bolt into the jail cell. You hear a sigh, come from the cell. The goblin jailor tries to recollect himself and reloads his crossbow, but stops midway... fear sweeping over his face and hands now trembling...
ungagnir, lifts himself up..."Well, the way I see it we have a few options, we could either lay low in a nearby capital, such as Morderheim, get regular jobs and be thankful that we made it out alive, or we could find any village in orc country and settle down there, since honestly I feel much safer with knowing that if gnolls try and attack us they'll be bright enough to stay miles away from any Orc turf without a sizable army... and the gnolls know going to war with the orcs will be taxing on both of their economies and allow for either the illithids or drow to start soaking up all their land... assuming the giants don't decide to go on a rampage again, like last time." ungagnir stops... "...but something tells me you aren't the kind of person who plans on living the simple life. If that's the case then my only suggestion is if you were interested in joining 'the resistance'... Before my capture I had been going through a rough patch as you could say... I had heard of some halflings who had joined up with some powerful and mysterious benefactors. There missions were always far too suicidal to ever catch my interest, but I heard that the leaders gave rewards that were... unearthly..." If that's the route you wish to take, I'll get you to the halflings hideout, but from that point on... I do not know what use this old dwarf could be to you."Bluestorm wrote:"I thank you again,this scale is..is..well where did you learn how to do this...
o forget it too many questions".
I put my scale-mail on,pick up my backpack and then my axe.
I take a few steps then..."I too agree with you too many trees, so then my friend where shall we go"
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
DM: remember that im using weapon finese so i use as base my dexterity, i have 17 dex so I only get a 3 bonus right?
Confident that Shadowstalker is covering my back, I make my way to where my assailant is and swing as I see it... 7+3=10 (this is what I rolled what is the base damage a saber gets? please add that to my roll)
Confident that Shadowstalker is covering my back, I make my way to where my assailant is and swing as I see it... 7+3=10 (this is what I rolled what is the base damage a saber gets? please add that to my roll)
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
@Kozeph,
Weapon finesse is your base attack plus your dex mod, not as your dex mod. I'd assume your base attack is 0 at the moment (it goes off your class chart) as I'm assuming you're level 1, and if so your math is correct for now; just thought I'd point this out.
@DM In game-
I peer into the cage, taking small, slow steps to spot the beast and see just exactly what has people so terrified.
Spot-
1d20+2
14+2 = 16
Considering that you had me traveling back and forth between The monastery and Shadowvale, can I assume that I'd have basic knowledge of most animals and dire animals? Not like detailed layouts or anything but generally my character could tell the difference between a wolf and a dire wolf?
This may or may not have any relevance to this beast but I'm establishing this beforehand to prevent metagaming.
Weapon finesse is your base attack plus your dex mod, not as your dex mod. I'd assume your base attack is 0 at the moment (it goes off your class chart) as I'm assuming you're level 1, and if so your math is correct for now; just thought I'd point this out.
@DM In game-
I peer into the cage, taking small, slow steps to spot the beast and see just exactly what has people so terrified.
Spot-
1d20+2
14+2 = 16
Considering that you had me traveling back and forth between The monastery and Shadowvale, can I assume that I'd have basic knowledge of most animals and dire animals? Not like detailed layouts or anything but generally my character could tell the difference between a wolf and a dire wolf?
This may or may not have any relevance to this beast but I'm establishing this beforehand to prevent metagaming.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
@Siberys thanks for clearing that up.
so I roll for iniciative 9+3= 12
after I see the my opponent and get close enough, I swing my blade (13+4=17 vs ....) DM:hope thats about right, if not please put it right
so I roll for iniciative 9+3= 12
after I see the my opponent and get close enough, I swing my blade (13+4=17 vs ....) DM:hope thats about right, if not please put it right
Have you seen my brain around here? No? well in case you see it its brainy and squishy looking. If you see it let me know
Oh, yes that was my bad, you do indeed have weapon finesse, so you get +3 for dexterity, and +1 for base attack bonus of being a fighter, however for melee attack damage you still have only strength bonus to your damage.kozeph wrote:DM: remember that im using weapon finese so i use as base my dexterity, i have 17 dex so I only get a 3 bonus right?
Confident that Shadowstalker is covering my back, I make my way to where my assailant is and swing as I see it... 7+3=10 (this is what I rolled what is the base damage a saber gets? please add that to my roll)
The base damage for a sabre is 1d6. However you have a bonus to your damage from your strength making it 1d6+3.
You valiantly step into the black abyss and swing frantically at the assailant that should be right in front of you... and cut at nothing but shadows.
Rolling initiative and on the map... Check out map 3A and the rest of the 3 series for visual info of the battle.
1. You
2. Shadowstalker =19 + 3= 22
3. Blink (Dog) = 13 +3 =16
4. Chocker 1 = 9 + 6, 8 + 6 =14
5. Chocker 2 = 9 + 6, 6 + 6 =12
6. Chocker 3 = 4 + 6 =10
Shadowstalker looks at his dog Blink and says "Ready...." Then he pulls out a bizarre shaped sphere covered in spikes, lights it and throws it into the darkness of the opposite side of where you are. Shadowstalker hides behind a boiler and put his fingers in his ears as the deice makes a sizzling sound.
Ka-Boom!
The explosive detonates...
8+4+1 = 15.
The boiler is charred from the explosive and steam hisses out almost making you fall down to the ground in sheer pain of the noise it makes...
All listen checks receive a -8 and spot checks receive a -2, due to the steam.
Then Shadow stalker mouthes the word "Fetch", and the dogs jumps into the darkness becoming a puff of smoke.
13 + 4 = 17 hit!
1d6 = 5 Damage
As you are still recovering from the excitement of the explosion a foul beast comes into view... The beast it climbing on the side of the boiler and looking around the corner. It is pale skinned and gangly with beady black eyes it is missing a hand, the arm now being only a stump spewing forth black ichorous blood. It gnashes it's sharks like teeth at you then send it's remaining hooked hand towards your face.
d20 + 6= Natural 1...
The minute the chocker sends forth it's arm to strangle you in an act of miscalculation he loses his grip on the boiler and falls to the ground and struggles to get back up... Meanwhile in the shadows beyond your sight but in your mind you can imagine another such foul creature fighting with the dog...
d20 + 6= 4 + 6 =10
d20 + 4= 11 + 4 =15
Miss & miss
However, the dog is probably giving the beast more than enough of a fight... You decide to slay the foul creature before you, before it can get up... As you head towards it...
d20 + 6= 11 + 6 =17
d20 + 4= 19 + 4 =23
vs AC 15
Hit & hit.
Two arms stretch down from the ceiling and begin to strangle you, the course scales inside the hands ripping and tearing at your neck as it begins to reel you up...
1d3+3= 2+3= 5
1d3+3= 1+3= 4
3 hp left and grappled.
Your turn.
Khannon Radiat
Your character will know most of the standard animals that populate the area, but he will not know of any magical beasts or specific Dire animals, although he'll be able to identify them as a "Really large and savage wolf twisted to a more cruel intent." As for displacer beasts, well he'll just describe what he sees.
You turn around the corner, the goblin following behind... inside the cage is not the type of beast you were expecting but rather a really old man his face appears to have split apart at the forehead as if he had markings etched into his face in a ritualistic manner... You recognize him as the man from your dreams the mage Melkior who beckonned you to go to Mootschmidt. In his cell he wearing a bizarre ritualistic armor made up of leather straps which seem to be the only thing that hold the man in his human form. The bottom of his armor then ribbons out like a robe or dress except with many ends in tatters. On his wrists he has blowing silver bracers which bind his hand together and glow with a faint red magic. The room has small piles of sand placed around and in the room rests the bolt merely resting on the ground harmlessly.
Your goblin chauffeur, seems extremely angry, "What that's it? This is the creature, doesn't look so tough to me." He then pulls out his spear and before you can stop him lances the man in the chest... Then silence, there is only the sound of creaking of leather as everyone watches the old man snap the end off the spear, and pull it out. Where blood should spill forth only sand pours out, as if the man were only a doll. He then pelts the dumbfounded goblin in the face, with the spear tip.
By this point Melkior, looks up and notices you... "Well met Khannon, I'm glad you were able to find me. I'm sorry that we couldn't have met in a less pressing matter. If you don't mind, I do hope you could help me get out of this cell. Your destiny is still way to young for the adventure to end here."
Final Player
Here is the final player to be added into this campaign alot of his backstory and plot is secret, but don't worry it's been discussed.
A Derro Fighter
Rahg'null
...After accepting their mission one of the ethereal beings growing brightly turns into a small balls of light and her form disintegrates away and the smaller balls spin around you faster and faster trapping you in a vortex of light, which feels like it could sear the very flesh on your bones... and then it's over and the balls retreat and reform the woman. As each glowing orb flees away from you, you see your surrounding have vastly changed you are now in at the edge of a forest, the woman then looks at you, "The being you are looking for is being held in that fortress there...", she motions at Fort Helmlock at the top of it's mountain, the giant stone fort seems to be just scraping the bottom of the sun, and within a couple ours the sun will have retreated beyond the mountains. The woman then motions to a tree in the valley lying between you and the fortress. "I've had one of the men from the inside of the keep create a detailed map and bury it by that cherry tree. It will prove to be most useful for the trial at hand. One last, thing... Good luck" She says with a wave and then vanishes...
Here is the final player to be added into this campaign alot of his backstory and plot is secret, but don't worry it's been discussed.
A Derro Fighter
Rahg'null
...After accepting their mission one of the ethereal beings growing brightly turns into a small balls of light and her form disintegrates away and the smaller balls spin around you faster and faster trapping you in a vortex of light, which feels like it could sear the very flesh on your bones... and then it's over and the balls retreat and reform the woman. As each glowing orb flees away from you, you see your surrounding have vastly changed you are now in at the edge of a forest, the woman then looks at you, "The being you are looking for is being held in that fortress there...", she motions at Fort Helmlock at the top of it's mountain, the giant stone fort seems to be just scraping the bottom of the sun, and within a couple ours the sun will have retreated beyond the mountains. The woman then motions to a tree in the valley lying between you and the fortress. "I've had one of the men from the inside of the keep create a detailed map and bury it by that cherry tree. It will prove to be most useful for the trial at hand. One last, thing... Good luck" She says with a wave and then vanishes...