Page 14 of 56

Posted: Sat Apr 03, 2010 9:28 am
by Nvlutz
kozeph wrote: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
You indeed notice the manor immediately since it is the largest building in all of virgin's crescent. It's a two floor building built in a classic tudor style except with an extended balcony set in front of the house with dazzling columns which spiral down to the edge of the property. There is much vegetation to be found on the building, thick ivy can be seen on all sides of the building, various flowers are set in a arc around the front entrance and there's even a small hedge maze in the back that appears to be walled in with a small wooden plank wall that's about 7 feet tall. Finally at the very top of the building there is a fairly large chimney that is unused at the moment.
You notice that the manor is mostly vacant with only hints of somebody being in the room at the top left due to the dim lighting. There are two doom guard who protect the door along with a glowing rune of "Alarm".
With your knowledge of architecture you realize two things, first off the ivy that has been growing into the building has become so intertwine with the brickwork that it literally has become substitute for the mortar making the removal of the vines almost impossible.
Due to the private walled in hedge maze in the back there is a good chance of there being a back door to the building that would naturally lead to the backyard.

Posted: Sat Apr 03, 2010 12:58 pm
by kozeph
"Brim go check the vines" if they can sopport me, if not scout the maze for patrols" I send of my familiar, mean while I try to remember the propeties that a doom guard has.

17+4=21 (what skill do for Identefy a monster abilities?)(im using +4 of my int)

Posted: Sat Apr 03, 2010 2:15 pm
by Nvlutz
kozeph wrote:"Brim go check the vines" if they can sopport me, if not scout the maze for patrols" I send of my familiar, mean while I try to remember the propeties that a doom guard has.

17+4=21 (what skill do for Identefy a monster abilities?)(im using +4 of my int)
You would normally use whatever skill applies best to a check when you are unsure or if it's not in the books. Sometimes it's just an ability check, like breaking a door is a strength check and doesn't apply to any to any particular skill. Besides I'm not even sure there is a Lore (monster).

You send Brim off to scout the area. He scurries along side the side of the building and jumps among the vines and goes on the ledge of the second floor and out of sight behind the house. Meanwhile you recall the textbooks in the study, you remember that the abilities of the doom patrol:
All doom patrol are constructs, albeit poorly constructed and mass produced ones. That makes them Immune to Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickening, Subdued Damage and Energy Drain. It also makes them immune to mind influencing spells and illusions. They also must be repaired when they become damaged by a skilled craftsman. Due to the mass production need of the doom patrol, most are forged from cheap left over iron, or slag. While immune to criticals like any construct, doom patrol have a 75% chance of having their head knocked off from a critical which deactivates the doom patroller.
There are generally 3 types of standard doom patrol.
Doom Warrior, Doom Guard and Doom Runner. The House of the "Red Whips" were the original mindflayer family to develop the doom guard and because of such they have mastered the art of making them, producing high quality and more specialized doom patrols than the common 3.
The Warriors are the most common and their goal is to patrol area, identify violations and use lethal force if necessary. The Guards specialize in being bodyguards or protecting areas. Finally, the Doom Runner the least common of the standard 3 is used for chasing down people who break the laws but manage to evade the slower warrior class, although they are not nearly as well equipped as the other two.
The two doom guardsmen in the front are armed with the traditional short spears and wooden shields at the ready.
By now Brim has returned and he informs you that the vines are study enough to hold your weight, and not only that, but there is only one guard patrolling the interior of the hedge maze.


In metagaming terms they are still way beyond your level to go head to head with a bunch of them, however in perfect conditions and with good rolls you might manage to destroy one of them in an isolated situation, but it's unlikely you'll get that sort of scenario.

Posted: Sat Apr 03, 2010 3:30 pm
by RPGguy
Hi guys, I am SO sorry but my PC blew up on Thursday. It was 8 years old so it was overdue.

I will have my new computer built and online by (Easter) Monday afternoon. I'm using the retailer's display PC to post this :laugh:

Very sorry for the delay and any possible confusion. Please wait for me if you can. If you can't I understand.

RPGguy

Posted: Sat Apr 03, 2010 3:47 pm
by kozeph
DM: Im not planning to engage anything I would even avoid fighting a goblin or a cat with Brauer haha

"Come Brim" I put him in my shoulder and proceed to climb the vines and make my way to a window I look for any wards(and try to bypass them without triggering them) in the window if there are none then I sneak inside.

climb:17-2=15
balance:10+1=11
hide:13+1=14
move silently: 8+1=9
search:12+1=13
knowledge arcane 13+8=21

Posted: Sat Apr 03, 2010 4:51 pm
by Nvlutz
RPGguy wrote:Hi guys, I am SO sorry but my PC blew up on Thursday. It was 8 years old so it was overdue.

I will have my new computer built and online by (Easter) Monday afternoon. I'm using the retailer's display PC to post this :laugh:

Very sorry for the delay and any possible confusion. Please wait for me if you can. If you can't I understand.

RPGguy
Don't worry about it. It's nice to have a break as a DM every once and awhile.
kozeph wrote:DM: Im not planning to engage anything I would even avoid fighting a goblin or a cat with Brauer haha

"Come Brim" I put him in my shoulder and proceed to climb the vines and make my way to a window I look for any wards(and try to bypass them without triggering them) in the window if there are none then I sneak inside.

climb:17-2=15
balance:10+1=11
hide:13+1=14
move silently: 8+1=9
search:12+1=13
knowledge arcane 13+8=21
You go to the left side of the building and scale up the side of the building using the vines while hidden in the combination on darkness of the night and the shadow of the nearby home. You you look into the first window of the balcony on the front of the building, which happens to be open, and you see a withered old elf with silver hair sleeping on an open tome with a flickering candle on the table. As you move onto the balcony you ended up somewhat tripping over the balcony rail with your second foot as you sneak onto the balcony and you ended up creating a mild racket.
While the doom patrol below are completely oblivious to your presence you hear the elf wake up so you roll up against the wall as the elf comes over the window and closes the window. You wait a few minutes and sneak over to the other window and look into the other room, it seems to be devoid of people or wards.
The room has tapestries decorate the walls of this room. Although they may once have been brilliant in hue, they now hang in graying tatters. Despite the damage of time and neglect, you can perceive once-grand images of wizards' towers, magical beasts, and symbols of spellcasting. Also in the room there is suit of armour adorned in green and white metal. There is a fireplace on the far right of the room with a basilisk head on a plaque with a strange device underneath that you can't make out what it is, but it isn't magical as far as you can tell.
You finally enter the room through the window and finally see there is a door at the far left end of the room, and a bookshelf of the far right of the room.

Posted: Sat Apr 03, 2010 5:23 pm
by kozeph
"Brim go and scout the hallways be careful my friend" Then I examine the room a bit looking at the bookshelfs and at the device try while trying to identefy it.

search 5+1=6 (oh bugger :( )

RPGguy: oh man so sorry to hear(read) that, my longest computer lasted for 5 years haha, hope you can join us soon ;)

Posted: Sat Apr 03, 2010 6:30 pm
by Nvlutz
kozeph wrote:"Brim go and scout the hallways be careful my friend" Then I examine the room a bit looking at the bookshelfs and at the device try while trying to identefy it.

search 5+1=6 (oh bugger :( )

RPGguy: oh man so sorry to hear(read) that, my longest computer lasted for 5 years haha, hope you can join us soon ;)
You send brim on his way and meanwhile you examine the room, however you find the room to be far too dark to make out anything on the bookshelf so then you stumble through the poorly lit room to the fireplace and examine the device, from what you can make out it looks like a bizarre staff with metal fittings on it.

Posted: Sat Apr 03, 2010 6:58 pm
by kozeph
I sit down and examine the mecanism more closely, If I consider it safe then I try pulling it.

spot:9+10
knowledge arcane 12+8=20
to find its purpose 9+4=13
strenght check if need it 13-2=11 and a second time if the first fails 18-2=16 (a good roll finaly!)
disable device(if its traped) 11+1=12

Posted: Sat Apr 03, 2010 8:21 pm
by Nvlutz
kozeph wrote:I sit down and examine the mecanism more closely, If I consider it safe then I try pulling it.

spot:9+10
knowledge arcane 12+8=20
to find its purpose 9+4=13
strenght check if need it 13-2=11 and a second time if the first fails 18-2=16 (a good roll finaly!)
disable device(if its traped) 11+1=12
Carefully you lift the mechanism off the mantle and bring it over to the window. Within the moonlight's glow you are able to make out that it's a rare weapon you've only seen in books up until now. You had seen it before as a "black powder" weapon built in the far south eastern desert cities of Zenhir. This particular weapon, if memory serves well, is called an 'arquebus', it looks very ornate compared to the ones you've seen in the textbooks and it's very possible that it was made to be more ornamental than practical.
The sound of footsteps coming from the hall outside is enough to get you out of your engrossment of the weapon.

Posted: Sun Apr 04, 2010 12:55 pm
by kozeph
I quickly put back the rifle in its place, then hide in the darkest corner and crouch, and start listening intently at the footsteps. If I hear it stop infront of the door leading to these room (and if he/she carries a light) I cast "greater invisibility" on myself. also using my telepatic bond with brim I warm him to avoid coming back to the room at the present moment

spot:16+1=17
listen 12+2=14
hide:12+1=13

EDIT: my free week is over so as of tomorrow my posting will drop back to only posting at night, great for the DM :D

Posted: Sun Apr 04, 2010 1:22 pm
by Nvlutz
kozeph wrote:I quickly put back the rifle in its place, then hide in the darkest corner and crouch, and start listening intently at the footsteps. If I hear it stop infront of the door leading to these room (and if he/she carries a light) I cast "greater invisibility" on myself. also using my telepatic bond with brim I warm him to avoid coming back to the room at the present moment

spot:16+1=17
listen 12+2=14
hide:12+1=13

EDIT: my free week is over so as of tomorrow my posting will drop back to only posting at night, great for the DM :D
You run back and carefully put the rifle back on the mantle. By this point the person has begun opening the door so you begin to cast invisibility as you rush to nearest corner.
The elf enters the room with a lit candle in his right hand and a book in his left. He enters the room, stops looks around the room carefully as his candle flickers he then makes his way to the window and closes it.
He then goes over to the bookshelf returns the book and begins searching the bookshelf intently, after spending a small while he curses and leaves the room, closing the door behind him. Your invisibility runs out the very second he leaves the room.

Posted: Sun Apr 04, 2010 3:00 pm
by kozeph
I sight of relief, I wait for a couple of minutes then head out quietly in the opposite direction that the elf went, I try to link my mind with brim so we can find each other, once togheter I ask what he managed to scout.

move silently 14+1=15
hide 16+1=17
listen 14+2=16

Posted: Sun Apr 04, 2010 8:49 pm
by Nvlutz
kozeph wrote:I sight of relief, I wait for a couple of minutes then head out quietly in the opposite direction that the elf went.
Not too sure if I can do that 100% without possibly doing something you didn't intend. I'll explain
kozeph wrote: I try to link my mind with brim so we can find each other, once togheter I ask what he managed to scout.

move silently 14+1=15
hide 16+1=17
listen 14+2=16
I'll save these rolls for the next course of action so don't worry.

The room you are in only has two exits the window on the eastern end and the door the elf left in the southern end of the room. Brim gives you intel on what the rest of the surrounding rooms are.
On the other side of this door there is a large corridor which is '14 Brims long and 4 brims wide' he says, there are two showcases set up in this corridor one with fine silverware and the other with a bunch of random antiques and trinkets ranging from masks to bizarre feathered crowns. There is an open door and a small study room where the elf is currently to 'the direction of the rising sun and where the weather is warmer' which is right across from the door you are at, meaning that if you left right now and not carefully you might be spotted.
There is another door right beside yours just a little towards 'the direction of the setting sun' which leads to an ornate washroom which brim only explored a bit but can''t really make out much in, due to the drawn current which makes the room completely black and colorless.
At the very end of the corridor to the direction of the setting sun there is a small closet with spare towels, perfumes and other pleasantries. Where he is hiding now.
Before being called to report back he noticed a final room to the 'direction of warmer weather and the setting sun' of the corridor another room which seemed to lead to a very important room it had really interesting wood carvings around the door frame, although he didn't dare go in lest it set off an alarm.

Posted: Mon Apr 05, 2010 5:35 am
by kozeph
DM: sorry I meant to head out through the door and go to the oposite way the elf went hehe my bad

I head out to that warmer weather and setting sun room(calling brim to lead me there), once there I look at the door for wards and try to bypass them, if their are none or I manage to disable them then I head in (no sure if I have to use disable device or another skill)

Knowledge arcane: 13+8=21
search: 16+1=17
disable device: 13+1=14

Posted: Mon Apr 05, 2010 4:44 pm
by Nvlutz
kozeph wrote:DM: sorry I meant to head out through the door and go to the oposite way the elf went hehe my bad

I head out to that warmer weather and setting sun room(calling brim to lead me there), once there I look at the door for wards and try to bypass them, if their are none or I manage to disable them then I head in (no sure if I have to use disable device or another skill)

Knowledge arcane: 13+8=21
search: 16+1=17
disable device: 13+1=14
You manage to sneak out of the room and past the pre-occupied elf, and go to the door. You check it for any arcane markings and find it to be clean, you carefully try to open the door only to realize it's bolted from the other side. Meanwhile, it sounds like the old elf is shuffling around in the other room, he seems to be opening a door and you hear his muffled footsteps drown away.

Posted: Mon Apr 05, 2010 5:38 pm
by RPGguy
New computer up and running (with triple monitors!!!). :D

I still need another day or so to get everything set up and my data off my old drive. Should be back in the thick of it shortly.

Thanks for not abandoning me :)

Posted: Mon Apr 05, 2010 6:15 pm
by kozeph
I go back and peep into the room where the elf is. "he must have the key, that sneaky elf"

move silently 17+1=18
hide 14+1=15

Posted: Mon Apr 05, 2010 10:56 pm
by Nvlutz
kozeph wrote:I go back and peep into the room where the elf is. "he must have the key, that sneaky elf"

move silently 17+1=18
hide 14+1=15
Quietly and cautiously you go back to where the elf was only to find that he's left the room and the door to the southern side of the room is wide open. The room itself is quite barren. The room has a table and a chair facing towards the closed window back to the balcony. There are some more tapestries lining the western wall.

Make a mystery roll.

Posted: Tue Apr 06, 2010 2:45 pm
by kozeph
1d20= 17