Play By Post D&D
- Shaggypichu
- Posts: 155
- Joined: Thu Apr 15, 2010 11:45 pm
- Location: Aguanga
- Contact:
Out of Game: Sorry about the lack of posting my computer crashed and had to go to my friends house to post.
Jarrackt:
I just wanna make sure is the opening i came out of sealing? cause if it is my action will be to run back through if it is not i will try to cut off the goblin so Mao-Ling can catch up.
Ride check: 11+2= 13
Belfore:
I will try a strenght check to open the door.
STR check:16+2= 18
Jarrackt:
I just wanna make sure is the opening i came out of sealing? cause if it is my action will be to run back through if it is not i will try to cut off the goblin so Mao-Ling can catch up.
Ride check: 11+2= 13
Belfore:
I will try a strenght check to open the door.
STR check:16+2= 18
Sokoku no tame ni
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arvall
I look at the dwarf as he speaks "You didn't awnser my question" I look at kannon companion get closer.
@Sib: Ven'atar is the masked drow and the one that was being dragged by the warg/mount thing. Arvall is the cloaked half-elf, and the big man is Cernd ar the char RPGguy used to have.
Brauer Drudoc
I try to fallow the noise, and give my warning to Brin tofind a safe place to hide.
listen 16+3=19
I look at the dwarf as he speaks "You didn't awnser my question" I look at kannon companion get closer.
@Sib: Ven'atar is the masked drow and the one that was being dragged by the warg/mount thing. Arvall is the cloaked half-elf, and the big man is Cernd ar the char RPGguy used to have.
Brauer Drudoc
I try to fallow the noise, and give my warning to Brin tofind a safe place to hide.
listen 16+3=19
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:
Khannon-
"Hmph, have patience. I simply thought it better for them to introduce themselves as opposed to have me speak for them. But yes...for now I am with them."
"Hmph, have patience. I simply thought it better for them to introduce themselves as opposed to have me speak for them. But yes...for now I am with them."
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
Khannon, Arvall, Ven'atar
@Syb, sorry when you mentioned the universal belt detail I thought you had read everybody's posts. Also sorry about that, I'll have to ask about those details from now on.
A small frame jumps out of the grass, pulls back his hood with a triumphant grin. "Well it appears my minion has given away my position", the halfling says, "I am the avatar of fortune, the scoundrel of the west and the beguiler of the masses, the firstborn of Dallah Thaun, the moonstalker, Scion of bandit lords and the Harbinger of Doom."
The halfing stands boldly in front of a goblin and an elf covered in a brown metal armor.
"It's amazing...", the goblin says eye's half shut squinting at the halfling, "... an ego that could rival the size of titans within that diminutive frame." The goblin then looks at the party, sniffing once or twice in Ven'atar's direction. "The name is Azhag the artisan. Azhag if fine though... his name is Dorry." Indicating to the now deflating halfling, "And he is... uh...", He stops looking at the elf.
"The Copper Knight. However, just Copper is fine.", the elf says weakly smiling as he wraps himself tighter in his cloak.
Arvall
Knowledge (Local):9+4=13
Sense Motive:18+2=20
Ven'atar
Knowledge (Local*):6+0=6
Sense Motive:14+2=16
* Local knowledge, especially for what I'm rolling would be especially obscure for Ven'atar, so DC rating goes up.
Both Arvall and Ven'atar know immediately that the halfling is going to be an obnoxious brat. You're surprised he's survived this long with an ego that large. Chances are he feels confident only because he has either friends in high places, an ace in his sleeve, or both.
They also both figure out that the goblin dislikes Ven'atar. It probably has to do with him being a drow. Arvall isn't 100% sure of the details but he recalls that the greenskins and the drow don't get along... then again nobody would get along with a drow if they are all like the one here.
Ven'atar can't read the elf, assumes he's just a weakling who is unable to gauge him. Ven'atar is thinking he might have to keep his eye on him, he might try to kill you in your sleep.
Arvall on the other hand... you know you've heard of this before. Elf with brown armor, something about that rings a bell, but you can't remember why. You know you haven't met the guy before, you can tell he's distraught, it might be because of Ven'atar's presence, might be because of the Greenskins in the area... but it might be something deeper. Doesn't seem threatening though, at least not for you.
At this point the priest lets out a hearty laugh. "Allies then, there is strength in numbers. In this savage world, strength is the only thing that keeps order and justice at the end of the day. I do not know you, but if you wanted to steal the steed or attempt to rob us you could have easily done so by now. So I'll assume you are friends." The priest opens up his cloak abit to reveal ornate heavy armor adorned with a skull in the center of the chest and black armored plating with gold trim. Far more decorative than practical, but it looks like it could still do the job... not magical though, unless this priest has a death wish.
"The name is Cernd-ar.", he says outstretching a black gauntlet out to Khannon. In doing so you see a massive flail to his side... Your heart begins to skip beats in dread... You soul goes silent as he he utters casually, "...I'm a avenger of the mighty Hextor, absolute master of order. Through his strength the weak find purpose."
After introductions you can decide whether you wish to stay, continue discussing, move onward (either seperately or as a group), ect...
@Shaggypichu Don't sweat it. Update whenever is convient for you, that's all. @Kozeph If Shaggy can't update as quickly as you I might have you update Brauer's adventure slower, if that's okay. It should be fine since you still have Arvall.
Jarrackt
The entrance/exit that the goblin is heading towards isn't sealing... may not ever seal. Just from your character's childhood experience he's seen this sort of defensive precaution before. It's common practice for weaker creatures who dwell in mountains and face extraordinary foes to use tricks like sealing off a passage and flood it or collapse it. It's how they survive...
But in short no. The goblin is just running towards the end of the tunnel shouting at the goblin hiding in the other room. You're running beside him and the end of the tunnel is getting near.
Belfore & Brauer
Belfore fiddles around with the door trying to push or pull it, but then he thinks back to the bar at the bottom... He grabs the bar at the bottom with both hands and begins to pull up. It's unbelievably heavy, it takes him awhile but he manages to get the door up to about shoulder hight.
Belfore looks in the next room and sees holes all along the floor, in the centre of the room there is a skeleton with several shattered ribs and a punctured backpack. Some papers seem to be spilled out and rotting near the corpse.
Along the eastern wall there are no holes along the ledge.
Spot check Belfore:
10+4=14
After Belfore opens the door, Brauer sends a message to Brim to find a hiding place and decides to follow where he heard the noise, which is through the door Belfore has opened. Raz and Ariel follow behind you and together the three of you look at the suspicious room.
Spot checks
Brauer:5+1=6
Raz:12+1=13
Ariel:9+4=13
The room is definitely suspicious, but you can't see what's in the holes or what sets them off. Most likely a trap in any case.
I'll update the map tomorrow
@Syb, sorry when you mentioned the universal belt detail I thought you had read everybody's posts. Also sorry about that, I'll have to ask about those details from now on.
A small frame jumps out of the grass, pulls back his hood with a triumphant grin. "Well it appears my minion has given away my position", the halfling says, "I am the avatar of fortune, the scoundrel of the west and the beguiler of the masses, the firstborn of Dallah Thaun, the moonstalker, Scion of bandit lords and the Harbinger of Doom."
The halfing stands boldly in front of a goblin and an elf covered in a brown metal armor.
"It's amazing...", the goblin says eye's half shut squinting at the halfling, "... an ego that could rival the size of titans within that diminutive frame." The goblin then looks at the party, sniffing once or twice in Ven'atar's direction. "The name is Azhag the artisan. Azhag if fine though... his name is Dorry." Indicating to the now deflating halfling, "And he is... uh...", He stops looking at the elf.
"The Copper Knight. However, just Copper is fine.", the elf says weakly smiling as he wraps himself tighter in his cloak.
Arvall
Knowledge (Local):9+4=13
Sense Motive:18+2=20
Ven'atar
Knowledge (Local*):6+0=6
Sense Motive:14+2=16
* Local knowledge, especially for what I'm rolling would be especially obscure for Ven'atar, so DC rating goes up.
Both Arvall and Ven'atar know immediately that the halfling is going to be an obnoxious brat. You're surprised he's survived this long with an ego that large. Chances are he feels confident only because he has either friends in high places, an ace in his sleeve, or both.
They also both figure out that the goblin dislikes Ven'atar. It probably has to do with him being a drow. Arvall isn't 100% sure of the details but he recalls that the greenskins and the drow don't get along... then again nobody would get along with a drow if they are all like the one here.
Ven'atar can't read the elf, assumes he's just a weakling who is unable to gauge him. Ven'atar is thinking he might have to keep his eye on him, he might try to kill you in your sleep.
Arvall on the other hand... you know you've heard of this before. Elf with brown armor, something about that rings a bell, but you can't remember why. You know you haven't met the guy before, you can tell he's distraught, it might be because of Ven'atar's presence, might be because of the Greenskins in the area... but it might be something deeper. Doesn't seem threatening though, at least not for you.
At this point the priest lets out a hearty laugh. "Allies then, there is strength in numbers. In this savage world, strength is the only thing that keeps order and justice at the end of the day. I do not know you, but if you wanted to steal the steed or attempt to rob us you could have easily done so by now. So I'll assume you are friends." The priest opens up his cloak abit to reveal ornate heavy armor adorned with a skull in the center of the chest and black armored plating with gold trim. Far more decorative than practical, but it looks like it could still do the job... not magical though, unless this priest has a death wish.
"The name is Cernd-ar.", he says outstretching a black gauntlet out to Khannon. In doing so you see a massive flail to his side... Your heart begins to skip beats in dread... You soul goes silent as he he utters casually, "...I'm a avenger of the mighty Hextor, absolute master of order. Through his strength the weak find purpose."
After introductions you can decide whether you wish to stay, continue discussing, move onward (either seperately or as a group), ect...
@Shaggypichu Don't sweat it. Update whenever is convient for you, that's all. @Kozeph If Shaggy can't update as quickly as you I might have you update Brauer's adventure slower, if that's okay. It should be fine since you still have Arvall.
Jarrackt
The entrance/exit that the goblin is heading towards isn't sealing... may not ever seal. Just from your character's childhood experience he's seen this sort of defensive precaution before. It's common practice for weaker creatures who dwell in mountains and face extraordinary foes to use tricks like sealing off a passage and flood it or collapse it. It's how they survive...
But in short no. The goblin is just running towards the end of the tunnel shouting at the goblin hiding in the other room. You're running beside him and the end of the tunnel is getting near.
Belfore & Brauer
Belfore fiddles around with the door trying to push or pull it, but then he thinks back to the bar at the bottom... He grabs the bar at the bottom with both hands and begins to pull up. It's unbelievably heavy, it takes him awhile but he manages to get the door up to about shoulder hight.
Belfore looks in the next room and sees holes all along the floor, in the centre of the room there is a skeleton with several shattered ribs and a punctured backpack. Some papers seem to be spilled out and rotting near the corpse.
Along the eastern wall there are no holes along the ledge.
Spot check Belfore:
10+4=14
After Belfore opens the door, Brauer sends a message to Brim to find a hiding place and decides to follow where he heard the noise, which is through the door Belfore has opened. Raz and Ariel follow behind you and together the three of you look at the suspicious room.
Spot checks
Brauer:5+1=6
Raz:12+1=13
Ariel:9+4=13
The room is definitely suspicious, but you can't see what's in the holes or what sets them off. Most likely a trap in any case.
I'll update the map tomorrow
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Khannon-
I look at dorry, "and you found my actions foolish, that is an uncanny ego."
I turn to Cernd-Ar and Venatar "Well, I apologize for any intrusion on my part, but now that things have settled I think we'd best be on our way."
I say this, hesitating for just a moment in case a response is given, but otherwise begin to leave the area (hopefully with my group).
I look at dorry, "and you found my actions foolish, that is an uncanny ego."
I turn to Cernd-Ar and Venatar "Well, I apologize for any intrusion on my part, but now that things have settled I think we'd best be on our way."
I say this, hesitating for just a moment in case a response is given, but otherwise begin to leave the area (hopefully with my group).
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
"Good riddance. I can barely stomach two kivvin as it is, more of you would just lead to conflict that would quite likely be fatal for somebody." I glare at the goblin and halfling to emphasize exactly who that somebody would be. "Let us leave, half-elf, I need to get to Annarith, preferably before the world ends."
Arvall & Ven'atar
You watch cautiously as the party one-by-one heads back into the high grass, the goblin giving Ven'atar one last dirty look before scurrying off behind the dwarf.
With a shrug the party continues towards the "Merchant's Landing". As you begin to go down the main road you start seeing impaled skeletons along the roadside. The stakes are about 15 feet tall and have a thickness of 3 inches. They are set deep into the soil of the ditch and a variety of tormented skeletons are intertwined on them with the spikes going between the eye sockets, in between the shoulder-blade and collar bone or through jaws still open wide in their final moments of terror. What is really interesting is that most of the skeletons belong to skeletons of giants rather than of regular people.
Passing by the grizzly sight you eventually come across a heavily fortified village. A spiked wooden palisade surrounds the vast majority of the village. Further around that there are spiked barricades surrounding the wooden wall. From what you can tell it looks like this village has fought off it's fair share of would-be-invaders.
Atop of the wooden wall there are a few towers and they appear to all be manned by orcs. You look up to see the orcish sentries inside an armored box hanging over the gateway. Beady eyes staring at you, most likely with weapons at the ready. Underneath there dangles a tattered banner reading. "Welcom- to Mer-nt's Landing".
"Well this shall be the last trial we face together, friend." Cernd-ar says looking at Arvall, "We need to convince the orcs to let us into the village."
Khannon
You begin to scurry off the road after returning the beast with Azhag in hot pursuit.
"Gah, the shrubs again?" Dorry complains as he heads back into the tall grass, Copper right behind.
You go through the tall grass making good time you eventually come across a heavily fortified village. A spiked wooden palisade surrounds the vast majority of the village. Further around that there are spiked barricades surrounding the wooden wall. From what you can tell it looks like this village has fought off it's fair share of would-be-invaders.
Atop of the wooden wall there are a few towers and they appear to all be manned by orcs.
"As threatening as the city's outward appearance is... it's actually for the good of all the people who flock to be protected behind it's walls.", Copper explains.
"Hehe", Dorry says excitedly, "Just seconds from being in paradise."
"A paradise for theives, swindlers and mercenaries maybe.", Azhag says, "The regular greenskins all fear being sent to protect this village. It's so close to the ogre raid paths and the villagers are all ruthless cut-throats. It's essential a prison for all orcs who fail to follow orders."
"Ah, perhaps you have not heard", Copper explains, "There is a very famous tavern here, it is the fabled "Merchant Tavern" that the city is named after. Essential it was founded by a group of thugs and rogues who wished to create a safe haven from Morderhiem law.
The Tavern is famous for having a universal 'ceasefire' policy in place. Any person who draws a weapon or tries to kill another patron within the tavern must either take the ordeal outside, or suffer the wrath of the Tavern's Patron.
Because of this many outlaws began to gather here as either a base of operations, a place to safely deal out negotiations or just as a place to lay-low."
"And the Veil can't raise a finger.", Dorry proclaims with glee.
"Correction. The Veil won't raise a finger.", Azhag says impatiently, "It is far safer to just keep all the trouble-makers quarantined in a nice play-pen than have them running amok across the western front."
"Only one trial remains...", Copper says, "Managing to convince the doormen to let us in."
You look up to see the orcish sentries inside an armored box hanging over the gateway. Beady eyes staring at you, most likely with weapons at the ready. Underneath there dangles a tattered banner reading. "Welcom- to Mer-nt's Landing".
You watch cautiously as the party one-by-one heads back into the high grass, the goblin giving Ven'atar one last dirty look before scurrying off behind the dwarf.
With a shrug the party continues towards the "Merchant's Landing". As you begin to go down the main road you start seeing impaled skeletons along the roadside. The stakes are about 15 feet tall and have a thickness of 3 inches. They are set deep into the soil of the ditch and a variety of tormented skeletons are intertwined on them with the spikes going between the eye sockets, in between the shoulder-blade and collar bone or through jaws still open wide in their final moments of terror. What is really interesting is that most of the skeletons belong to skeletons of giants rather than of regular people.
Passing by the grizzly sight you eventually come across a heavily fortified village. A spiked wooden palisade surrounds the vast majority of the village. Further around that there are spiked barricades surrounding the wooden wall. From what you can tell it looks like this village has fought off it's fair share of would-be-invaders.
Atop of the wooden wall there are a few towers and they appear to all be manned by orcs. You look up to see the orcish sentries inside an armored box hanging over the gateway. Beady eyes staring at you, most likely with weapons at the ready. Underneath there dangles a tattered banner reading. "Welcom- to Mer-nt's Landing".
"Well this shall be the last trial we face together, friend." Cernd-ar says looking at Arvall, "We need to convince the orcs to let us into the village."
Khannon
You begin to scurry off the road after returning the beast with Azhag in hot pursuit.
"Gah, the shrubs again?" Dorry complains as he heads back into the tall grass, Copper right behind.
You go through the tall grass making good time you eventually come across a heavily fortified village. A spiked wooden palisade surrounds the vast majority of the village. Further around that there are spiked barricades surrounding the wooden wall. From what you can tell it looks like this village has fought off it's fair share of would-be-invaders.
Atop of the wooden wall there are a few towers and they appear to all be manned by orcs.
"As threatening as the city's outward appearance is... it's actually for the good of all the people who flock to be protected behind it's walls.", Copper explains.
"Hehe", Dorry says excitedly, "Just seconds from being in paradise."
"A paradise for theives, swindlers and mercenaries maybe.", Azhag says, "The regular greenskins all fear being sent to protect this village. It's so close to the ogre raid paths and the villagers are all ruthless cut-throats. It's essential a prison for all orcs who fail to follow orders."
"Ah, perhaps you have not heard", Copper explains, "There is a very famous tavern here, it is the fabled "Merchant Tavern" that the city is named after. Essential it was founded by a group of thugs and rogues who wished to create a safe haven from Morderhiem law.
The Tavern is famous for having a universal 'ceasefire' policy in place. Any person who draws a weapon or tries to kill another patron within the tavern must either take the ordeal outside, or suffer the wrath of the Tavern's Patron.
Because of this many outlaws began to gather here as either a base of operations, a place to safely deal out negotiations or just as a place to lay-low."
"And the Veil can't raise a finger.", Dorry proclaims with glee.
"Correction. The Veil won't raise a finger.", Azhag says impatiently, "It is far safer to just keep all the trouble-makers quarantined in a nice play-pen than have them running amok across the western front."
"Only one trial remains...", Copper says, "Managing to convince the doormen to let us in."
You look up to see the orcish sentries inside an armored box hanging over the gateway. Beady eyes staring at you, most likely with weapons at the ready. Underneath there dangles a tattered banner reading. "Welcom- to Mer-nt's Landing".
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arvall
I give a slight nod at the elf before he leaves, then walk away.
once at the gate, before coming into hear shot "Let me do the talking" I stare mostly at Ven'atar.
"Greetings guardian of merchant landing! We seek refuge from the harsh weather and the dust of the road and meaby share a drink or two wtih the garrison, may we come in?."
diplomacy 15+5=20
I give a slight nod at the elf before he leaves, then walk away.
once at the gate, before coming into hear shot "Let me do the talking" I stare mostly at Ven'atar.
"Greetings guardian of merchant landing! We seek refuge from the harsh weather and the dust of the road and meaby share a drink or two wtih the garrison, may we come in?."
diplomacy 15+5=20
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
- Shaggypichu
- Posts: 155
- Joined: Thu Apr 15, 2010 11:45 pm
- Location: Aguanga
- Contact:
ToDM: Thank you I will try to reply at least every day.
Jarrackt:
I will try to pin the goblin im running beside against the wall and keep him from moving. I dont want him to take a passage i cant see and leave me. so i'm guessing ride and grapple test.
Riding check= 18+ 2 =20
grapple= 16+1 BAB= 17
if needed to hold the goblin their Strength check d20= 6
Belfore:
"It looks as if the room is badly trapped everybody. Be careful where you step."
I will check to see if I am able to see across the room and see if their are holes in the wall across from the Eastern wall.
Spot check: d20= 6+4=10
Jarrackt:
I will try to pin the goblin im running beside against the wall and keep him from moving. I dont want him to take a passage i cant see and leave me. so i'm guessing ride and grapple test.
Riding check= 18+ 2 =20
grapple= 16+1 BAB= 17
if needed to hold the goblin their Strength check d20= 6
Belfore:
"It looks as if the room is badly trapped everybody. Be careful where you step."
I will check to see if I am able to see across the room and see if their are holes in the wall across from the Eastern wall.
Spot check: d20= 6+4=10
Sokoku no tame ni
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Khannon and Arvall
So...since we're heading towards the same entrance, are we together or do we show up at different times?
So...since we're heading towards the same entrance, are we together or do we show up at different times?
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
Khannon
You had decided to leave with your party and separate yourself from the Drow, The Half-Elf and the Cleric of Hextor. You arrive at the merchant's landing at a different time than the other group, perhaps before them, perhaps after them... The amount of time could vary a little or alot depending on whether you had trouble with the tall grass or the other group gawk at some of the local "scenery".
Arvall & Ven'atar
The watch guards talk amongst them selves...
Within a few moments the massive wooden gates begin to part revealing the small inner village. A stench wave of sweat and booze mingled assault your nostrils as the doors swing open.
Ven'atar holds back the urge to vomit. How can the surfacers LIVE like this? you've seen grimlocks and kruthiks have finer levels of communal hygiene.
The group decides to not waste any time and enter the fortified village before the orcs have a change of heart. As you walk in, you hear an orc give the command to close the gates. Immediately a team of Wargs and several goblins begin pushing and pulling on a massive crank built into the ground beside the massive doors. Some goblins get absent minded and look at the cloaked figure entering in on a warg and wonder who this person of high status could be... until the orcish slave master whips some sense into them and they continue on with their lowly task. With the doors shut, the goblins scurry and place a large beam in behind the door, reinforcing it.
The group then looks about. The city seems to be set up into three districts.
The very entrance of the city looks to be the richest and most "friendly" of the environments, well as friendly as a rough place like this can get.
It's a large market square sort of build, but instead of a fountain of some other nice scenic element a guillotine is set up right in the centre of town to allow maximum audience to witness executions, it's also on a slightly raised elevation allowing heads to roll downward towards the audience as a collector's item.
On a less grizzly note, the largest building by far is a triple decker tavern massive in scale. Perhaps the largest tavern you have ever seen. Also one of the most rambunctious as a dwarf goes flying out the third story window only to land flat on the filthy disgusting cobblestone floors. Cheers erupt from within, but was it over this heinous crime or for many more that are undoubtably occurring... Despite the crowd and the noise level the tavern is amazing to look at, the building is built like an inverted half pyramid. With a small base and a larger centre and a slightly larger overhanging third floor. Yet instead of looking dangerous... it looks perfectly sound, the support beams show an elaborate level of engineering prowess and the detail in the wood carving and engraving seen on the third level balcony (most likely higher end suites) suggest a level of craftmanship that borders on... magical?
Also in the town centre there is dimly lit, much quieter place, that seems to have attracted a large crowd of stares, but very few actually entering. A sign hanging on the balcony of the windowless building says "The Laughing Fey". It is from here a striking young woman waltzes out in a striking red dress with hair blacker than the night, slightly redish hue to her skin and small dainty horns protuding from her head. She leans on the railing of the balcony and eyes Ven'atar. She takes her hand and blows a kiss at the masked drow before going back in the building, a spaded tail trailing behind her.
The final large building is a warehouse of some sort. The warehouse itself is closed but to the side of it, people have set up a massive tent, clearly seen, however the lighting is so dim that the dealings can not be. People seems to be selling and silently auctioning things here... It's a small semblance of order in the overwhelming mass of chaos.
Off in the distance after the nice buildings in that great you there appears to be some slums where the regulars live. The houses appear to be small cramped blocks all ramshackled and glued to eachother, few of the houses actually laying on the ground, instead supported by rotting wooden beams and by buildings underneath it (if lucky) or just by a building beside it. Fewer still are houses with windows and even doors. Merely drawn curtains protect the denizens from the opportunistic neighbours. It seems that many have taken a living just sleeping in alleyways, 3 to 4 homeless men all huddled together, with merely only the clothes on their back and the pool of urine at their feet, stay close to keep warm. Another member stays alert on guard duty to fight off anyone who'd try to take their lives or what little diginity and possessions they have left. These are all common sights in the slums that spread rampantly across the city.
Arvall is astounded... so this is what a slum looks like... The slums in Morderhiem were bad, but never this bad. Perhaps it's because the doomguard routinely rounded up and slaughtered such people rather than letting them live and breed disease... maybe their are simply more opportunities in the capital than in a back water village.
Ven'atar is disgusted... Note to self, convince the order to raze Merchant's Landing in surface take-over.
Further in the distance still there is a series of nicer, dramatically higher end buildings. They are few, but much larger. They don't appear to be there for the traveller or visitor but for an upper crust, although in this village that merely means that that the wood appears to be of decent grade rather than something salvaged three times over... This is undoubtably for the orcs garrisonned here, and perhaps there is a villa for an inquisitor who is willing to lower his standards in order to take shelter here.
A kobold runs up with only ragged pants to Arvall and pulls out a comb, with several teeth on it broken... "Ahhh ahh may I take care of your master's steed while you enjoy your stay."... The Kobold gulps as his small frame trembles in delight.
Jarrackt
You decide to make your tiger pounce on the goblin. He sees you try to land on him and tries in a desperate attempt to take a swing at the tiger's face with his fist...
Attack: 8-1=7 Miss
the frail punch misses completely and the tiger instead sincks it's teeth into his forearm before crushing the goblin onto the ground pinning him completely.
"I yeild! I Yeild!", the goblin shrieks.
Belfore & Brauer
From what you can see the eastern wall is clear, however to get to the eastern wall you need to travel a small distance... and on top of that you need to stay pressed up against the wall without falling onto the spikes...
And that's all without retrieving the skeleton in the centre of the room, if you or your companion Brauer was interested in his possessions.
Then there's the door at the other end of the room... it's another one that requires someone to lift it from the metal beam... Which can only be done comfortably standing overtop some spikes...
Map updated
You had decided to leave with your party and separate yourself from the Drow, The Half-Elf and the Cleric of Hextor. You arrive at the merchant's landing at a different time than the other group, perhaps before them, perhaps after them... The amount of time could vary a little or alot depending on whether you had trouble with the tall grass or the other group gawk at some of the local "scenery".
Arvall & Ven'atar
The watch guards talk amongst them selves...
Within a few moments the massive wooden gates begin to part revealing the small inner village. A stench wave of sweat and booze mingled assault your nostrils as the doors swing open.
Ven'atar holds back the urge to vomit. How can the surfacers LIVE like this? you've seen grimlocks and kruthiks have finer levels of communal hygiene.
The group decides to not waste any time and enter the fortified village before the orcs have a change of heart. As you walk in, you hear an orc give the command to close the gates. Immediately a team of Wargs and several goblins begin pushing and pulling on a massive crank built into the ground beside the massive doors. Some goblins get absent minded and look at the cloaked figure entering in on a warg and wonder who this person of high status could be... until the orcish slave master whips some sense into them and they continue on with their lowly task. With the doors shut, the goblins scurry and place a large beam in behind the door, reinforcing it.
The group then looks about. The city seems to be set up into three districts.
The very entrance of the city looks to be the richest and most "friendly" of the environments, well as friendly as a rough place like this can get.
It's a large market square sort of build, but instead of a fountain of some other nice scenic element a guillotine is set up right in the centre of town to allow maximum audience to witness executions, it's also on a slightly raised elevation allowing heads to roll downward towards the audience as a collector's item.
On a less grizzly note, the largest building by far is a triple decker tavern massive in scale. Perhaps the largest tavern you have ever seen. Also one of the most rambunctious as a dwarf goes flying out the third story window only to land flat on the filthy disgusting cobblestone floors. Cheers erupt from within, but was it over this heinous crime or for many more that are undoubtably occurring... Despite the crowd and the noise level the tavern is amazing to look at, the building is built like an inverted half pyramid. With a small base and a larger centre and a slightly larger overhanging third floor. Yet instead of looking dangerous... it looks perfectly sound, the support beams show an elaborate level of engineering prowess and the detail in the wood carving and engraving seen on the third level balcony (most likely higher end suites) suggest a level of craftmanship that borders on... magical?
Also in the town centre there is dimly lit, much quieter place, that seems to have attracted a large crowd of stares, but very few actually entering. A sign hanging on the balcony of the windowless building says "The Laughing Fey". It is from here a striking young woman waltzes out in a striking red dress with hair blacker than the night, slightly redish hue to her skin and small dainty horns protuding from her head. She leans on the railing of the balcony and eyes Ven'atar. She takes her hand and blows a kiss at the masked drow before going back in the building, a spaded tail trailing behind her.
The final large building is a warehouse of some sort. The warehouse itself is closed but to the side of it, people have set up a massive tent, clearly seen, however the lighting is so dim that the dealings can not be. People seems to be selling and silently auctioning things here... It's a small semblance of order in the overwhelming mass of chaos.
Off in the distance after the nice buildings in that great you there appears to be some slums where the regulars live. The houses appear to be small cramped blocks all ramshackled and glued to eachother, few of the houses actually laying on the ground, instead supported by rotting wooden beams and by buildings underneath it (if lucky) or just by a building beside it. Fewer still are houses with windows and even doors. Merely drawn curtains protect the denizens from the opportunistic neighbours. It seems that many have taken a living just sleeping in alleyways, 3 to 4 homeless men all huddled together, with merely only the clothes on their back and the pool of urine at their feet, stay close to keep warm. Another member stays alert on guard duty to fight off anyone who'd try to take their lives or what little diginity and possessions they have left. These are all common sights in the slums that spread rampantly across the city.
Arvall is astounded... so this is what a slum looks like... The slums in Morderhiem were bad, but never this bad. Perhaps it's because the doomguard routinely rounded up and slaughtered such people rather than letting them live and breed disease... maybe their are simply more opportunities in the capital than in a back water village.
Ven'atar is disgusted... Note to self, convince the order to raze Merchant's Landing in surface take-over.
Further in the distance still there is a series of nicer, dramatically higher end buildings. They are few, but much larger. They don't appear to be there for the traveller or visitor but for an upper crust, although in this village that merely means that that the wood appears to be of decent grade rather than something salvaged three times over... This is undoubtably for the orcs garrisonned here, and perhaps there is a villa for an inquisitor who is willing to lower his standards in order to take shelter here.
A kobold runs up with only ragged pants to Arvall and pulls out a comb, with several teeth on it broken... "Ahhh ahh may I take care of your master's steed while you enjoy your stay."... The Kobold gulps as his small frame trembles in delight.
Jarrackt
You decide to make your tiger pounce on the goblin. He sees you try to land on him and tries in a desperate attempt to take a swing at the tiger's face with his fist...
Attack: 8-1=7 Miss
the frail punch misses completely and the tiger instead sincks it's teeth into his forearm before crushing the goblin onto the ground pinning him completely.
"I yeild! I Yeild!", the goblin shrieks.
Belfore & Brauer
From what you can see the eastern wall is clear, however to get to the eastern wall you need to travel a small distance... and on top of that you need to stay pressed up against the wall without falling onto the spikes...
And that's all without retrieving the skeleton in the centre of the room, if you or your companion Brauer was interested in his possessions.
Then there's the door at the other end of the room... it's another one that requires someone to lift it from the metal beam... Which can only be done comfortably standing overtop some spikes...
Map updated
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arvall Marsharness
"Well... you know what cernd I think I might continue traveling with you, no sane person could live here" I look at disgust as I nearly step on a piece of dog poo.
I bury myself inside my cloak and yawn "Well for now we should find someplace to sleep, that is either there" I point at the tavern "Were we wont be sleeping much or meaby we can go to that brothel overthere and be prey to lust and loose all our money" I start feeling expose in this town "It wouldnt surprise me if they are here..." I mumble as wait for the others to make their decision
Brauer Drudoc
"Stand back folks" I say as I push the group back "Now let's see" I play around with my hands and then mumble to myself "This will do the trick" I begin casting my magic and throw four pieces of knuckle bones "Summon undead IV" and create four average size zombies "1d4=4" I command one to walk up to the trap and the lever. I watched with great anticipation to what will occur.
"Well... you know what cernd I think I might continue traveling with you, no sane person could live here" I look at disgust as I nearly step on a piece of dog poo.
I bury myself inside my cloak and yawn "Well for now we should find someplace to sleep, that is either there" I point at the tavern "Were we wont be sleeping much or meaby we can go to that brothel overthere and be prey to lust and loose all our money" I start feeling expose in this town "It wouldnt surprise me if they are here..." I mumble as wait for the others to make their decision
Brauer Drudoc
"Stand back folks" I say as I push the group back "Now let's see" I play around with my hands and then mumble to myself "This will do the trick" I begin casting my magic and throw four pieces of knuckle bones "Summon undead IV" and create four average size zombies "1d4=4" I command one to walk up to the trap and the lever. I watched with great anticipation to what will occur.
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:
Khannon-
We'll probably go after them then, and observe how they got in (i.e. if it was difficult for them).
I say to my group, "Well...doesn't seem like it's hard to get in so long as we don't piss off the guards...but considering I'm not the most pleasant person to talk to, and they're orcs with me a dwarf, I think it might be best if I let someone else do the talking.
Otherwise it doesn't look like we'll have any real trouble getting inside."
We'll probably go after them then, and observe how they got in (i.e. if it was difficult for them).
I say to my group, "Well...doesn't seem like it's hard to get in so long as we don't piss off the guards...but considering I'm not the most pleasant person to talk to, and they're orcs with me a dwarf, I think it might be best if I let someone else do the talking.
Otherwise it doesn't look like we'll have any real trouble getting inside."
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
- Shaggypichu
- Posts: 155
- Joined: Thu Apr 15, 2010 11:45 pm
- Location: Aguanga
- Contact:
"Do as you will, surfacers. This place is so offensive to the senses that I'm surprised you, yourselves, haven't razed it to the ground already. Smoke would do much to improve the stench."
I glance at the sky to glean an idea of how long until daybreak
Survival: D20+2=10+2=12
If it's near dawn I say
"I suggest we find a place soon. Dawn is coming and I find no great pleasure in the sun's exuberant brightness."
If there is still plenty of time left in the night I say
"There are still several hours until the sun rises. A ditch or dank cave somewhere would be more comfortable, not to mention cheaper, than anywhere here."
I glance at the sky to glean an idea of how long until daybreak
Survival: D20+2=10+2=12
If it's near dawn I say
"I suggest we find a place soon. Dawn is coming and I find no great pleasure in the sun's exuberant brightness."
If there is still plenty of time left in the night I say
"There are still several hours until the sun rises. A ditch or dank cave somewhere would be more comfortable, not to mention cheaper, than anywhere here."
Ven'atar
There is still a few hors before sunrise, perhaps about 3. You look about trying to figure out a way to make it alive until daybreak. Perhaps you could find a poorly protected home and murder it's occupants. It wouldn't be the best living accommodations but at least it's better than sleeping on the street, and you'll have a roof over your head for daylight hours. You're pretty sure most of the robberies occur at night anyways.
Jarrackt
You drag the goblin back, with is shouting and pleading the whole way back.
Khannon
Dorry then goes up, a smug grin on his face and shouts at the orcs.
"We are merchants from Morderhiem wishing to seek shelter from the night and hopefully buy some decent liquor. You guys full?"
Bluff:11+6=17
The orcs look down at the halfling and then at eachother. With a shrug an orc bellows something and the massive doors begin to swing open.
"Easy as pie.", Dorry says with a grin on his face.
You walk through the massive wooden gate. There you see a small but compact village that is very filthy. The "essentials" of the town have been placed in the front to allow visitors to get what they want and never have to explore the vast majority of the town which is exceedingly unsavoury. The smell of strong liquor hits your nose... and strangely you find yourself craving it, which has never been the case before in your entire life!
Finding your feet have gained a will of their own you march in and you hear an orc give the command to close the gates. A herd of Wargs and several goblins begin pushing and pulling on a massive crank built into the ground beside the massive doors. As the crank is wound the doors close themselves shut and the goblins scurry and place a large beam in behind the door.
You stand at the foot of the city's central core. There is a guillotine set up right in the centre of town to allow maximum audience to witness executions, it's also on a slightly raised elevation allowing heads to roll downward towards the audience as a souvenir...
Copper points at the largest building in the entire town, a triple decker tavern large enough to put a noble's house to shame. It is sad to think that it is larger than any cathedral you have seen in your travels. There is a bloodied dwarf laying drunk on the cobblestones just outside of the tavern, a mere taste of what other vice lays inside the tavern's husk. Drunk singing and profane death threats intermingle into a cacophony that eminates from the bar. Despite the crowd and the noise level the tavern is amazing to look at, the building is built with each floor being larger than the previous. With a small base and a larger centre and a slightly larger overhanging third floor. Yet, instead of looking dangerous... it looks perfectly sound, the support beams show an elaborate level of engineering prowess and the detail in the wood carving and engraving seen on the third level balcony suggests that this tavern was a labour of love.
Copper still pointing at the building says, "That is the fabled "Merchant", if you pay for one of the cheaper rooms and you spend your money wisely you'll do fine for the night or two that we stay here. I myself will wander the streets for tonight, these people need me."
You look about you and see that while Azhag is still with you Dorry has snuck off.
You see a much quieter, dimmer place that people scurry by quickly shooting glances at and talking in hushed tones. You see Dorry's small form sneak off into the dark building titled "The Laughing Fey".
The final large building in the centre of town is a warehouse of some sort. The warehouse itself is closed but to the side of it, people have set up a massive tent, clearly seen, however the lighting is so dim that the dealings can not be. People seems to be selling and silently auctioning things here... It's a small semblance of order in the overwhelming mass of chaos.
Copper walks off into the distance where it appears to be the slums where the regulars live. The houses appear to be small cramped blocks all ramshackled and stuck to eachother, few of the houses actually laying on the ground, instead supported by rotting wooden beams and by buildings underneath it (if lucky) or just by a building beside it. Fewer still are houses with windows and even doors. Merely drawn curtains protect the denizens from the opportunistic neighbours.
It seems that many have taken a living just sleeping in alleyways, 3 to 4 homeless men all huddled together, with merely only the clothes on their back and the pool of urine at their feet, stay close to keep warm. Another member stays alert on guard duty to fight off anyone who'd try to take their lives or what little diginity and possessions they have left. These are all common sights in the slums that spread rampantly across the small village.
Further in the distance still there is a series of nicer, dramatically higher end buildings. They are few, but much larger. They don't appear to be there for the traveller or visitor but for an upper crust, although in this village that merely means that that the wood appears to be of decent grade rather than something salvaged three times over... This is undoubtably for the orcs garrisonned here, and perhaps there is a villa for an inquisitor who is willing to lower his standards in order to take shelter here.
Brauer & Belfore
The first zombie marches aimlessly towards the bar to open up the door...
d100 (80%)=78...
2d8=7
It immediately steps on a brick that sinks down into the ground triggering a bunch of spears made of bone to lance forth from the floor. A spear lances through the zombie and snaps off leaving half of it to sink down into the ground after the zombie moves off the switch step. The other half begins to leak black ichorous zombie blood from the hollowed out marrow of the bone.
The zombie mindlessly continues forward un affected by the pain it would have felt back in it's life.
d100 (70%)=22...
2d8=9
The zombie takes a few more steps before getting impaled on another bone spear and collapsing to the ground, the spear breaking off in this zombie's spine as it dematerializes from the world.
The zombie barely got a few steps forward, but at least he disabled 2 of the spears that are in your direct path to the doorway. The zombie also showed that the trap is triggered by pressure plates in the floor.
Looks like there's only 7 more spikes between you're party and a safe passage to the door.
There is still a few hors before sunrise, perhaps about 3. You look about trying to figure out a way to make it alive until daybreak. Perhaps you could find a poorly protected home and murder it's occupants. It wouldn't be the best living accommodations but at least it's better than sleeping on the street, and you'll have a roof over your head for daylight hours. You're pretty sure most of the robberies occur at night anyways.
Jarrackt
You drag the goblin back, with is shouting and pleading the whole way back.
Khannon
Dorry then goes up, a smug grin on his face and shouts at the orcs.
"We are merchants from Morderhiem wishing to seek shelter from the night and hopefully buy some decent liquor. You guys full?"
Bluff:11+6=17
The orcs look down at the halfling and then at eachother. With a shrug an orc bellows something and the massive doors begin to swing open.
"Easy as pie.", Dorry says with a grin on his face.
You walk through the massive wooden gate. There you see a small but compact village that is very filthy. The "essentials" of the town have been placed in the front to allow visitors to get what they want and never have to explore the vast majority of the town which is exceedingly unsavoury. The smell of strong liquor hits your nose... and strangely you find yourself craving it, which has never been the case before in your entire life!
Finding your feet have gained a will of their own you march in and you hear an orc give the command to close the gates. A herd of Wargs and several goblins begin pushing and pulling on a massive crank built into the ground beside the massive doors. As the crank is wound the doors close themselves shut and the goblins scurry and place a large beam in behind the door.
You stand at the foot of the city's central core. There is a guillotine set up right in the centre of town to allow maximum audience to witness executions, it's also on a slightly raised elevation allowing heads to roll downward towards the audience as a souvenir...
Copper points at the largest building in the entire town, a triple decker tavern large enough to put a noble's house to shame. It is sad to think that it is larger than any cathedral you have seen in your travels. There is a bloodied dwarf laying drunk on the cobblestones just outside of the tavern, a mere taste of what other vice lays inside the tavern's husk. Drunk singing and profane death threats intermingle into a cacophony that eminates from the bar. Despite the crowd and the noise level the tavern is amazing to look at, the building is built with each floor being larger than the previous. With a small base and a larger centre and a slightly larger overhanging third floor. Yet, instead of looking dangerous... it looks perfectly sound, the support beams show an elaborate level of engineering prowess and the detail in the wood carving and engraving seen on the third level balcony suggests that this tavern was a labour of love.
Copper still pointing at the building says, "That is the fabled "Merchant", if you pay for one of the cheaper rooms and you spend your money wisely you'll do fine for the night or two that we stay here. I myself will wander the streets for tonight, these people need me."
You look about you and see that while Azhag is still with you Dorry has snuck off.
You see a much quieter, dimmer place that people scurry by quickly shooting glances at and talking in hushed tones. You see Dorry's small form sneak off into the dark building titled "The Laughing Fey".
The final large building in the centre of town is a warehouse of some sort. The warehouse itself is closed but to the side of it, people have set up a massive tent, clearly seen, however the lighting is so dim that the dealings can not be. People seems to be selling and silently auctioning things here... It's a small semblance of order in the overwhelming mass of chaos.
Copper walks off into the distance where it appears to be the slums where the regulars live. The houses appear to be small cramped blocks all ramshackled and stuck to eachother, few of the houses actually laying on the ground, instead supported by rotting wooden beams and by buildings underneath it (if lucky) or just by a building beside it. Fewer still are houses with windows and even doors. Merely drawn curtains protect the denizens from the opportunistic neighbours.
It seems that many have taken a living just sleeping in alleyways, 3 to 4 homeless men all huddled together, with merely only the clothes on their back and the pool of urine at their feet, stay close to keep warm. Another member stays alert on guard duty to fight off anyone who'd try to take their lives or what little diginity and possessions they have left. These are all common sights in the slums that spread rampantly across the small village.
Further in the distance still there is a series of nicer, dramatically higher end buildings. They are few, but much larger. They don't appear to be there for the traveller or visitor but for an upper crust, although in this village that merely means that that the wood appears to be of decent grade rather than something salvaged three times over... This is undoubtably for the orcs garrisonned here, and perhaps there is a villa for an inquisitor who is willing to lower his standards in order to take shelter here.
Brauer & Belfore
The first zombie marches aimlessly towards the bar to open up the door...
d100 (80%)=78...
2d8=7
It immediately steps on a brick that sinks down into the ground triggering a bunch of spears made of bone to lance forth from the floor. A spear lances through the zombie and snaps off leaving half of it to sink down into the ground after the zombie moves off the switch step. The other half begins to leak black ichorous zombie blood from the hollowed out marrow of the bone.
The zombie mindlessly continues forward un affected by the pain it would have felt back in it's life.
d100 (70%)=22...
2d8=9
The zombie takes a few more steps before getting impaled on another bone spear and collapsing to the ground, the spear breaking off in this zombie's spine as it dematerializes from the world.
The zombie barely got a few steps forward, but at least he disabled 2 of the spears that are in your direct path to the doorway. The zombie also showed that the trap is triggered by pressure plates in the floor.
Looks like there's only 7 more spikes between you're party and a safe passage to the door.
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arvall
"Well I suggest we go in there, find a room or something" I point at the tavern
Brauer
I send another zombie towards the mechanisn and pay close attention to each steps it takes, looking how the pressure plates look like
spot 15+1=16
"Well I suggest we go in there, find a room or something" I point at the tavern
Brauer
I send another zombie towards the mechanisn and pay close attention to each steps it takes, looking how the pressure plates look like
spot 15+1=16
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
- Shaggypichu
- Posts: 155
- Joined: Thu Apr 15, 2010 11:45 pm
- Location: Aguanga
- Contact:
Jarrackt
intimidate check: 18+3=21
The goblin practically soils himself... There's just 8 of us. The three of us are on guard duty, two members went to check the traps for diner and the other three are busy sleeping.
As for the tunnel I mean, we spent so much time just building the passageways and escape routes that we really only have the entrance, the bedroom and a kitchen. Seriously! That's our kitchen, we don't have much just take whatever you want and leave.
Brauer & Belfore
d100 (60%)= 52
2d8=5
Brauer sends another zombie in and both Brauer and Belfore watch closely as the zombie get's stabbed and snaps off the bone spear... It appears to both of you that the tiles that set of by solid blocks in the rough hewn stone flooring. But Belfore gets an idea as he watches! The tiles that trigger the trap tend to be close to the spike, generally right before the spear protrudes. The spears tend to retreat back slower if the zombie remains on the triggering stone and not much weight is needed to trigger it.
d100 (50%)=22
2d8=11
As the zombie steps on another spiked bone lance piercing through the skeleton laying on the floor another idea comes to Belfore's head. As the zombie falls over with the bone spear through it's eye and falling to the ground so that it lances through it's brain he tells the party a plan that might just work.
Belfore observed that each hole has only one spear, and the spears are all hollowed out bones to allow people to bleed out from the spear wound... This looks like a sort of trap that could be destroyed rather than requiring someone to disarm an elaborate mechanism.
By this time the zombies have cleared a safe passage halfway through the room and right to the skeleton dead in the centre of the room.
intimidate check: 18+3=21
The goblin practically soils himself... There's just 8 of us. The three of us are on guard duty, two members went to check the traps for diner and the other three are busy sleeping.
As for the tunnel I mean, we spent so much time just building the passageways and escape routes that we really only have the entrance, the bedroom and a kitchen. Seriously! That's our kitchen, we don't have much just take whatever you want and leave.
Brauer & Belfore
d100 (60%)= 52
2d8=5
Brauer sends another zombie in and both Brauer and Belfore watch closely as the zombie get's stabbed and snaps off the bone spear... It appears to both of you that the tiles that set of by solid blocks in the rough hewn stone flooring. But Belfore gets an idea as he watches! The tiles that trigger the trap tend to be close to the spike, generally right before the spear protrudes. The spears tend to retreat back slower if the zombie remains on the triggering stone and not much weight is needed to trigger it.
d100 (50%)=22
2d8=11
As the zombie steps on another spiked bone lance piercing through the skeleton laying on the floor another idea comes to Belfore's head. As the zombie falls over with the bone spear through it's eye and falling to the ground so that it lances through it's brain he tells the party a plan that might just work.
Belfore observed that each hole has only one spear, and the spears are all hollowed out bones to allow people to bleed out from the spear wound... This looks like a sort of trap that could be destroyed rather than requiring someone to disarm an elaborate mechanism.
By this time the zombies have cleared a safe passage halfway through the room and right to the skeleton dead in the centre of the room.
I nod grudgingly, "Fine. You and the rivvil go find a room in the tavern. I'll be in the taproom, even though I doubt there's anything worth drinking, I can at least get started on maiming a few of the drunker ones."
(Presuming the Kobold is still standing there)
"You there! Stable my mount somewhere then report back to me. If there is even one hair out of place I will sate my thirst from your skull. Move it!"
Intimidate: D20+5=12+5=17 (If you decide one is necessary)
(Presuming the Kobold is still standing there)
"You there! Stable my mount somewhere then report back to me. If there is even one hair out of place I will sate my thirst from your skull. Move it!"
Intimidate: D20+5=12+5=17 (If you decide one is necessary)