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:
"Hmph, his demeanor already showed me I could trust him. He didn't try to sell me a story, it was an honest tale.
I'm leaving tomorrow to help these people, meet me there at the appropriate time and help me get them there safely, and you get your money.
Worse comes to worse, we waste a couple of days of our time and get back here. Perhaps I am too trusting from time to time but I see nothing wrong with this. He's not trying to hide the fact that there's danger."
I'm leaving tomorrow to help these people, meet me there at the appropriate time and help me get them there safely, and you get your money.
Worse comes to worse, we waste a couple of days of our time and get back here. Perhaps I am too trusting from time to time but I see nothing wrong with this. He's not trying to hide the fact that there's danger."
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:
Arvall
I beging running straight ahead and the as soon as I can I enter the slums and through that maze I try to make my way towards the Villa.
Brauer
"Raz hold the door for me and Ariel so we can study the room" I say that waiting for the Furian to go and help Belfore.
once inside the first thing I do is look at the lizardmen figures up close and the writings near it.
I beging running straight ahead and the as soon as I can I enter the slums and through that maze I try to make my way towards the Villa.
Brauer
"Raz hold the door for me and Ariel so we can study the room" I say that waiting for the Furian to go and help Belfore.
once inside the first thing I do is look at the lizardmen figures up close and the writings near it.
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:
Belfore & Brauer
Once Raz has the door open Belfore makes a bee-line for the stone and finds it to be a button, what it does and whether it's trapped is still unknown.
Brauer begins looking at the writting, half of it is normal the other half needs to be decrypted. The written half says...
God-king Grumark the Bold spawned three sons. The oldest, Fieran of the flame, was killed by his brother's hand. Madrash, the rain child, knew no fury. Geepnock of the moon was the youngest.
The three sons each wielded a legendary weapon, buried in the tomb with them but not in the frozen prison they were left in. Fury's Heart was never touched by a righteous hand. Sun's Embrace was untainted by royal blood. Death's Chill slew the Bullywig chieftain Garmuck.
After there deaths they were placed in the frozen tomb to await final rights to be preformed by the gods of the eastern sun. The three runes need to be etched into the brother's foreheads and the proper weapons returned to their owners.
After that there are 3 runes, under which a draconic explanation can be found.
Mark of the disgraced, for the son who murderred his brother.
Mark of the innocent, for the blameless son who died of old age.
Mark of the righteous, for the son who became a pious warrior.
The rest of the text reads as a warning for all those who enter... but the text has been horribly scratched and worn. It's also be coded, so it might take some time to decode it.
Jarrackt
You begin running a vast horde of shadows moving behind you. You then reach the small clearing with the circle of stones. You were chased in by the gibberlings and now see that all around the forest the gibberlings have you trapped within the circular clearing. There is easily over 75 of them and counting...
Ven'atar
I'm sooo sorry I totally blanked out and forgot about it. Thanks for reminding me.
You go over to the table with the other masked warrior and perform the drow sign the masked drow get about mid-way doing the same but pauses on the wrist motion. He lifts open the other part of his cape to reveal that he, much like the other drow, is missing an arm.
He begin talking in hushed tones using the drow tongue, "If you manage to return to the motherland under the earth, tell the masked priests that I can't return."
"You yourself should be wary... they are everywhere..."
You can make out from beyond the tinted glass of the mask pupils the size of pins jumping erratically back and forth in a schizophrenic manner.
"He sees all, he knows all, his hunger is insatiable."
He then repeats that phrase about 15 times picking up speed before coming to a stop, blinking a few times and then looking at you blankly.
It's at this time that Arvall kicks over the table and the tavern is set into a riotous frenzy. The drow is one of the only ones to be completely unmoved by all the actions occuring in the tavern... with the exception of the passed out halfing in the corner who just pissed himself in his drink-induced sleep.
Arvall
Make a dexterity and constitution roll, and whatever skill checks you think will be useful for shaking off Kaven, the hunter and the tavern mob.
Khannon
"Fair enough", Dorry says with a grin before turning to the Seer, "But this priestess better not be a hard-ass, Iv'e got no time for lectures."
The seer just laughs, "You have no idea what a priestess of Tiamat is like at all..."
The seer then gets a tap on the shoulder from his bodyguard.
"All ready that time eh?", the seer says distantly, "Alright, I have some business to attend to, in the meantime make yourself comfortable the pilgrimage begins at the city gates and leaves in 7 hours."
"Oh and one last thing try not pissing off C'harmanna, she's the one who will be preparing your room..." The seer says giving Khannon two gold coins to cover room costs.
Once Raz has the door open Belfore makes a bee-line for the stone and finds it to be a button, what it does and whether it's trapped is still unknown.
Brauer begins looking at the writting, half of it is normal the other half needs to be decrypted. The written half says...
God-king Grumark the Bold spawned three sons. The oldest, Fieran of the flame, was killed by his brother's hand. Madrash, the rain child, knew no fury. Geepnock of the moon was the youngest.
The three sons each wielded a legendary weapon, buried in the tomb with them but not in the frozen prison they were left in. Fury's Heart was never touched by a righteous hand. Sun's Embrace was untainted by royal blood. Death's Chill slew the Bullywig chieftain Garmuck.
After there deaths they were placed in the frozen tomb to await final rights to be preformed by the gods of the eastern sun. The three runes need to be etched into the brother's foreheads and the proper weapons returned to their owners.
After that there are 3 runes, under which a draconic explanation can be found.
Mark of the disgraced, for the son who murderred his brother.
Mark of the innocent, for the blameless son who died of old age.
Mark of the righteous, for the son who became a pious warrior.
The rest of the text reads as a warning for all those who enter... but the text has been horribly scratched and worn. It's also be coded, so it might take some time to decode it.
Jarrackt
You begin running a vast horde of shadows moving behind you. You then reach the small clearing with the circle of stones. You were chased in by the gibberlings and now see that all around the forest the gibberlings have you trapped within the circular clearing. There is easily over 75 of them and counting...
Ven'atar
I'm sooo sorry I totally blanked out and forgot about it. Thanks for reminding me.
You go over to the table with the other masked warrior and perform the drow sign the masked drow get about mid-way doing the same but pauses on the wrist motion. He lifts open the other part of his cape to reveal that he, much like the other drow, is missing an arm.
He begin talking in hushed tones using the drow tongue, "If you manage to return to the motherland under the earth, tell the masked priests that I can't return."
"You yourself should be wary... they are everywhere..."
You can make out from beyond the tinted glass of the mask pupils the size of pins jumping erratically back and forth in a schizophrenic manner.
"He sees all, he knows all, his hunger is insatiable."
He then repeats that phrase about 15 times picking up speed before coming to a stop, blinking a few times and then looking at you blankly.
It's at this time that Arvall kicks over the table and the tavern is set into a riotous frenzy. The drow is one of the only ones to be completely unmoved by all the actions occuring in the tavern... with the exception of the passed out halfing in the corner who just pissed himself in his drink-induced sleep.
Arvall
Make a dexterity and constitution roll, and whatever skill checks you think will be useful for shaking off Kaven, the hunter and the tavern mob.
Khannon
"Fair enough", Dorry says with a grin before turning to the Seer, "But this priestess better not be a hard-ass, Iv'e got no time for lectures."
The seer just laughs, "You have no idea what a priestess of Tiamat is like at all..."
The seer then gets a tap on the shoulder from his bodyguard.
"All ready that time eh?", the seer says distantly, "Alright, I have some business to attend to, in the meantime make yourself comfortable the pilgrimage begins at the city gates and leaves in 7 hours."
"Oh and one last thing try not pissing off C'harmanna, she's the one who will be preparing your room..." The seer says giving Khannon two gold coins to cover room costs.
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arvall
right.. sorry
I try to move across the slums, avoiding concentrations of noise or people running. I keep to the shadows while I move and try to keep a clear idea of where the Villa is so I dont get lost in the maze of shacks.
DEX roll: 12+4=16
CON roll 13+2=15
listen 9+1=10
Survival 14+0=14
hide 15+6=21
spot (for any potential hiding spot) 14+2=16
Brauer
I now take the time to look at the three paddles., see if they have any description
out of game: eh nice to see Raz has a girlfriend in merchant landing
oh can you can send me a PM with the abilities the scepter of orcus has? the wand that I won against Cid, I lost the place where I wrote that.
right.. sorry
I try to move across the slums, avoiding concentrations of noise or people running. I keep to the shadows while I move and try to keep a clear idea of where the Villa is so I dont get lost in the maze of shacks.
DEX roll: 12+4=16
CON roll 13+2=15
listen 9+1=10
Survival 14+0=14
hide 15+6=21
spot (for any potential hiding spot) 14+2=16
Brauer
I now take the time to look at the three paddles., see if they have any description
out of game: eh nice to see Raz has a girlfriend in merchant landing
oh can you can send me a PM with the abilities the scepter of orcus has? the wand that I won against Cid, I lost the place where I wrote that.
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:
I find my way to my room and rest for the next few hours, until it's time to leave.
Afterwords I head for the gate.
Afterwords I head for the gate.
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
"What do you mean? Who are 'they'? Who is 'he'? Tell me, otherwise your warnings are for naught."
As Arvall starts causing havoc I curse inwardly at the half-elf destroying any chance we had of getting a good day's rest and protection from the sun.
If the drow is too mad to tell me anything more I join the crowd following Arvall out and try to force my way through them in an attempt to catch up with him.
As Arvall starts causing havoc I curse inwardly at the half-elf destroying any chance we had of getting a good day's rest and protection from the sun.
If the drow is too mad to tell me anything more I join the crowd following Arvall out and try to force my way through them in an attempt to catch up with him.
Ven'atar
The drow snaps back out of it and utters in common, "The Servants of the Dark God... 'The Forgotten'."
Leaning back into his chair, he then goes back to talking in undercommon... "They are strongest at nightfall and many assume mortal forms in the day. I have faced many since I accidentally traversed through 'The Gate'..."
"Perhaps a scholar or high priest would know the proper names of such hideous monsters that infest the masked lord's realm, defiling it... However I will tell you what I can remember....."
He pauses, closes his eyes gritting his teeth...
His voice becomes forced and quivers...
"Beware the "darkling", they crawl on all fours and grow tails and scythed whips on their back. They bring with them an unnatural darkness that snuffs out all light. Dark vision is key."
"Beware the "deathless", they slither and climb any surface they prowl on you when you leave the light. They lack eyes but can hear everything... they can smell your fear... they crave it. They can not be killed by an blade or arrow. With hooks for hands and acid for blood fighting them hand to hand..."
The drow stops tears pouring from his eyes as he claws at his own bandaged stump, in his frenzy fresh blood spurts out... he stops... He then looks at you eyes wide... "They don't die... they don't die... but even they are nothing compared 'the annointed'... they were once people... one was even a drow I knew for years... but when they were done with him... I knew him no longer..."
The Drow begins muttering himself... you can't make out his voice in the noise but you read his lips and he keeps uttering "Gate. Darkness. Death." And a 4th word you can't make out.
You think he's snapped and are about to leave. He grabs you by the wrist... "Some things are best forgotten. Sanity can only be found in ignorance."
Arvall
You run through the city the mob hot on your tail. You can only match them in speed, so you decide to do your best to simply outlast them as you run from them. You jump over some fences in the alleyway and make your way to the villa. You begin running down a pathway and fail to hear Kaven making his way across the roof tops. He comes down bandaged fist smashing into the ground dust rising. You jump out of the way and run past him kicking a trail of dust up behind you as you run. You then hide around the left corner as he chases the dust cloud and runs past you hiding against the wall. A band of bounty hunters spot you and the chase is on once more. Worse still, you are officially becoming lost in the maze.
You run Back towards where you think the central rode was but instead keep coming across diverging and winding paths. You sense the bounty hunters behind you. You get to a dead end, they are right around the corner behind you. In an act of desperation you sneak into a barren house with only a tattered curtain for a door and hid against the wall. Sweat drips from your head as you try to hold your breath despite your lungs screaming for air.
Khannon
I'll update you in abit... You haven't been forgotten. Perhaps updates in the morning.
Brauer
You look at the painting of the paddles underneath there are simply the titles.
Flat rigid paddle: Fury's Heart
Pointed paddle: Sun's Embrace
Curved paddle: Death's Chill
New Player: Esterimas Deed
You were raised to be a Cleric to Boccob ever since you were born. You were constantly being pushed to study his scriptures and live the life of service to him. But ever since you began you always felt that to be a true priest of Boccob one must actually explore the world. Learn more than what was to be taught in the small confines of your humble village.
So you left and began traveling under the guise of a *filidh. Using this as your cover you hungrily absorbed as many experiences as you could. But you felt as if you were playing life too safe. Not being one to know how to look for "an adventure" and thinking that libraries, as great as they are, only hold half of the world's knowledge. The few that remain anyways.
The other half of the world's knowledge is found in living life. Part of life is danger... and while you are not stupid enough to cause problems, especially with inquisition, you think there might have been something to be gained from visiting the infamous "Merchant's Landing". A heavily fortified city of criminals, where all of Albion's vice is loosely kept in check by the laid back law-enforcement. With the only law being the universal ceasefire in 'the merchant', the tavern at the front of the town and well known fact to be the lifeblood of the town. Many a fugitive and criminal flock to this town willing to spend coin to stay in the merchant's protection.
But you are not at the merchant now... instead you are in the vast majority of the city. A filthy slum... the rooms at the merchant are far to pricey for a humble priest. So instead you found an abandoned house deep in the city. It's on the ground... a nice change since most of the houses are either suspended in the air, atop of other houses or are barricaded shut. This ouse merely has a tattered curtain drawn in a feeble attempt to block the moonlight. The house is barren and the floor non-existant being only soil. The only feature is a hole in the corner of the house with a metal bowl over it. The hole is a makeshift toilet and the bowl is the only thing capping the terrible smell. Unlike Morderhiem, poor villages like this have no sewer system.
Despite the circumstances you manage to finally get some sleep in the house when suddenly the angry shouts of a mob awaken you from your slumber. A dashing half-elf with black hair sticking to his head runs into the house and presses himself against a wall. A mob of people move past the doorway a few stopping. "Where did he go?!", One shouts angrily.
* Filidh is a sort of bard that travels about trying to learn as much as they can about the world as to make songs about it. Essentially a travelling music composer.
The drow snaps back out of it and utters in common, "The Servants of the Dark God... 'The Forgotten'."
Leaning back into his chair, he then goes back to talking in undercommon... "They are strongest at nightfall and many assume mortal forms in the day. I have faced many since I accidentally traversed through 'The Gate'..."
"Perhaps a scholar or high priest would know the proper names of such hideous monsters that infest the masked lord's realm, defiling it... However I will tell you what I can remember....."
He pauses, closes his eyes gritting his teeth...
His voice becomes forced and quivers...
"Beware the "darkling", they crawl on all fours and grow tails and scythed whips on their back. They bring with them an unnatural darkness that snuffs out all light. Dark vision is key."
"Beware the "deathless", they slither and climb any surface they prowl on you when you leave the light. They lack eyes but can hear everything... they can smell your fear... they crave it. They can not be killed by an blade or arrow. With hooks for hands and acid for blood fighting them hand to hand..."
The drow stops tears pouring from his eyes as he claws at his own bandaged stump, in his frenzy fresh blood spurts out... he stops... He then looks at you eyes wide... "They don't die... they don't die... but even they are nothing compared 'the annointed'... they were once people... one was even a drow I knew for years... but when they were done with him... I knew him no longer..."
The Drow begins muttering himself... you can't make out his voice in the noise but you read his lips and he keeps uttering "Gate. Darkness. Death." And a 4th word you can't make out.
You think he's snapped and are about to leave. He grabs you by the wrist... "Some things are best forgotten. Sanity can only be found in ignorance."
Arvall
You run through the city the mob hot on your tail. You can only match them in speed, so you decide to do your best to simply outlast them as you run from them. You jump over some fences in the alleyway and make your way to the villa. You begin running down a pathway and fail to hear Kaven making his way across the roof tops. He comes down bandaged fist smashing into the ground dust rising. You jump out of the way and run past him kicking a trail of dust up behind you as you run. You then hide around the left corner as he chases the dust cloud and runs past you hiding against the wall. A band of bounty hunters spot you and the chase is on once more. Worse still, you are officially becoming lost in the maze.
You run Back towards where you think the central rode was but instead keep coming across diverging and winding paths. You sense the bounty hunters behind you. You get to a dead end, they are right around the corner behind you. In an act of desperation you sneak into a barren house with only a tattered curtain for a door and hid against the wall. Sweat drips from your head as you try to hold your breath despite your lungs screaming for air.
Khannon
I'll update you in abit... You haven't been forgotten. Perhaps updates in the morning.
Brauer
You look at the painting of the paddles underneath there are simply the titles.
Flat rigid paddle: Fury's Heart
Pointed paddle: Sun's Embrace
Curved paddle: Death's Chill
New Player: Esterimas Deed
You were raised to be a Cleric to Boccob ever since you were born. You were constantly being pushed to study his scriptures and live the life of service to him. But ever since you began you always felt that to be a true priest of Boccob one must actually explore the world. Learn more than what was to be taught in the small confines of your humble village.
So you left and began traveling under the guise of a *filidh. Using this as your cover you hungrily absorbed as many experiences as you could. But you felt as if you were playing life too safe. Not being one to know how to look for "an adventure" and thinking that libraries, as great as they are, only hold half of the world's knowledge. The few that remain anyways.
The other half of the world's knowledge is found in living life. Part of life is danger... and while you are not stupid enough to cause problems, especially with inquisition, you think there might have been something to be gained from visiting the infamous "Merchant's Landing". A heavily fortified city of criminals, where all of Albion's vice is loosely kept in check by the laid back law-enforcement. With the only law being the universal ceasefire in 'the merchant', the tavern at the front of the town and well known fact to be the lifeblood of the town. Many a fugitive and criminal flock to this town willing to spend coin to stay in the merchant's protection.
But you are not at the merchant now... instead you are in the vast majority of the city. A filthy slum... the rooms at the merchant are far to pricey for a humble priest. So instead you found an abandoned house deep in the city. It's on the ground... a nice change since most of the houses are either suspended in the air, atop of other houses or are barricaded shut. This ouse merely has a tattered curtain drawn in a feeble attempt to block the moonlight. The house is barren and the floor non-existant being only soil. The only feature is a hole in the corner of the house with a metal bowl over it. The hole is a makeshift toilet and the bowl is the only thing capping the terrible smell. Unlike Morderhiem, poor villages like this have no sewer system.
Despite the circumstances you manage to finally get some sleep in the house when suddenly the angry shouts of a mob awaken you from your slumber. A dashing half-elf with black hair sticking to his head runs into the house and presses himself against a wall. A mob of people move past the doorway a few stopping. "Where did he go?!", One shouts angrily.
* Filidh is a sort of bard that travels about trying to learn as much as they can about the world as to make songs about it. Essentially a travelling music composer.
okay so i'm the new guy, cheers
heres the stats
Esterimas Deed
Chaotic Neutral Cleric of Boccob Level 1 Race- Human
str-12
dex-14
con-15
int-16
wis-16
cha-14
hp 10
ac 18
fort-4
ref-2
will-5
skills- bluff 2 ranks concentration 2 ranks decipher script 2 ranks diplomacy 2 ranks heal 2 ranks knowledge religion 5 ranks knowledge undead 5 ranks sense motive 2 ranks spell craft 2 ranks
chosen domains- knowledge and trickery
spells - 0- light,read magic, detect magic
1- shield of faith, inflict light wounds and from trickery disguise self
feats - scribe scroll and quick draw
i chose to turn undead, this also means my spontaneous casting allows me to convert prepared spells into healing ones of the same level
languages- common,abyssal,infernal,draconic,undercommon
as for outlook, my gear is pretty much what the book suggested mail armor +4 a heavy mace a heavy wooden shield +2 and a light crossbow
my hair style is quite the same as boccobs just with a bit thicker bristles and the color itself is mixed in silver white and gold\blond, purple eyes and an intriguing face, kind of thin also like boccob, along with my armor i would to walk around with a hooded robe light blue - grayish with boccob's symbol on the back but the lines are disconnect making it harder to distinguish and looks more like random stripes.
As for the situation i am in, If the drow hasnt noticed me yet, i sneak behind him and try knock him out with the back of my mace
hide- 16+2=18
move silently- 19+2 = 21!
attack- hit check- 15+1=16 assuming i hit, if i recall knocking is against hd so its 1d4+str? dmg- 3+1=4
if this all goes right i then tie him up thats a str check? 1d20+1, 1+1=2 XD well lets hope he wont wake up anytime soon, i also take away his gear and weapons
i also cover him with my robe and look for a place to make him less visible for now(within the room), spot 14+3=17 hide 19+2=21
if he does notice me i draw my mace and shield however standing still whispering "What in the name of Merlin's beard is going on? i just fell asleep!"
heres the stats
Esterimas Deed
Chaotic Neutral Cleric of Boccob Level 1 Race- Human
str-12
dex-14
con-15
int-16
wis-16
cha-14
hp 10
ac 18
fort-4
ref-2
will-5
skills- bluff 2 ranks concentration 2 ranks decipher script 2 ranks diplomacy 2 ranks heal 2 ranks knowledge religion 5 ranks knowledge undead 5 ranks sense motive 2 ranks spell craft 2 ranks
chosen domains- knowledge and trickery
spells - 0- light,read magic, detect magic
1- shield of faith, inflict light wounds and from trickery disguise self
feats - scribe scroll and quick draw
i chose to turn undead, this also means my spontaneous casting allows me to convert prepared spells into healing ones of the same level
languages- common,abyssal,infernal,draconic,undercommon
as for outlook, my gear is pretty much what the book suggested mail armor +4 a heavy mace a heavy wooden shield +2 and a light crossbow
my hair style is quite the same as boccobs just with a bit thicker bristles and the color itself is mixed in silver white and gold\blond, purple eyes and an intriguing face, kind of thin also like boccob, along with my armor i would to walk around with a hooded robe light blue - grayish with boccob's symbol on the back but the lines are disconnect making it harder to distinguish and looks more like random stripes.
As for the situation i am in, If the drow hasnt noticed me yet, i sneak behind him and try knock him out with the back of my mace
hide- 16+2=18
move silently- 19+2 = 21!
attack- hit check- 15+1=16 assuming i hit, if i recall knocking is against hd so its 1d4+str? dmg- 3+1=4
if this all goes right i then tie him up thats a str check? 1d20+1, 1+1=2 XD well lets hope he wont wake up anytime soon, i also take away his gear and weapons
i also cover him with my robe and look for a place to make him less visible for now(within the room), spot 14+3=17 hide 19+2=21
if he does notice me i draw my mace and shield however standing still whispering "What in the name of Merlin's beard is going on? i just fell asleep!"
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Yo black, welcome and nice to RP with you, but not so nice to be attacked during our first meeting, but im going along with it becouse it's should help Arvall get out of the tricky situation he is.
anyway two things, Arvall is not a drow he is a half elf. and magic Items are banned and extremely rare and Powerful, so unless im reading wrong you'll have to make your items mundane, don't worry eventually you'll get magic items.
anyway two things, Arvall is not a drow he is a half elf. and magic Items are banned and extremely rare and Powerful, so unless im reading wrong you'll have to make your items mundane, don't worry eventually you'll get magic items.
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
I think what appear be enhancement bonuses are actually just him noting down the AC bonus.
Ven'atar
"Evidently you learned too much. I will heed your cautions, friend, but Vhaeraun has a task for me and no horror of The Forgotten or other entities will hinder my completion of it."
Leaving the drow to his ravings, I take off down the street in search of the angry mob. The half-elf is the only way for me to get where I'm going and I'll be damned if anyone but me kills him.
Listen: D20+4=15+4=19
Ven'atar
"Evidently you learned too much. I will heed your cautions, friend, but Vhaeraun has a task for me and no horror of The Forgotten or other entities will hinder my completion of it."
Leaving the drow to his ravings, I take off down the street in search of the angry mob. The half-elf is the only way for me to get where I'm going and I'll be damned if anyone but me kills him.
Listen: D20+4=15+4=19
kozeph thanks for the welcoming its blank by the way but in game you can call Deed, Esterimas Deed, but anyway my gear is the basic beginner equipment suggested in the manual nothing magical, jivundus is right its the ac bonus sorry i didint write that and sorry for being attacked but i'm not used to intruders in the middle of the night, and oh sorry i was sure you were a drow for some reason ><
Khannon
You decide to call it a night and wave over C'harmanna. You ask her to give you rooms for the night and pay her the 2 gold coins.
She looks at them in her hands, rubbing them together and looking back at you, "Umm... for the two of you.. you see... hmm how to put this."
She looks over your shoulder and see the seer turn and wave before going back to talking to a horribly disfigured elf with a black wide brimmed hat with a strange dog seated beside him.
"Ohhh....", She says suddenly relieved, "Sorry, my bad, yes come this way..." She leads you to the back of tavern. Dorry stops at the door and looks at the stairs with the half-orc bouncer... "Hey isn't that where..."
C'harmanna, ignoring him, turns to you, "Normally the cheapest room we can offer is 10 GP at least for a night, that's with no services and your tab at the bar paid in full."
"However, a month or two back one of our staff members was abducted by some goblins hoping that they could get free rent at the merchant. We didn't even know who had done it or where she was. However, "Mr.Johnson", if that's even his real name, just knew where we could find her. He's a paying regular so we couldn't see what he would have gained from setting up kidnapping, so we took his word."
"Sure enough we found her and those responsible. We didn't know what to offer him since he comes for drinks but always pays his tabs, and he's never once stayed at the Tavern, but he said that perhaps in the future he'd like to have us give a discount to a person in the future."
By this time C'harmanna has walked past the female staff's living quarters and pulls out a carpet and lays it down next to a bedroll laid out. In the bedroll a giant bird-humanoid woman lays on the cot looking at old letters by candlelight.
"Hey Robin. He's going to be sleeping here tonight, hope you don't mind.", she says indicating you.
"Yeah... it's all good.", she says vacantly.
The rest of the room has about 11 empty bedrolls, beside each is a series of small possessions all of which seem to belong to the females that work as barmaids around "The Merchant".
"Hahahahaha", Dorry says doing a victory dance, "Thank you Johnson. You may be blind but I have officially seen heaven and I'm loving it."
"You!", C'harmanna says slowly losing her cool, "Sleep in the stables..."
She then grabs the halfling by the arm and flings him over her shoulder as he trys to wiggle free. You notice that despite her small frame she is tremendously powerful.
"Noooo Khannon", Dorry says blowing your cover, "Keep me with yooooooouuuu...." as he is dragged away. Far from sight and far from mind.
You then sit yourself down and meditate for awhile before going to sleep. In the back of your mind you wonder where Azhag is during all of this excitement. Hopefully he can fend for himself.
Your body awakens itself after five and a half hours of rest. It's still twilight outside, but you awoke early so that you could prepare yourself a decent meal from the ration you pull out of your backpack. You look around to see that the rest of the barmaids have now gone asleep... except the birdwoman who was there when you went to bed.
You head out of the room being as quiet as possible and re-enter the bar. Inside you find the bar is in shambles, although it was before, but is mostly a ghost tavern. Only the birdwoman, who is sweeping broken mugs, and a mysterious woman who has a cloak made of green lizards scales, and elaborate tattoos on her face of red, green, blue, black and white. The womans head slowly raises and her gaze meets your eyes.
"Kaden... am I correct?", she says... before you can even answer she produces hands from her deep sleeves her left hand completely decked out in rings. 1 ring for each finger. Each ring has a single gemstone. The gemstones have the colors red, blue, white, green and black inset in them. With her hands she pulls back her scaled hood to reveal flowing red hair. Not the regular redhead look though... and it doesn't look dyed. But it is literally hair as red as blood.
She just stares at you as if she knows something you don't.
-1 trail rations
Gain 965 Experience points
Hp refilled
Ven'atar
You leave the bewildered Drow to his ramblings and decide to try and find the pitiful half-elf. You leave the tavern and listen keenly to hear if any of his would-be captors have actually found him.
From the sounds of things it seems that the half-elf is either a good sneak... or perhaps the beer is a little too strong in the tavern's taps. You stand in silence trying to pick up any sort of clue as to where he might be.
You hear a distinct voice.
"Damn jooooo Arvalle! Yeeee kan't beee hidin' from da Reeapa foreva!"
Of course... the man who offered the bounty. No need to track down all the bounty hunters hoping for one of them to catch Arvall instead you should locate the dark man, stalk him and then perform a smash and grab... all too easy. You heard the voice booming from the South-eastern slums to the right of you.
You just pray you can get this done quickly before the Sun gets up.
2 hours until day break. Make a Gather Information, Survival, Search and Dexterity check if you wish to pursue Arvall's Hunter, you get a +4 on these rolls, except for dexterity. If you wish to simply find Arvall ignoring the Head hunter roll the same checks but no bonus. If you wish to abandon Arvall for now and find yourself shelter for daylight just make whatever check you think would help you in this situation (perhaps Survival, Knowledge (local), ect...).
Deed & Arvall
Deed upon seeing an intruder hide in his house decides to knock out the trespasser while he is still unaware of his presence. It's dark inside the house... but it looks like a drow. Never a good sign.
Arvall's Listen vs Deed's Move Silently: 17+2-2(distracted)=17 vs 21
He raises his heavy mace and slowly creeps up behind the unsuspecting Arvall. once he's within range Deed raises his mace on high and swings...
Deed's Attack Vs. Arvall's Flatfoot AC: 16 vs 12
Deed does 4 damage... Arvall loses 4 HP.
Arvall needs to make a fortitude save DC 14.
On a success Arvall is not knocked out... he can also make a tumble check to fall with the mace swing and thus be staggered but not knocked prone. (DC 16)
On a failure Arvall is knocked out for half an hour. At which point Deed would then scurry through Arvall's gear grab the 25 feet of rope and make a 'Use Rope check' to tie Arvall up. Deed can't take 10 or 20 on this despite Arvall being knocked out for awhile. After this I'll use Deed's hide check to hide Arvall in the room accordingly.
You decide to call it a night and wave over C'harmanna. You ask her to give you rooms for the night and pay her the 2 gold coins.
She looks at them in her hands, rubbing them together and looking back at you, "Umm... for the two of you.. you see... hmm how to put this."
She looks over your shoulder and see the seer turn and wave before going back to talking to a horribly disfigured elf with a black wide brimmed hat with a strange dog seated beside him.
"Ohhh....", She says suddenly relieved, "Sorry, my bad, yes come this way..." She leads you to the back of tavern. Dorry stops at the door and looks at the stairs with the half-orc bouncer... "Hey isn't that where..."
C'harmanna, ignoring him, turns to you, "Normally the cheapest room we can offer is 10 GP at least for a night, that's with no services and your tab at the bar paid in full."
"However, a month or two back one of our staff members was abducted by some goblins hoping that they could get free rent at the merchant. We didn't even know who had done it or where she was. However, "Mr.Johnson", if that's even his real name, just knew where we could find her. He's a paying regular so we couldn't see what he would have gained from setting up kidnapping, so we took his word."
"Sure enough we found her and those responsible. We didn't know what to offer him since he comes for drinks but always pays his tabs, and he's never once stayed at the Tavern, but he said that perhaps in the future he'd like to have us give a discount to a person in the future."
By this time C'harmanna has walked past the female staff's living quarters and pulls out a carpet and lays it down next to a bedroll laid out. In the bedroll a giant bird-humanoid woman lays on the cot looking at old letters by candlelight.
"Hey Robin. He's going to be sleeping here tonight, hope you don't mind.", she says indicating you.
"Yeah... it's all good.", she says vacantly.
The rest of the room has about 11 empty bedrolls, beside each is a series of small possessions all of which seem to belong to the females that work as barmaids around "The Merchant".
"Hahahahaha", Dorry says doing a victory dance, "Thank you Johnson. You may be blind but I have officially seen heaven and I'm loving it."
"You!", C'harmanna says slowly losing her cool, "Sleep in the stables..."
She then grabs the halfling by the arm and flings him over her shoulder as he trys to wiggle free. You notice that despite her small frame she is tremendously powerful.
"Noooo Khannon", Dorry says blowing your cover, "Keep me with yooooooouuuu...." as he is dragged away. Far from sight and far from mind.
You then sit yourself down and meditate for awhile before going to sleep. In the back of your mind you wonder where Azhag is during all of this excitement. Hopefully he can fend for himself.
Your body awakens itself after five and a half hours of rest. It's still twilight outside, but you awoke early so that you could prepare yourself a decent meal from the ration you pull out of your backpack. You look around to see that the rest of the barmaids have now gone asleep... except the birdwoman who was there when you went to bed.
You head out of the room being as quiet as possible and re-enter the bar. Inside you find the bar is in shambles, although it was before, but is mostly a ghost tavern. Only the birdwoman, who is sweeping broken mugs, and a mysterious woman who has a cloak made of green lizards scales, and elaborate tattoos on her face of red, green, blue, black and white. The womans head slowly raises and her gaze meets your eyes.
"Kaden... am I correct?", she says... before you can even answer she produces hands from her deep sleeves her left hand completely decked out in rings. 1 ring for each finger. Each ring has a single gemstone. The gemstones have the colors red, blue, white, green and black inset in them. With her hands she pulls back her scaled hood to reveal flowing red hair. Not the regular redhead look though... and it doesn't look dyed. But it is literally hair as red as blood.
She just stares at you as if she knows something you don't.
-1 trail rations
Gain 965 Experience points
Hp refilled
Ven'atar
You leave the bewildered Drow to his ramblings and decide to try and find the pitiful half-elf. You leave the tavern and listen keenly to hear if any of his would-be captors have actually found him.
From the sounds of things it seems that the half-elf is either a good sneak... or perhaps the beer is a little too strong in the tavern's taps. You stand in silence trying to pick up any sort of clue as to where he might be.
You hear a distinct voice.
"Damn jooooo Arvalle! Yeeee kan't beee hidin' from da Reeapa foreva!"
Of course... the man who offered the bounty. No need to track down all the bounty hunters hoping for one of them to catch Arvall instead you should locate the dark man, stalk him and then perform a smash and grab... all too easy. You heard the voice booming from the South-eastern slums to the right of you.
You just pray you can get this done quickly before the Sun gets up.
2 hours until day break. Make a Gather Information, Survival, Search and Dexterity check if you wish to pursue Arvall's Hunter, you get a +4 on these rolls, except for dexterity. If you wish to simply find Arvall ignoring the Head hunter roll the same checks but no bonus. If you wish to abandon Arvall for now and find yourself shelter for daylight just make whatever check you think would help you in this situation (perhaps Survival, Knowledge (local), ect...).
Deed & Arvall
Deed upon seeing an intruder hide in his house decides to knock out the trespasser while he is still unaware of his presence. It's dark inside the house... but it looks like a drow. Never a good sign.
Arvall's Listen vs Deed's Move Silently: 17+2-2(distracted)=17 vs 21
He raises his heavy mace and slowly creeps up behind the unsuspecting Arvall. once he's within range Deed raises his mace on high and swings...
Deed's Attack Vs. Arvall's Flatfoot AC: 16 vs 12
Deed does 4 damage... Arvall loses 4 HP.
Arvall needs to make a fortitude save DC 14.
On a success Arvall is not knocked out... he can also make a tumble check to fall with the mace swing and thus be staggered but not knocked prone. (DC 16)
On a failure Arvall is knocked out for half an hour. At which point Deed would then scurry through Arvall's gear grab the 25 feet of rope and make a 'Use Rope check' to tie Arvall up. Deed can't take 10 or 20 on this despite Arvall being knocked out for awhile. After this I'll use Deed's hide check to hide Arvall in the room accordingly.
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Khannon-
Will update character sheet tomorrow.
Will update character sheet tomorrow.
"Yes. May I help you...?""Kaden... am I correct?", she says... before you can even answer she produces hands from her deep sleeves her left hand completely decked out in rings. 1 ring for each finger. Each ring has a single gemstone. The gemstones have the colors red, blue, white, green and black inset in them. With her hands she pulls back her scaled hood to reveal flowing red hair. Not the regular redhead look though... and it doesn't look dyed. But it is literally hair as red as blood.
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
Much as I would savor the pleasure of gutting that illiterate brute personally, I decide have to leave the task to some gang boss's mooks. That blasted half-breed is my only surety of getting to Annarith and protecting my interests takes precedence over indulgences. With that in mind, I begin my search for Arvall
Gather Information: D20+2=3+2=5
Survival: D20+2=7+2=9
Search: D20+2=20+2=22
Dexterity: D20+3-1=9+2=11
Gather Information: D20+2=3+2=5
Survival: D20+2=7+2=9
Search: D20+2=20+2=22
Dexterity: D20+3-1=9+2=11
if arvall doesnt succeed i roll use rope 14+2=16
how ever when it comes to knocking someone out i am familiar with a system that is always 1d4 no matter the weapon plus your str modifier against your hd (not hp, as in every time your rolled for health, for normal races its basically against their level unlike subraces whom might have extra hd) however if in your system its the weapons damage + 10 for a fortitude save then my mace actually does 1d8 therefor i'll make the roll in case you need it for use 8+1=9
how ever when it comes to knocking someone out i am familiar with a system that is always 1d4 no matter the weapon plus your str modifier against your hd (not hp, as in every time your rolled for health, for normal races its basically against their level unlike subraces whom might have extra hd) however if in your system its the weapons damage + 10 for a fortitude save then my mace actually does 1d8 therefor i'll make the roll in case you need it for use 8+1=9
- kozeph
- Posts: 463
- Joined: Sun Aug 19, 2007 11:03 am
- Location: left of the abyss next to a mcdonalds
- Contact:
Arvall
Fortitude save 16+6=22
tumble: 7+8=15
On success: if I manage to stay concious and If able I peform a five foot step away from the human, and draw my shortsword
"Dam you hunter... you will never capture me alive" I whisper that, regardless if im prone or standing up
on failure: well thats up to deed
Brauer Drudoc
"umm it seems that those paddles might be our goal....ummm.... and by my guess, we should find them at the tombs of those lizards folks" I walk out the room and head for the skeleton, looking for notes or anything useful. "Come people, now we must rescue Brin!"
out of game: nice to see shadowstalker is around
Fortitude save 16+6=22
tumble: 7+8=15
On success: if I manage to stay concious and If able I peform a five foot step away from the human, and draw my shortsword
"Dam you hunter... you will never capture me alive" I whisper that, regardless if im prone or standing up
on failure: well thats up to deed
Brauer Drudoc
"umm it seems that those paddles might be our goal....ummm.... and by my guess, we should find them at the tombs of those lizards folks" I walk out the room and head for the skeleton, looking for notes or anything useful. "Come people, now we must rescue Brin!"
out of game: nice to see shadowstalker is around
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:
I will try to lead them into the circle of stones. and try to gesture Mao-Ling to help and ready the staff the elf gave me again. When the Gibberlings are in the circle of stones the will strike the staff against the stones.
Belfore:
I will search around the room looking for anything like holes or string. to make sure the button isnt a trap.
I will try to lead them into the circle of stones. and try to gesture Mao-Ling to help and ready the staff the elf gave me again. When the Gibberlings are in the circle of stones the will strike the staff against the stones.
Belfore:
I will search around the room looking for anything like holes or string. to make sure the button isnt a trap.
Sokoku no tame ni