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Posted: Mon Mar 29, 2010 9:10 pm
by Siberys
Initiative
D20+2 = 3+2=5
Hehe...my bare minimum roll for initiative is higher
1d20+6
2+6 = 8
Handle Animal Check to hop on and assume control-
1d20+0
19+0 = 19
Posted: Mon Mar 29, 2010 10:33 pm
by Nvlutz
RPGguy wrote:No worries at all. The fact that Melkior an i were able to take out 3 of the 4 targets far exceeded my expectations...so I am more than happy to save my Daze attack.
Standing by...
You travel with Melkior up the North Eastern corridor and then take a right- you stumble across a strange sight indeed it seems like a dwarf dressed in loose clothing, almost robe like in nature with a wooden symbol of a clenched fist around his neck. The dwarf has bloodied and callused hands. The dwarf is on one knee and seems to be trying to coax the warg towards him. Melkior begins waving as he approaches which startles both the dwarf and the warg...
Siberys wrote:Hehe...my bare minimum roll for initiative is higher
1d20+6
2+6 = 8
Handle Animal Check to hop on and assume control-
1d20+0
19+0 = 19
You look at the beast and decide to try and tame it, the creature seems unwilling and untrusting. So you decide to hunch down and make eye contact with the creature. Just as the creature begins to get closer to you, Melkior's tall and wiry figure makes it around the corner, with him is a dwarf with pale, sickly looking skin, and similarly pale hair. His face has 3 terrible scars across his face, almost as if clawed by a vicious beast. Most disturbing of all is his pupiless eyes which glow from beneath his cape. The unexpected sight of these two startles both you and the beast.
Khannon & Rahg'null
Suddenly the warg goes feral and ferocious out of nowhere, the beast picks up the scent of the gaping wound coming from Rahg'null's shoulder and prepares to attack...
Melkior initiative
18+2=20
Melkior sensing the immediate danger, springs into action, attempting to aim his hands into the warg's mouth as it leaps forward...
Attack Roll
17+5 (damn, Melkior seems to get good rolls or something.)
Damage roll
1d8+5=2+5=7
Will save (DC 17)
D20+3=4+3=7
...Melkior attempts to ram his fist down the warg's throat but the beast changes it's trajectory mid-air only allowing Melkior to grab onto it's tail and swing the beast aside, the tail quickly rotting away and falling off of the warg.
The warg lands on it's back and tumbles. After rolling itself over the beast regains it's composure and growls at the trio.
Any animal handling checks here on out have a -4 circumstance now that the beast is both feral and wounded.
Rahg'null's turn. Also roll for initiative, the next round goes strictly by initiative and not story element, assuming this scenario plays out for more than 1-2 rounds.
Posted: Mon Mar 29, 2010 10:49 pm
by Nvlutz
kozeph wrote:I slowly and keeping my guard up move up to a corner checking it for the creature, if its not there then I put my back to it, then I activite my weapons ability "detect evil" and try to see if I can spot the creature "anything that likes the dark and has tentacles must be evil" I whisper to myself and scan the room for the beast, cultist and the noble lady.
If I do spot the creature with detect evil then I make my way to it while acting like I was still looking for it and swing at it. If I do not sense it with my ability then I try breaking open a window with the plommel of my weapon and repeat with two other windows(without taking my back from the darkness)
rolls: If detect evil needs a roll feel free to do it. Use the ones you consider to be necesary.
spot:8+1=9
bluff?: 13+2=15
to hit: 12+6=18
damage: 1d6+4=3+4=7
break window: 18+4=21, 11+4=15, 19+4=23
DM: soo I placed the +1 from protector to my hit and damage is that correct? if not then correct it.
Don't worry, detect evil doesn't require any rolls. However, it takes a round to activate the spell. The more rounds you spend on activating it, the more information you get... Generally speaking.
1 round:Indicates the presence of evil in a broad sense (So you'll know where in the town evil is, or it'll just tell you the obvious of "there's evil in the room")
2 round:Indicates the exact number of evil entities, items or spells being cast, although you won't know what it is exactly. Also you can determine the strength of the evil. Finally, you can determine the direction of the evil but not the exact location.
3 round: Finally this version tell you what type of evil, where it is exactly, or at least pin-point it to you, and it can be used to find any lingerings of evil so that you may track it down.
During these "charge-up" rounds you can move and defend, but you can't actively attack or use active skills (just leaves you with basics like tumble & Jump)
Regardless of how many rounds you charge it for the spell last 10 minutes or 50 rounds...
I probably should have let you know about all the fine print to the spell, if you still want to go ahead with it, that's cool... If you don't I'll proceed with the window breaking idea.
Posted: Mon Mar 29, 2010 10:56 pm
by Siberys
Heh, no need for a mount anymore.
"You'll have to play with your little friend later Melkior, I think it's time we got the hell out of here!"
(This next statement is null and 'unsaid' if Melkior is -not- shackled anymore).
"Goblins! We'll take care of things here, just find the key, that's all you need to do."
Posted: Mon Mar 29, 2010 11:00 pm
by RPGguy
Rahg'null's turn. Also roll for initiative, the next round goes strictly by initiative and not story element, assuming this scenario plays out for more than 1-2 rounds.
Initiative Roll: 15 + 2 = 17 (added my DEX modifier)
Instinctively to protect Melkior, I drop to one knee, lift/aim my crossbow and fire at the beast's throat:
Attack: 7 + 2 = 9
Damage: 1d8 = 5
Posted: Tue Mar 30, 2010 8:06 am
by kozeph
I quickly move to the nearest window deciding at the last minute, that I should save the ability for an even more dire situation. I proceed with breaking three windows while keeping my eye open for the next attack from the beast or a hidden enemy. after breaking the windows if nothing has happen then I taunt my enemy "Come to me, you filthy squishy thing,show me that your a real man! erm..thing! im not afraid of you!"
use all the rolls I had made earlier or the ones that are needed, if bluff is not used for taunting then use the numbers just change the name to the right one.
DM: looks like wolfsong wont be posting anytime soon, soo Ill finish these little ark and go back to stand by, unless you find some way to prolonge my time alone before meeting her.
Posted: Tue Mar 30, 2010 8:42 am
by RPGguy
"Come to me, you filthy squishy thing
LMAO! Awesome! :laugh:
Posted: Tue Mar 30, 2010 6:34 pm
by Nvlutz
Siberys wrote:Heh, no need for a mount anymore.
"You'll have to play with your little friend later Melkior, I think it's time we got the hell out of here!"
(This next statement is null and 'unsaid' if Melkior is -not- shackled anymore).
"Goblins! We'll take care of things here, just find the key, that's all you need to do."
The goblins who had been to busy quivering, in sight of Melkior choose to use your command as an excuse to just leave his presence as they make there way off to find the key to Melkior's bindings.
RPGguy wrote:Initiative Roll: 15 + 2 = 17 (added my DEX modifier)
Instinctively to protect Melkior, I drop to one knee, lift/aim my crossbow and fire at the beast's throat:
Attack: 7 + 2 = 9
Damage: 1d8 = 5
The bolt misses it's target and instead flies down the hall, and within the blink of an eye it comes down onto the ground and the bolt tumbles away into a corner out of your vision.
Melkior gets down on one knee and puts his hands forward at the warg's face...
8+5=13
miss.
The warg has gotten smarter now and retreats from Melkior's crippled hands growling and sneering.
Combat order is in...
Melkior
>Rahg'nuul
Khannon
Warg
kozeph wrote:I quickly move to the nearest window deciding at the last minute, that I should save the ability for an even more dire situation. I proceed with breaking three windows while keeping my eye open for the next attack from the beast or a hidden enemy. after breaking the windows if nothing has happen then I taunt my enemy "Come to me, you filthy squishy thing,show me that your a real man! erm..thing! im not afraid of you!"
use all the rolls I had made earlier or the ones that are needed, if bluff is not used for taunting then use the numbers just change the name to the right one.
DM: looks like wolfsong wont be posting anytime soon, soo Ill finish these little ark and go back to stand by, unless you find some way to prolonge my time alone before meeting her.
For taunting or bullying,
Intimidate is generally used.
Bluff is used generally to tell lies and thus is more useful in diplomatic situations. Outside of combat, Intimidate is good for getting people do do things you want them to do, even if they know it's wrong, against orders or they distrust you, while bluff is good for getting people to believe you or continue trusting you, especially while lying. Bluff in combat is used for feints, or to distract your enemy, although most combat doesn't make use of this. With really high scores and/or special combat feats these can be really important.
You make your way to the edge of the room and begin smashing open the windows to the townhouse, allowing the early daybreak light to begin spilling in the room.As the light comes in you can make out almost everything in the townhouse except for south eastern corner of the room behind the giant podium and the elevated area which it stands and protrudes out of the wall. You then shout triumphantly against the beast, now trapped in only one possible corner.
In retaliation the beast whispers in what sounds like 5 different voices at five different locations at 5 similar but slightly differing time intervals, sound like an echo in chorus. Then suddenly the beast's voices unify and shout in a harsh note against the chorus of whispering "I wlil slwolaw yuor suol mraotl!".
The the beast jumps into the light, an impressive jump similar to a grasshopper leaping 5 times the distance a beast of it's kind should, but unlike a grasshopper, this abomination is no creature of the natural realm. This twisted disgusted being is something from the realm of only the most insidious nightmares of a madman. The beast's repulsiveness is beyond words but it'd form is that of a creature (completely alien to anything you've ever encountered) with 6 limbs, the two back limbs are huge bent thrusting legs, the 2 front legs, hunched over claws with massive talons on forearms to large for the rest of the arm to lift. Sprouting from it's back are large, thing tentacle like appendages with a series of scythes sprouting forth from them. Jetting behind it's back legs are wings of a moth mottled and crumbled so that they could never be used for actual flight, behind the beast is a long winding tail that whips about behind it knocking over stools as it hunches down on the table it's landed upon. The whole beasts form is covered in jetting spikes which leak of thick green puss. Then finally there is the beasts face, it is a twisted visage of a creature with it's lower jaw split open and spread out as two pincers jet out from it's mouth like a dung beetle. The creature's eye's blaze with a fiery red hue which touches your very soul.
As you stand in disgust and fascination, your mind unable to process the creature before you, it strikes with it's scythed limbs.
d20-1=14-1=13
d20+1=8+1=7
miss & miss
Suddenly without thinking, your hand, or maybe the blade in your hand guides itself to repel the first of the scythes, you immediately manage to regain to sanity for a few seconds, just long enough to dodge the second one completely. Quickly, before the image of the infernal eyes burns it's way back into your memory, you strike out at the creature...
used your previous rolls...
You blade strikes true on the beast, slashing off one of it's tentacled limbs and the creature is felled. It's horrid quintet of voices let out a final death cry, each voice eventually fading away. The body of the beast slowly cracks and creaks changing form until it returns to the form of a man, however the scars are all there from where you attacked it, and he is missing a few ribs which lay at the far end of the room. The beast is slain but the image of it's hideous form is still fresh in your memory, you try to block it out from your thoughts...
Make a Will check to avoid the effect of the beast's insanity.
Posted: Tue Mar 30, 2010 7:01 pm
by kozeph
I fall to my knees and tremble for a bit while grasping at my sanity 1d20=10
oh darn thats a really really low roll

Posted: Wed Mar 31, 2010 9:41 am
by Nvlutz
kozeph wrote:I fall to my knees and tremble for a bit while grasping at my sanity 1d20=10
oh darn thats a really really low roll
However, despite your best efforts you still feel shaken from the experience despite your fearless resolve.
-1 to wisdom score
Posted: Wed Mar 31, 2010 4:37 pm
by kozeph
I stand up, with the shaken and sweaty, I go up stairs and look for the noble lady to see if she didnt fled the building. If I find her then I intimidate her into surrendering if she doesnt surrender to words then I use my strenght to subdue her
search:14+2=16
Intimidate: 10+5=15
STR check: 18+3=21
EDIT: DM: Is the -1 in my wisdom permanent?
Posted: Wed Mar 31, 2010 5:20 pm
by Siberys
So...in combat, who's turn is it? Rahg'nuul's?
Posted: Wed Mar 31, 2010 5:48 pm
by Nvlutz
kozeph wrote:I stand up, with the shaken and sweaty, I go up stairs and look for the noble lady to see if she didnt fled the building. If I find her then I intimidate her into surrendering if she doesnt surrender to words then I use my strenght to subdue her
search:14+2=16
Intimidate: 10+5=15
STR check: 18+3=21
EDIT: DM: Is the -1 in my wisdom permanent?
The wisdom loss is temporary, but will take awhile for it to recover naturally.
You go up the stairs as the sun begins to rise, and find yourself in a corridor with 3 doors, one to the right, one to the left and one down the centre. Behind you an open window let's in the morning suns rays spill into the room.
You cautiously open the doors to the three rooms in search for the woman.
The door to the left leads to a small unattended spare bedroom which over time has collected soot. The only articles of interest are the window and the far end of the room that is built at just the right height to be able to see over the roofs of the smaller houses which are bumped right up beside the east of the building, A mouse head trophy mounted on the wall over the small tidied, but dusty bed, and a small coal furnace tucked against the wall on the right.
The central door takes you to a supply room filled with boxes and barrels, at the very end of the room there is a window that would be a struggle to get to with all the junk. The window seems to overlook the gardens and miniature park to the south of the townhall.
The door to the right leads to a small spiralled staircase and to a room housing a large stationary trumpet and an concept balcony with hand rails looking down at the market square. Down the side of the building there are multi-colored flags which out stretch on a series of thin wires which droop down overhead of people in the market square and connect to the chimneys of buildings across from the marketplace.
You can see from here over the distance a small mob of people armed with pitchforks, torches and peasant's crossbows coming from the northeast marching down towards the market centre.
Siberys wrote:So...in combat, who's turn is it? Rahg'nuul's?
Yeah it's Rahg'nuul's, and it it's still on afterwards, your turn.
Posted: Wed Mar 31, 2010 6:38 pm
by kozeph
"I hate this,well at least she didnt see my face" I quickly look through out all of the windows in the second floor for the easiest one for someone to have climbed down or jumped and try to spot the woman (search 12+2=14 and spot 11+1=12) If I do spot her then I rush outside and try to catch her (dont know if I need a roll, do it if needed) If I do not spot her then I search the body of the dead cultist and of the rags left by the other cultist(mosnter) for any clues then I proceed to gather information on whatever I find on the building (search 15+2=17)
Posted: Wed Mar 31, 2010 9:42 pm
by Nvlutz
kozeph wrote:"I hate this,well at least she didnt see my face" I quickly look through out all of the windows in the second floor for the easiest one for someone to have climbed down or jumped and try to spot the woman (search 12+2=14 and spot 11+1=12) If I do spot her then I rush outside and try to catch her (dont know if I need a roll, do it if needed) If I do not spot her then I search the body of the dead cultist and of the rags left by the other cultist(mosnter) for any clues then I proceed to gather information on whatever I find on the building (search 15+2=17)
Mob spot check: 10-2=8
The mob don't notice you on the balcony as you go back into the town hall and investigate the windows. You immediately eliminate the window in the storage room as a possibility since it takes you so long just to get over the barrels and other supplies to get to the window. You decide to examine the barrels and crates and only find some rusted supplies and old signs used to celebrate various holidays and town events. You do however find two things of possible use, a crowbar and a bullseye lamp.
The other window in the upstair main corridor, does not have any way of being opened and the frame is firmly set in place.
You return to the window of the abandoned room, you can easily imagine that she might have been able to open the window and jump across and land on the roof top of a nearby building and make her escape by roof top, assuming she's moderately acrobatic, but maybe not with her dress. Then again if she could also turn into a monster of sorts she very well could do just about anything, maybe even leap from the top of the bell tower like the other beast...
You feel nauseous and try to shake the thought out quickly. You return to the task at hand. Assuming she left by this window she would have needed to close it behind her, which on the ledge of a building would be difficult, you try to open the window to see how big the ledge is... when you notice that the window is jammed.
Your final apparent window clue explored to it's fullest you return downstairs to examine the bodies of the cultists. You examine the human one first, and on his person you find a scythe on him along with a curious little wooden box with a small wooden clasp. You open it up an look inside.
The inside of the box has a beautiful purple velvet interior at it's base with 6 insets, in each inset there are spots for medalions of some sort with a radius of approximately an inch. Most of the slots are empty except for one coin set in the top left with an emblem of a 5 headed dragon.
The inside of the cover has the a carved inscription saying.
"...fsale 'gdos' subqaebld oevr the solpis, but we aiawt the ture mseatr."
You then examine the body of the other cultist, the monster, and find nothing of interest. You know that you would have noticed if a human had left this townhall, since you've checked all the exits, and you've done 2 fine searches, but maybe she isn't human and could just pass through walls, you've been dealing with enough strange things already...
You can make one more search, using the "take 20" rule. This rule basically means you'll spend 20 minutes examining this town hall to find everything and literally strip the place down scoring an automatic 20, but not "perfect" for you next search, the catch is it'll take you 20 minutes which is a lot of time to spend in one place... just something to think about if you really feel like you've missed something.
Posted: Thu Apr 01, 2010 7:14 am
by kozeph
I take the, crowbar and the little coin, checking the box for a secret compartment just in case, then I proceed outside and head to the northwestern side of town and look for the tavern. avoiding the market and the angry looking mob and any posible ambushes... "all of this for someone I dont know and is probably dead, tsk I should leave this town, but im in debted to that hafling lady" I say to myself as I leave the town hall.
move silently18+3=21
hide 12+3=15
search 5+2=7
spot 10+1=11
Posted: Fri Apr 02, 2010 2:43 pm
by Nvlutz
New character
Since Kozeph has to wait for Kentr's character to make her move I've agreed to let him have a secondary character.
Brauer Drudoc
You are sanction mage and senior member of an archelogist organization funded by the "Guild" House. Professor Brauer was given a certificate which allows him to use magic for research and self defence purposes only by one of the nobles of the house. Brauer has never met the illithid noble directly having only received the certificate with a wax seal of someone from the house along with a letter saying that there services would be called upon at some point in the future. Brauer is coming back to the city after a good excavation in a dwarven ruined fortress in the western mountains, although half of the excavation staff died on site due to poor living conditions and a bugbear raid.
The Guild house sent you and your team to recover any major magical artifacts if possible under the guise of being a group of geologists looking for valuable ore fields which could make for later mining operations. You were unable to find any significant artifacts, however you and the rest found meaningful information about the past and a few minor magical items.
Of your research you found out that the dwarves of this area were advanced in the magics that could come from gemcrafting and rune etching. Of the artifacts you retrieved, one is a broken section of wall with a specific rune on it you can't decipher, wrapped in cloth, and a gem encrusted axe that glows with an energy you do not know of.
One the other "Archeologists" that joined you on the mission is a young human Maester by the name of Soloman Winter. Like all maesters his goal is to broaden his research and share his knowledge with the world in the form of writing books. You do not know much of their secrets aside from the vow of chasity he took entering the order and the single elvish steel link he has in his collar representing his dedication in the studies of magic and his novice rank in the subject. While unable to cast magic himself his knowledge could very well exceed your own.
Upon returning to Morderheim you return to the secret guild of magic. Soloman seems intent on studying the rune you gathered from the ruins and begins discussing how he's already received orders from the order to go on a special mission that will take him across the ocean and to explore some new territories. While discussing it he slyly slips in a notion that he is allowed to request one specific member of the guild to join him in the expedition.
You consider the offer and decide to head back to your office to begin your report, however you find a letter on your desk that was not there when you left for your expedition. The wax seal on the envelope is the same as the one on your magic casting license.
Opening the envelop you read only the simple instructions of, "Go downstairs". You begin wondering what you should do.
Meanwhile, I'm not too sure if RPGGuy just doesn't have access to a computer or the what not, but I'll wait until sunday before I make an auto-move to figure out what's going on with Khannon & Rahg'null.
Posted: Fri Apr 02, 2010 6:04 pm
by kozeph
"oh boy I wonder what they want" I clap my hands against each other and quickly move downstairs "but oh wait! look at this messy me" I try to comb my greyish hair a bit and brush the dust of my long coat putting it, I take my walking stick and move downstairs intrigued by the mysterius letter.
Posted: Fri Apr 02, 2010 7:42 pm
by Nvlutz
kozeph wrote:"oh boy I wonder what they want" I clap my hands against each other and quickly move downstairs "but oh wait! look at this messy me" I try to comb my greyish hair a bit and brush the dust of my long coat putting it, I take my walking stick and move downstairs intrigued by the mysterius letter.
As you leave the building a carriage arrives and stops in front of you. The back door opens and a tall old elvish butler with a monocle and greased up grey hair get out and motions for you to enter, which you do. The butler then enters in the carriage and closes the door. The carriage inside of the back of the carriage is small with red velvet interior windows attached to two doors on both side and directly in front of you there is a wooden barrier near the top there is a elaborate wooden engraving that only give the slightest hint of their being a separate front row to the carriage.
"Hello Mr. Drudoc," says a mysterious voice from within your head. "I'm glad you could come. You do not know me, but I know much about you. I've been watching you and keeping a record of your progress. As you may have guessed I'm the one who gave you your license to use magic, and in return I only wish you actively help me out with a few errands."
The carriage lazily goes out of the winding roads and goes down "dragon way", one of the main streets in the city.
"As a member of the guild family I'm one of the few of my race that understands the usefulness of acquiring a talent of someone such as yourself. But before you can become one of my active agents and possible future advisor I need to know that you are a worthy investment. Please do not disappoint. I expect skill and loyalty from all those under my command people who lack either are of no use to me."
After going to the left and eventually down some small streets and past some small vendors the carriage makes another left down into "snail path" a minor street important down near the docks.
"Due to our current knowledge of each other I can not tell whether or not I can trust you fully yet. However, a job has arisen which calls for someone of special talents... As you may or may not know there are 8 great houses that comprise of your government, each with their own house leader and smaller houses, most of whom while struggle internally generally work as a unit if it means that their house can be the one in power or possess the most stability at the senate. One such house "The Veil" has a lot of popular appeal with the citizenry because they have a stranglehold on the defence from exterior forces market. One such member is Ph'ank Pharaz, he is one of the oldest members of the veiled ones and due to old age is going senile and also his time on this realm is limited. He is much revered for managing to make a deal with a large band of orcs to secure the safety of a large portion of the western front. No one has been able to figure out how he does it or how he convinced the orcs to even listen to him in the first place. He doesn't seem intent on parting with his secret. All that is known is that he often sends off shipments of some cargo that the orcs accept."
The caravan has finally made it back to in front of the secret magic guild.
"That brings us up to now. Ph'ank is going to be personally making one of these deliveries soon. He is leaving with the cargo tonight going by the southern pass. I don't care if you tail them or sneak in his private home in Virgin's Crescent to the east of the Towers. I need you to find out what his secret is... Of course you will be compensated for your efforts, 100 gold to start, 200 gold and continued business after the job is done?"
The butler opens pulls a medium sized pouch from his vest and opens it up revealing the money.
Posted: Fri Apr 02, 2010 9:04 pm
by kozeph
I grab the bag "thank very much voice in my head" and step out of the carriage waving my hand as it leaves, I step into my little study and home, "Brim! Brim come over here adventure knocks!" I start packing my traveling equipment "ready Brim? lets go to the east tower" I ask my little weasel companion "come now off we go Brim" I leave my little home(leaving 80 of the coins in my desk) and forget to lock the door due to my exictment, before being reminded to close the door by Brim the black. I stride through the city night happily while marveling at the arquitecture, once im in the virgins crescent I look up the house and try to spot for a way in, if there are patrols what are their routes and use my knowledge of the arcane to find the posible locations for wards or other protection or detection fields.
spot: (11+1=12)
search (14+1=15)
knowledge (arcane) 14+8=22
knowledge (arquitecture) 15+4=19