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kozeph
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Post by kozeph »

Brauer Drudoc
looks at the crowd "Did I win?"

if I still have to reduce Cids hit points to cero, this are my actions for the next 4 rounds (while he is paralyze)

round 1:cast "scorching ray" touch 1d20= 16 4d6= 2+3+4+1
round 2: Ray of frost 1d3=2
round 3: wand of magic missle 1d4+1= 3
round 4: wand of magic missle 1d4+1= 2

Out of game: I assume I can use wands, if I cant then Im out since those where my lasts spells :p
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Post by Nvlutz »

Arvall & Cernd-ar
Cernd-ar begins to fall down the stairs. Arvall considers stopping to try and catch him, but he can't let the cultist get away!

Cernd-ar damage
1d6=3

Cernd-ar tumbles down the stairs and smashes a few along the way. Cernd-ar fall is cushioned by falling atop the villager who groans. Arvall puts out the flames with his cape and proceeds to the top of the stairs, at the top he finds a final corridor, mostly obscured in smoke.

spot 13+1-2 (smoke)=12

Arvall can see that there seems to be that there are 3 doors on the left and 3 on the right, and a closed window at the end of the hall.

Khannon, Rhag'nuul & Azhag
The party moves to the northeastern corner of the room once more and await the door to appear. During this time Rhag'nuul asks what position he figures the vault is in relative to the ground. Azhag then proceeds to draw a diagram on some dust against the wall.
Diagram attached.
After he finishes the floor rumbles and the party decided to go down into the vault to avoid confrontation with the gnolls.

Jarrackt

"Excellent!", says the Elf, "The name is Melkior, by the way. Also there is something I should warn you about Blackoak forest, it's home to a pitiful race called simply the "gibberlings", they are mindless and weak but tend to come in large numbers. If you see yourself being overwhelmed use this wand.", Melkior hands you a small simple wooden wand with large red grainy sand-like stone at the end. "You strike it against anything coarse and it'll create enough light to slow them down for abit, and let you escape."
Then the elf goes over to Mao-ling and they have a bit of an exchange which ends with Melkior handing Mao-ling a pouch and then Mao-ling saluting at you.
Melkior then makes a motion with his hand and a teleportation circle appears, it shines a radiant blue. "By the way..." says the elf turning back to look at you, "What's your name Sir Knight?"


Whistler
You begin exploring the castle, after choosing to turn and go down the right, you decide you'll go around the castle sticking to the right wall, without going through any doors or doing anything suspicious. Hopefully by doing the basic clockwise perimeter you can find the guard's blind spots, if any.
As you walk through some of the tigheter corridors of the castle you find the number of blue flames astounding, and you find the lack of windows and natural moonlight... disturbing. You theorize that there must be someone in the castle who is a sanctioned mage and can summoned easily if any of these lights go out, but you still have no idea who this person would be, and whether there magic goes beyond simple parlour tricks.
After reaching the end of the corridor you see one of the many guards of the facility. You noticed that the guards won't get positioned down the smaller corridors and you wonder if it has anything to do with their weapons and fighting style. Either way, it makes many of these small, out of the way passages a "safe zone".
Going past the guard you quickly find yourself getting to a dead end and find another guard planted outside of a room with a plaque overtop saying "Grand Library". You continue on your way and pass down into another small corridor. Along the way of this corridor there is a set of stairs leading upstairs.
The short unguarded corridor leads to an giant embassy with rows of chairs all set up looking towards a large set of double doors guarded by two drow warriors, and a podium in the centre of the room. The guards are far enough away from the doors that you could easily go through the doors if you wished. You find it odd, that despite their disdain for men, most of the warriors positioned here have either been androgynous or clearly men. Cutting through the embassy you see one of the guards is positioned outside a room where a large amount of repetious "Ahous" and "Ahwahs" tend to be coming from along with the sound of much stomping and metal clanging. You then decide to leave the embassy.
After leaving the embassy you continue along your way and find yourself in a giant ball room, with a cobwebs all along the ceiling and an exinguished chandelier. To your right a single guard over looks the giant room and it positioned next to a closed door. You had been thankful for how few guards there were on this floor, until now...
As you leave the ballroom you spot 5 guards immediately and are even surprised to have missed a sixth standing silently by the door to the west. You continue southward towards a large set of double doors guarded by the half-dozen guards. Your nose is assaulted by a foul odour coming from your right you move over to investigate the wide open room and deduce that it must be a stable of some sort. Proceeding east then you find a closed set of double doors that you wonder what could be on the other end. You listen closely and think you can hear the sound of gears turning before silence...
You finish your round going northward down a small corridor which leads you back to where you began.


Brauer Drudoc

"I'm just going to go on a whim here...", Says Waltur Blud looking back at the other judges, "...But I think the old man pretty much just lost."
"We have a Winner!", shouts Quarion arising from his seat, everyone begins applauding. You take a small bow, Bggyvir lowers Brim to the ground who come racing back to you, climbs up your back and sits on your shoulder.
Rilo-Kar, the crazed half-orc gets up from the judges table and pulls out a wand from the wrapped cloth he had been holding. "It's not much, but a prize is a prize...", the half-orc says passing the wand to you, "I called it 'Orcus' Sceptre', but you can call it whatever you like...


Orcus' Sceptre
Hold 10/10 charges,
You may spend a charge to cast any 1 of the 3 spells (You can ask for more detail if you wish...)

Life Bolt: Take 1 damage, to shoot 2 Bolts. Bolts do 2d4 damage to undead. Attack roll is based on use magic device skill.

Shroud of Undeath: A negative energy shroud that makes undead perceive you as undead. Also makes spells and turning react to you as if you were undead. last 40 minutes per casting.

Death Armor: Any living creature that attacks you in close combat that is within 5 feet of you takes 1d4 + 2 damage. Will negates, DC is based on use magic device skill.

For future knowledge you may use, wands, scrolls, amulets and the so on in a mage duel, if not Cid would have been forced to use actual magic.

You thank the orc for the wondrous prize... You are surprised to find yourself so drained after having gone through all these trials. But perhaps you may hit the sack and use all of tommorrow to recover before hitting the island. Then Soloman says the one word you dreaded most... "PARTY!"
Suddenly everyone, both guildman and sailor are busy hauling out kegs from the back room. You're wondering what you should do next, you look over to Cid to see his reaction, but he's still on the ground stiff as a rock.
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kozeph
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Post by kozeph »

Avall Marsharness

"Take care of the fire and leave the villiger alive!" I shout downstairs to the priest, I also check if my cloak is still of use.

I decided against opening the window to clear the smoke, it might attract more townfolk. I shet my shortsword and take out the divine guardian "Im not taking chances with this people"

I go to the last door on the right and work my way from the lasts doors to the ones near the stairs.(right, left, right, left and so on)

Brauer Drudoc
my back pains and my ear is still probably bleeding from the dreaded bird attack from earlier, I move next to Cid and atleast try to help the poor man on a chair before someone steps on him "Looks like this is the first time I actualy win" I bitterly smile "Even if this competition it wont matter to the academy"
I sit next to him quietly for a while, "sorry about the robe" I give my usual bright smile, then I stand up try to get away from the crowd and find a place to sit by myself

Out of game: I actualy wanted to loose the competition :p
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
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Post by Siberys »

Whistler-

A few out of game and in game questions-

~Are there any cupboards or armoirs or anything storage device capable of holding a humanoid body out of armor?
~Do I have my dagger?
~Are there any decorative but functional weapons on the walls, or even just weapons lying around. Even a kitchen knife large enough to function as a dagger is fine.
~How loud is the clanking exactly, and what I mean is, how far away can a guard be walking or shifting his position or something and I could hear it? Listen:
1d20+2
14+2 = 16
~Are there doors or just doorways?
~Finally, are the guards ever preventing me from going to a certain area or take the initiative to inform me I can't go in said area, or do they just stand their attentively?
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
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Post by Shaggypichu »

"Oh my name is Jarrackt. Thanks for your help!"
Sokoku no tame ni
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Nvlutz
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Post by Nvlutz »

Arvall and Cernd-ar
Arvall shouts to Cernd-ar not to kill the villager before running towards the end of the hall. Arvall opens the door to the far end of the room on the right...

Listen 11+1=12

You hear the door on the mid-left swing open and the cultist is limply at the doorway. Holding a handcrossbow in one hand while holding his wounded chest in the other, he pulls the trigger...

Arvall must make a Reflex save (and to save time make a "flat-footed" AC check, that's basically your AC score without your Dexterity modifier. )

Brauer Drudoc
You grab Cid and pull up two chairs that where moved off to the side. You place Cid in one chair and slump yourself down in the chair next to his.
"Looks like this is the first time I actualy win". you bitterly smile. "Even if this competition it wont matter to the academy"
I sit next to him quietly for a while, Cid still paralyzed, "sorry about the robe". Sudden Cid begins letting out a weak laugh. "That was pretty good, with the ghoul... I guess this is a sign I really am out of the adventuring game for good now.", Cid looks at you for a moment, "You know I have to admit I've always been jealous of all the other races... We humans... Never seem to have much time on this earth..."
Cid looks like he's going to look off in space for awhile, you decide you should probably leave him be for the moment. You decide to go to find yourself a spot to clear your own mind. Cid grabs you by the sleeve, "Here, take this...", Cid says vacantly extending out his hand holding up a wooden key. The key is a large comically shaped device with a large hooped end and and two prongs, and far to large to fit in any door, "It's a wand believe it or not. You stick your finger in the hoop concentrate on the place you wish to locate and spin. Do it properly and the key will point the way to the vault. I think I'm far too old for all this adventuring business... I hope you don't mind looking for a replacement, or just making do with one less." Cid says, as he leans back in the chair his head hitting the back of the chair.


Whistler

Just a quick thing just because I forgot to mention it, in my previous post I put an attachment called Floor1map2, this'll be a great visual aid.

Now for your questions...

As you are making your rounds you remember that you had a dagger on you. You quickly pat yourself down and find it to no longer be on you. It may be possible that either Kelnoz or whoever brought you to castle took it off your person, but seeing that it's a personal belonging they may have put it somewhere in your room. You look at your hands and recall that you gave your punch daggers to Steeltooth.
You didn't see any cupboards or storage units capable of holding a humanoid body, but then again you have only been exploring the standard high traffic corridors of the main floor, so it's quite possible that they'll be in the actual rooms.
Th ballroom's walls have large decorative stone spikes and hooks at the bottom of them. They give a very sinister look to the castle, but you notice that they were probably made so the resident spiders could build their webs in them rather than for intimidating visitors. But perhaps it's both.
The blue lights that adorn the entire castle are kept in metal torches, which hook into metal hoops that attach to the stone walls. These torches could easily be pulled out of the hoops to be use to brought around the castle. You don't know much about the properties of the flames yet, whether they can be extinguished, whether their flames burn or whether they spread.
The Embassy has eight decoration spikes shields with the symbol of lady lolth. 2 to the left, 2 to the right, a shield on each side of the double door and 2 shields at the back of the room before the centre of the rows of chairs.
The only really noticeable weapon you've seen so far was in the dining room, a massive great sword with a bunch of wicked and cruel spikes from the hilt and a saw-toothed blade on the other side. While the blade might have seemed nothing but decorative, the fact that the pommel and handle lack and decoration and seem to be a single piece might indicate it being an actual combat ready weapon.
You recall seeing a few farm tools in the stable which could become quick make-shift weapons if need be.
Most of the rooms are separated with doors, however the corridors don't have any doors on them so you can move freely and the stable entrance doesn't have any doors on it.
Due to the large size of the building and the echoing halls you can hear the guard's slightest movements 25 ft away if there is nothing in your way.
The guards are not preventing you from going anywhere except for through the large double doors in the north of the Embassy, or the exit of the castle at the southern end of the castle. The guards stand by the doors attentively, they stand a little more solemnly whenever you enter the area.


Jarrackt
"No, thank you!" says the wizard with a bow as he marches off towards the keep down south. Leaving you with the Ling-mao and the teleportation circle in the middle of the corpse ridden town centre.
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Post by Siberys »

Just a quick thing just because I forgot to mention it, in my previous post I put an attachment called Floor1map2, this'll be a great visual aid.
No worries, I already saw it. That's actually the reason for some of the questions.

But basically...if I can hear a guard from 25ft away if nothing else is moving then the guard would have to be making quite a bit of noise if he were say...90ft away, and behind a wall.


Anyways-

I find blindspot from a guard where one of the blue torches might be, "I'm betting these are everburning torches..." I think, and place my hand over the flame for approximately half a second (enough to feel a slight intensity of heat if there is any, but not enough to do damage). If there is no heat, then it is an Everburning torch and no mage will need to be sanctioned here to keep them lit. There could still be a mage but...not for that reason anyways.


Afterwards, I try to find my way back to my room, assuming it's upstairs, I ask a guard to point me in the right direction if need be.

Once in my room, I begin to familiarize myself with every nook and cranny, every corner, every hole and so on and so forth. I look for my (a) dagger if it is available, as well as anything else that may be useful, equipment wise-

Search-
1d20+6
14+6 = 20

I don't equip or take anything, I simply look to see where it all is, including the dagger if it is there.

And finally, for the remainder of the day, I begin reading rudimentary Lolth Scripture from the "Grand Library," knowing that if I'm to keep this ruse up, I must go along with the plans in her life to keep mine a secret.

Gather Info-
1d20+5
18+5 = 23
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
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kozeph
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Post by kozeph »

Brauer Drudoc
looks at the wand for a few seconds "You know, I think humans are quiet blessed..." pockets the wand "The way I see it living for so long means life has more ways to pound you, just look at me more than 40 years in the guild and Ive seen soo many people pass me by and more than a dozen students get higher positions than me," partialy looks at Solomon as he finishes one of his drinks in one go. " they always get themself So very far away.."

I walk away and sit on my own and wait for either the captain or his lizard friend approach me.. or Ariel.

Arvall marsharness

Reflex save 11+3=14
flat flooted AC 12
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Post by Shaggypichu »

begins to wonder if i have fell for some kind trap that will cathc up to me.... but ahh what the heck. turns to Ling Mao "Hello." and holds out my right hand to offer to shake hands
Sokoku no tame ni
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Post by RPGguy »

(out of game)

Sorry but today was a total write-off for me. Will get caught up tomorrow. Have a good night all!
Spokesman for the Play with Cernd Foundation.
Author of such notable threads as 'Chicken in the Fridge'
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Nvlutz
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Post by Nvlutz »

RPGguy wrote:(out of game)

Sorry but today was a total write-off for me. Will get caught up tomorrow. Have a good night all!
Don't worry today and tomorrow are going to be brutal for me,2x 10 hour work shifts, possibly a 9 hour one on wednesday. Still going to update, but The map for whistler is definitely coming later tonight.

Whistler

You decide to test your theory on whether or not the torches are lit using magic similar to the "continual flame" spell. You get in the small corridor north of the dinner and near the stairs.
When no-one is around you test the flames out. The flames seem to be an illusion giving off no actual warmth and they equally seem unaffected by your hand.
You feel better knowing that there shouldn't be a mage in the castle. THe inquisition would be keeping close tabs on people of the castle and it'd be almost impossible for anyone to be a spellcaster without it causing a commotion...
Then again you recall that the Val'Sarghress Clan has been known for their distaste of the inquisition, so maybe a mage wouldn't be completely unexpected.


I'll perform the rest of your post using your rolls once I have that map finished, hopefully tonigh.

Brauer

You look about for Ariel but find that she is nowhere to be seen possibly having run off in embarrassment after being almost on second stage for a little under 3 hours.
This train of thought is broken when Waltur pulls up a seat next to you. He gazes upon the party, and speaks from the side of his mouth. His face shows no emotion and he doesn't show any sort fear or worry when he begins talking to you while staring off. "So what can you tell us about the little ghost we have on the ship? Our man awoke... to be honest you were pretty high on the suspect list for a moment. You summoned up glowing will-o-wisps at will and you managed to paralyze the other wizard pretty good.", You get mildly worried and begin to protest but, Waltur dismissingly raises his hand.
"BUT... Various things wouldn't add up. My boy woke up after we pinched him and aside from being a little droozy after the experience he hadn't been seriously effected... or bitten. Also he recall the attacker making a wide usage of those pixie sticks, something I've barely seen come from you."
Waltur goes from leaning back in his chair to having his chest come forward and resting his jaw on his arm. You notice that his forearms are coverred in battle scars. "So I'll let you off the hook, but I want to know one thing if I may... What you are really hoping to find on the Lustrian Islands? Something tells me there's more to this boat trip then having some students start a rock farm."


Arvall

The bolt flies through the air and you attempt to move out of the way in time to avoid getting hit, but aren't quick enough.

Attack roll: D20-2=13-2=11

The bolt flies through the air and smacks into your singed cape between your forearm and pelvis. Had the cultist been actually trained for combat that exotic handheld crossbow you wouldn't have been so lucky... The cultist drops the crossbow and pulls out a large sacrificial dagger. You prepare for the worst, but then he brings it across his own throat and begins sputtering blood...

Jarackt

Ling-mao extends his hand and shakes yours, a stupid grin coming off his face. Down south an explosion rings off and the bellows of the ogres can be heard echoing through the city.
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Post by Shaggypichu »

Begins to wonder if the teleportaion circle will take them anywhere or should we go help the elf i start to think. "Wonder what happened over their."

will wait a longer for the teleportation circle to work if it doesnt me and Ling Mao shall go see what caused the explosion.
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Post by Nvlutz »

Jarrackt
Just as you think of that thought the teleportation circle suddenly activates. You feel yourself vanish from the material world, you look down at your body and see it disappear brick by brick and by the time you analyze what has happened you find yourself at the foot of a giant forest with Mao-Ling.

Jarrackt Spot: 3-1=2
Lao Ming Spot: 9+2=11

You look at the forest and wonder where you should begin searching this gargantuan forest for the green knight. As you stare at the forest, Mao ling finds a faint division in the trees and waves you over... There appears to be a path, as if a crude road had once stood here, but now it's all been overgrown with trees, he looks at you wondering if you should go down this path. You consider doing that, but also wonder if you should try and stay off the path in case of brigands, if there are any. Or those "gibberlings" the wizard warned about. You also consider whether to stay around the perimeter of the forest until you find a better path...
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Post by Shaggypichu »

Beigns to make sure I am still in one peice after teleporting. I will wave to Ling Mao to follow me and we will go down the path. "Better to keep moving then stay still." I will say to Ling Mao knowing he wont understand me.
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Post by kozeph »

Arvall

Looks stupidly at the cultist, but shakes off the shock of the moment, then comes closer to the cultist and decapitates him, then heads down to help Cernd ar with the fire. after and if the fire is dealt I take a d20 on search the whole tavern (Clues,loots the corpses of their amulets and any renmants that the gypsies might have left) if my cape was ruined by the flames I also look for something that can be used as a cape or a robe. I also try to interrogate the survivors (the halfing and the bulky man if he is still alive) every time they refuse to give me information I break one of their fingers

I put divine Guardian in its scabbard and try as best as posible to hide it from Cernd ar. aslo I give cernd ar the diary I got from one of the cultist in the town hall "See if you can find a way to open this book"

Brauer Drudoc
takes a deep breath "those lights are harmless, I was there the night your men was attacked, I used to lights to warn him of danger" looks at the merry people "I should have stayed and face the ninja, But I thought your men would react faster, seems I was wrong"

"the only magic stick that I have is this" shows him the wand of magic missles "And does not put people to sleep, well actualy it does but permanently" well and i did just won this one, I smile like a little child to the captain.

"I know for a fact that the sabuture is of human size, so any of us small folk is out. I doubt he or she was using an illusion I would know since its one of my areas of expertice" I continue giving the captain all of the details I know, including that I dont believe its Cid, after he is satesfied "Keep your best men under control, if I was the culprit this would be the perfect chance to strike" I gently pat Brim "Now us oldfolk need some rest, after being abused so much"
as for the island "Well, we are according to the official record we are looking for a new trade route, but the real reason is we are looking for a vault made by an ancient wizard of great power.. for our safety its best to keep quiet" I wink at him

I try to sneak away from the party and get to my bed. if there are no interruntions then I rest for the next day to regain my strenght and my spells
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
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Post by Nvlutz »

Jarrackt

You begin walking down the narrow forested path following the trail, as you go along you find the forest to be getting thicker and thicker blocking out more and more of the sunlight. Just when you consider possibly heading back or finding a light source you see a clearing up ahead.
You and Min-Lao happen to come across a ring of stones in the very centre of which there is a golden rapier held inside a larger stone. You wonder how such a magnificent sword could be in such a place when Mao-Ling charges past you in break neck speed. He dives at the stone holding the golden rapier, but instead falls short.


Arvall & Cernd-ar

Arvall decapitates the cultist and puts out the fire. He then proceeds to search the entire tavern beginning with the corpses.

Medallion searches... I figured I'd start letting you roll for them rather than keeping it 100% mysterious (but roll honestly ;) )... Roll a d100, four times

Results for first 3 rolls:
1-20: Hextor medallion again
21-40: Missing medallion A
41-60: Missing medallion B
61-80: Missing medallion C
81-100: Tiamat medallion again

Result for final roll:
1-50: Roll again on first chart
51-100: Missing medallion D (Cultist Special)

Continuing you search on the corpses you find that they all have their purses on them, you combine the pools of money together and find that all together they had 61 gp, 15 sp, 45 cp. The cultist had about 50 of the 61 gp, which indicates their clear superiority in the village... You imagine the head priest must have an astounding cache of wealth!
Shaking aside these dreams of treasure you bring yourself back at the case at hand and begin turning the entire tavern over on it's head for clues. You find a brass key on the barkeep's body.
You then hand Cernd-ar the Journal you picked up from the cultist and tell him to find a way to open it while you look for and hints on what to do next. You also take this time to tie up the moaning villager crippled at the bottom of the stairs and tell Cernd-ar to keep an eye on him.
While examining the rooms you find most of the rooms to be pretty much in varying degrees of the same condition. Unoccupied, yet tied. Not much in belongs outside of a pillow and blanket on the bed, and a piss bucket and bathing barrel in the bathroom... They don't even offer soap at this joint! However, that's what makes the last for rooms more interesting, and surprising.
One of the rooms on the main floor is locked. The door is located right behind the carpet where Cernd-ar made his grand entrance, you unlock it with the brass key and find yourself in the bar keep's personal room. The room is much messier, but has a lot more valuable furniture and some other supplies rather than just booze. You find a saltbox where 2 pieces of large cod are kept, a deck of playing cards, a loose floor board with some herb that you know as Green vern and the pipe that goes with. You recognize Green Vern as a recreational drug from Morderhiem, you could get fined for having it but nothing too serious. Also under the floorboard there is a tiny tart which looks delicious. Continuing your overturning of the room you find 2 small boxes, one of which has another 85 GP and the other containing some rare special order drink additions. These include 3 cracked chestnuts, blue sand, a dead cricket, rose pedals, a feather.
The next interesting room is the room the cultist was holed up in before you barged in, if only because of the bandages, some of which have green and red blood on them and a pitchfork laid up against the wall with bloodied prongs.
The final room is on the third floor, the room looks like it was the scene of a battle with dried bloodstains still to be found on the ground and torn bits of red cape on the ground. There's also a broken chair, it's legs scattered along the floor, some vomit near an overturned table. The window on the south end of the room has been quickly boarded up, it appears that something smashed through the window... or perhaps somebody jumped out and plummet down to their death. The most obvious and noticable items in the room are the lute lying on the table to the north along with a single white dragon scale that smells of hard liquor...


It's bed time for me now, I've got work in the morning Braurer and Whistler will have to be tomorrow, and as I said harsh 10 hour work session so I might not be too peppy, but I'll definitely try to update as much as possible.
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Shaggypichu
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Post by Shaggypichu »

I will then get to the Golden Rapier before Ming Lao and try to pull the sworod out.

STR check d20=5+0=5
2nd try=19+0=19
3rd try=16+0=16

just wanna make sure I give a good couple pulls if its not gonna come out.
Sokoku no tame ni
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kozeph
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Post by kozeph »

Arvall
*my results: 47,21,37,26 (heck no special medallion for me :( )

I take, the deck of cards, the green Vern and its pipe even if I dislike the drug I can sell it off later or use it for a bribe, the flute and the dragon scale I take with me, also I take the components for the recepy and hand them over to Cernd ar see if he finds it useful (3 cracked chestnuts, blue sand, a dead cricket, rose pedals, a feather)

I ask Cernd to leave me alone with the prisoner. I sit next to him dagger in hand playing with it in my hand "Now we are going to have a talk, I wont kill you if your honest to me, but if I find you dishonest then we are going to have a problem friend" I give him an evil smile.

Every time I feel that he is lying I break one of his fingers, Im gonna make the rolls for each question, intimidate and sense motive per question

"Now.. who is this Doctor McKay's?" Intimidate (13+5=18) sense motive(1d20= 16)

"What is the porpuse of this cult? what are its belief?" (inti:9+5=14) (sense motive 1d20=13)

"What are you planning to do with the corpses of the people you kill" (Inti 17+5=22) (sense motive 1d20=9)

"Who is this lady Farnesse and her role in the cult?" (inti 15+5=20)(sense motive 1d20=3)(funk! :( )

"What would happen if one would collect all of the tokens" (inti 5+5=10) (sense motive 1d20=16)

"Why must you sacrefice your woman to this cult?"(inti 16+5=21)(sense motive 1d20=20)

Out of game: I divided the gold the from the corpses evenly(30 gp 37sp and 52 cp for each of us) and the one from the plank I give cernd ar only a 30% of the 85 gp (28 gp and 30 sp for cernd ar) rpgguy check the math (its not my forte)arvall is such a cheap bastard ;)

edit: Im gonna wait for RPGguy now, so you can have some time to write the anwsers without rush
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
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Nvlutz
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Post by Nvlutz »

kozeph wrote:Arvall
*my results: 47,21,37,26 (heck no special medallion for me :( )
Sorry guys, today was just insanely hectic and I really couldn't get around to updating, but Kozeph, you can still roll for one more medallion on the first chart.

The second chart's result of 0-50, means you simply roll once more on the first chart rather than acquire the special token.
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Siberys
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Post by Siberys »

No Worries mate, I totally understand how that goes. I've worked a 60 hour week at a fast food restaurant, completely destroyed me for the next week afterwards...

If you ever need us to stop with controlling two characters, just let us know. I'd be happy to stop, though considering my monk has a fairly long term goal that doesn't involve any actual adventuring, I'd probably keep Whistler (if allowed) instead of Khannon, as Whistler will go anywhere or work with anybody he feels benefits him or hurts autocracy/monarchy/totalitarianism.
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
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