|
Post by TG Barighm on May 8, 2018 14:07:24 GMT -5
(This game utilized a "multiple choice" system that allowed the players to dictate where the plot went. This was designed to keep ME from allowing the game to get bogged down in story details and thus retain the focus on testing the 33 rules. It worked at first. Everyone seemed to really enjoy it, but eventually I fell back into old habits.
This was also one of the last "greats" we ever played)
FIRST FLIGHT
REFERENCE SHEETS:
IRDRED (Soulweaver)
Appearance: Wiry build, unkempt, short curly hair, crazy eyes
CLASS: MAGICIAN
HP: 9 MOVE: 10 ft/sec. LOAD: Medium and Bulky
MODIFIERS: Magical Dodge (Dispel), Can blow up Undead for 2 damage (Devil.Staff), +1 Necro Touch damage (Quartz.Acc), Ranged Necro Animation (60 ft,SkeleHand.Acc), Tiny Skeletons are Free (Menagerie Acc), +1 HP when using Necro.Touch +Factor on Rays, Immune to Scrying, Fire/Ice/Shock RES.3, Cleanse Mind Effects Once/Rnd -Factor on Strength and no armor, +Factor on Tough checks, +Factor on Smart checks
DEFINING TRAITS: 7 General, 1 Negative, 4 Magician
WEAK (N) MINOR ARCANA SPELL (Class) TOUGH ANIMATE NECROMANCY SPELL (Variants: St.Elmo's Fire, Spiritwalk, Smart Undead, Necro Fury, Vampire Touch) >GREATER NECROMANCY (base 2 damage) ALCHEMIST HEAL WOUNDS SPELL (Variants: Delay Healing) >ADV. HEAL WOUNDS SMART PRO: NECROMASTER ENCHANTER
ARMS: Swordbreaker(1h), DISPELLING Vest MAGIC: PRECISE Bone Arm Staff: includes Smokey Quartz, Caltrop Chain, Skeletal Hand Devilskin Staff: includes Bone Menagerie Wrap ANTI-SCRYING Ring, FIRE WARDING Ring, Circlet of Pure Thoughts, GREATER Dispel Wand (20), SHOCK and ICE WARDING Amulet Tome of Barriers (44pgs.), Beaker of Brewing, Medium Bottomless Bag, Adv. Healing Potion x7, Elemental Barrier Potion x2
ITEMS: 3,624 gold, Plague Doctor Outfit, Belt pouches, Weapon sheaths, Gun Powderhorn (Full), Bullets 35, Alchemist's Fire x2, Grenades x4, Magic Dust x2, Potion Bandolier
B.BAG (Med): Blunderbuss (Rng10,2HP), 50 ft. rope, Grappling Hook, Spiked Chain x2 Dagger of Slaughter, Far Step Potion x2, Journal, Pen & Ink, Loupe, Surgery kit, Flint and Steel, Lamp Oil, Lots of Tiny Skeletons, Hellshatter Grenade, Caltrop Chain (Ranged Necro Touch)
FACTIONS: Council of Necromancers (Junior Member), University of An'M (Associate)
JACK (Keno)
Appearance: Short, quick, witty halfling with brown hair, brown eyes and dark brown skin.
Class: EXPERT
HP: 9 MOVE: 10 ft/sec. LOAD: Heavy and noisy
MODIFIERS: Positive Factor on D.pistols (Precise), Silenced Magnums (Silence), Semi-Strong Trait with Hands (Gloves), Piercing Rifle, ICE RES.1 +Factor on Tough checks, Can Dodge on 2, Magical Dodge, +Factor on Pistol attacks, +1 damage on Pistol attacks, No penalty for 2-wpns, +1 Factor for Acrobatics +2 damage on Crits, No Penalty on Long Range Shots, +1 Dam. with Precision Weapons Additional Damage to Spellcasters/Magic Items
Defining Traits: 7 general, 3 class
Tough Dodge >Adv. Dodge Weapon Expertise (handguns) >Greater Weapon Expertise (handguns) Two-Weapon Specialization Acrobatic PRO: Assassin Precision >Greater Precision
ARMS: DISPELLING Chainmail, Daggers x2, PRECISE Dwarven pistols x2 (Rng30), PIERCING Rifle (Rng60,2HP), SILENCED HOLY Magnum and SILENCED SPELLFRACTURE Magnum (Rng30,2HP), Hidden Throwing Knives x2
MAGIC: SPELLFRACTURE THUNDER (Sonic) and SPELLFRACTURE LIGHTNING (Shock) Guns, STRONG GLOVES, Ring of Ice Res1, Ring of Lightning Res.3 Small Bottomless Bag (bullets), Bluefire Powderhorns x2 (14/20), Invisibility Potion Adv. Healing Potion x3, Shard of Light
ITEMS: 3,479 gold, backpack, waterskin, Cloak, Lantern, Gun Maintenance Kit, Gunpowderhorns x6 Nice Clothes, Boot Sheathes B.BAG (Medium): 77 Bullets
FACTIONS: Atlas'Baerone Wealthy (Famous), Spellmount Firearms Guild (Elite), Shadow Rats (Threat), University of An'M (Associate)
ADAM (Dremmy)
Appearance: Tall, muscular, tattoo'd right arm, short black hair, dragon scales tattoo on right arm
Class: Warrior
HP: 9 MOVE: 18 ft/sec. LOAD: Medium and Bulky
MODIFIERS: Heavily Armored (Great Armor, Magical Dodge), Regain 1 HP on 3 +Factor on First Attacks and agility checks, +Factor on Athletics, ++Factor on Longsword attacks, +Factor on common weapon attacks, +Factor on Acrobatics, +Factor on Grapples, Crit. on Grapple Holds, +2 Dam. with Longsword, Elemental Res.1, +Factor on Blocks
DEFINING TRAITS: 7 General, 2 Class
Agile Fast Athletic Weapons Expertise (Longsword) >Greater Expertise Acrobatic PRO: Weapons Experience Wrestler >Bone Breaker
ARMS: GREATER RESISTENT DISPELLING Stud.L. Armor, ENHANCED LONGSWORD, MURDEROUS Longsword, Longbow, Arrows (20), SPELLFACTURE Spring-Loaded Blade, Lionheart's Helmet, Torturing Brand
MAGIC: SENTINAL BARRIER SHIELD, Ring of Renewal, WAND of Healing (19), BATTLEHORN (3), DEFENDING Bracers, SPEEDY Boots Adv. Heal Potion, Greater Healing Potion x5, Elemental Barrier Potion
ITEMS: 13,146 GP, Thieves' Tools, Waterskin, Belt Pouch, Spyglass, Sheath, Lock Gremlin, Go Rope, Killer Poison x2
FACTIONS: Spellmount Unwealthy (Useful+2), University of An'M (Associate)
ESCAPE FROM PIRATE'S COVE! =================================
It happened so quickly. One minute you were living yet another day in your life, going about your business and finishing up whatever tasks you were focused on, the next everything went dark. You are greeted by a throbbing pain in your skull upon waking.
You are sitting on the ground in the cell of some dungeon. The dungeon appears to be within a cave of some kind. Almost every aspect of the walls, floor, and arches have been carved out or supported with brick or wood frames. A row of iron bars block your way to the tunnel beyond. The door is locked and held fast.
As the pain subsides and you grow more familiar with your surroundings, a strange man with many missing teeth, a dirty leather vest and breeches, and a funny looking red cap on his head appears at the door to your cell. He has a butterly scimitar in his hand, a common weapon to pirates, and he is tapping it against one of the iron bars.
"Wakey, wakey, my little frogs! It's time for work. The food is terrible and there is no gold in the work, but you are paid with the best thing anyone can give you: your lives! Now, get a move on! The captain is waiting and he doesn't like to wait."
Only now do you realize there is someone sharing the cell with you. Who is this stranger? Is he friendly or hostile?
*Yes, this is the player sign-on introduction deal.
Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (Okay, I added Tough. I'm assuming I don't have my items, correct?)
"Oh, my head," the diminuitive one says as he rubs his brown locks with his equally brown hands. He turns to the other inhabitant. "Where are we?" Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Yep, save clothes) Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (They took all our equipment, I presume? Is your Nameless Knight here too, or just Jack and Irdred?)
The wild-eyed human gives the pirate and the halfling a strange look. He mumbles something like, "This is a weird dream. That's the last time I test Mixture Z on myself before bedtime..."
Any "previous tenants" (aka skeletons) hanging around the cell? Any other furniture? Anything of note outside of the cell, besides the pirate?
*********************
Quote: wrote: A mage that is both tough AND weak...should be fun to see what the backstory behind that is!
(I just saw this, but... do you really think this guy is going to be alive long enough to find out? rock.gif )
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (If you play your cards right, I don't see why your mage shouldn't enjoy a respectively long life. And yes, just Jack and Irdred, and nothing in the cell) * * * * *
<span style='color:BROWN'>PIRATE'S COVE</span>
DUNGEONS: Southwest dungeons ************************************
Irdred looks about and sees...a halfling. Great. He also sees a rather ugly looking pirate. Wonderful. The immediate area around the tunnel looks clear, but there is an empty, opened cell across the tunnel with a small, three-legged stool sitting it in.
"Shuddap!" the pirate yells. He tosses a couple rock-hard pieces of half-eaten bread loaves into the cells. "Enjoy your breakfast, toads! You'll need the energy. Now for his majesty..."
The two occupants of the cold, damp cell can hear the pirate stomping down the tunnel. When he stops, a loud clanging noise fills the air.
"Hey, wake up! You still alive? Damn, you are. Fine. Have some water, you worthless turtle. Captain wants all of you alive."
"I'm...too sick to rise...I need...water," the two cell occupants hear what sounds like a man mumble. He doesn't sound good.
"Oh, for the love of rum...fine, here's your damned water," the pirates grumbles. The sound of a rusty lock opening can be heard, followed by something metallic clanging against the ground. A yelp suddenly cuts through the air, followed by muffled voices. There is a sickening crunching noise, and the sound of a cell door opening is heard again.
A heavily armored man suddenly runs by the cell. A moment later, he returns with a pair of bulging bags. The man wears a heavy breastplate and chainmail, and a heavy helmet frames his face. A sword sits in a sheathe on his belt, and a shield and the hilt of another large weapon rests on his back. He appears middle-aged; a funny looking mustache rests under his nose.
The man tosses the bulging bags into the cell, then begins working on releasing the lock on the cell. "Quickly! We must escape. The queen is in danger! They will be sending someone to check on that guard. I believe these are your weapons. Ready them as quickly as possible. I'll hide in my cell when the second guard shows up, I suggest you do the same. You should have a moment or two to ready yourselves."
And before anyone else can get a word in, he's off and hiding in his cell.
Stepping into the tunnel, you see an empty cell before you, and another empty cell to your right. The armored guy is hiding in the cell across from the one to the right. To the left is a larger cell that is currently filled with crates, barrels, and sacks. The tunnel extends to the right about 60 ft. before sharply turning to the left and out of view. There are enough burning torches in place to provide a good bit of light.
Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack quickly readies his guns, taking time to insure that they haven't been soaked or anything. He'll load both, then look for a hiding place.
He's not quite sure what to think of these two, but he's much more comfortable now that he has his guns back.
|
|
|
Post by TG Barighm on May 8, 2018 16:37:16 GMT -5
TGBarighm Member Full Members September 2009 edited September 2009 Jack has a plethora of options to choose from for the purposes of hiding: in any of the four cells now that they're open, and behind any pot, barrel, or crate large enough to hide him in the storage room. Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred reclaims his equipment, breathing a sigh of relief when he finds everything intact. "Did you kill him?" he asks the armored guy in regards to the pirate. "And did you see which way he came from?" If the pirate is already dead, Irdred Animates the corpse, seeing if he can get the dead pirate to pass for a possibly drunk pirate. If the pirate's still alive, Irdred removes the bloke's cap, stabs him in the top of his skull with his swordbreaker, then Animates him after replacing the cap and covering the wound. "You're not planning on firing those, are you?" Irdred asks Jack, raising an eyebrow. "Because that would be the best way to attract their attention." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 The pirate is beaten up good but not entirely dead, so Irdred goes about finishing him off. The now dead pirate is lying on the floor in the cell the armoured guy is hiding in, but he doesn't seem to care much about the pirate's death. When the mysts and creepy notes of Necromancy fill the air, and the pirate jerks awake, the armored man is noticeably shaken and even cringes a bit. He doesn't appear to be very happy, but shakes his head and turns back to concentrating on the task at hand. The now zombified pirate rises to its feet and gives Irdred a creepy, lifeless stare. He orders it to "appear drunk" but it doesn't look like the zombie is smart enough to know what that means. If it had been ordered to drool, it would be doing a fine job. The armored man gives Irdred a funny look. "It...appears drunk to me. The pirates come from that down the tunnel. One should be along shortly." Indeed, a voice suddenly calls out from beyond the bend in the hall, "Wha'tcha up to in there? You beatin' the workers again? Quit it, you lout! We needs them slaves." Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack hides behind a crate. "Well, do you have a better idea?" Jack asks. "That's what they're there for, after all." Still Jack will take a quick look-see to see if he can find a dagger or something. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 He doesn't see a dagger, but he knows the pirate was wielding a scimitar. Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack's afraid the scimitar would be too big, he stays hidden for the moment. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Right now I just want to know if Irdred wants the zombie to attack the moment the guard appears, play drunk, or whatever) Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Play drunk. Quote: wrote: Well, do you have a better idea? Irdred reluctantly takes a scalpel from his surgery kit and lends it to Jack. He himself ducks back into his original cell and quietly closes the door, waiting to see what happens. If there's a spot in there where the guard can't see him, he goes there. ************ (If you try to Animate something that has more HP than you, does the spell simply fail, or does it just revive the creature with fewer HP than it originally had?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (The spell fails; otherwise, you could animate ultra powerful creatures that could still decimate a battlefield despite the lower HP) * * * * * PIRATE'S COVE: Southwest Dungeons ************************************ Irdred has to throw the scalpel in Jack's direction because the guard is coming and he needs to rush to get to his cell. He just closes the door as the pirate guard rounds the corner. This is a shorter man with a funny beard and a broken triangle hat (it caved). "Hox! Don't let me catch you...what the devil?" the guard exclaims in alarm as he rounds the corner of the tunnel and approaches the armored man's cell (in Jack's sight). The armored man, not expecting to have a zombie join him in his cell, simply tries to cower out of sight while the pirate zombie sways and looks sick. "Hox...you catch whatever this noble picked up?" the guard asks. He doesn't seem to be the least bit aware of what's about to happen to him. "Now!" the armored man shouts. The guard, surprised, reaches for the flintlock pistol in his belt and backs into the wall. *Yes, you can give orders to an animated creature you can't see so long as it can hear you Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (how close to jack is the scalpel?) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (it landed a few feet away from him) Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack will wait until someone else engages the pirate, then he will sneak out and grab the scalpel. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred orders the zombie to attack the pirate. He himself is content to stay in his cell, but he will cast Empower (Agile) on himself in the meantime. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Southwest Dungeons ************************************ Jack holds back while Irdred orders the zombie to get zombie-rific. The first battle of the 33 rule system (with other people) begins! Both the zombie pirate and the armored man charge the pirate guard as he backpeddles. The armored guy is much quicker than the zombie and is on the pirate, sword drawn and shield raised, in a blink of the eye. The pirate tries to get his gun up, but it's knocked away just inches from being put in Mr. Armor's face (Attacks first: AK. success on 3; melee vs. range positive factor). The overland slash of his sword delivers a deep cut to the pirate's side (Attack: Ak. success on 3). At the same time, Jack jumps out and grabs the scalpel while the zombie tries to force its way past the armored man. It's during this time the pirate gets his pistol up and tries to shoot the Mr. Armor. Being right in his face, the bullet pierces the armor and does bad things to his body (Pirate Attack success on 3; Shield Block failure on 1). Mr. Armor jumps back in response to the shot giving the zombie ample time to jump into the fray and throw a few punches. The pirate is quite surprised by this, and being unarmed and somewhat shocked, the zombie has little trouble clocking him in the face (Zombie Attack success on 2; Pirate Surprised and Unarmed factors). I have a good idea what Irdred is doing. How about Jack? *Pirate -2 HP STATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack tries to slice the pirates legs. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Southwest Dungeons ************************************ The pirate reaches for the scimitar at his side just as the zombie moves in for another punch. This time the pirate is ready for the attack, and the punch is narrowly avoided (Zombie Attack failure on roll of 2; no positive factors). Mr. Armor quickly jumps in to cut off the escape of the pirate, then thrusts his sword into the guard's gut (Attack success on roll of 2; pirate is flanked). Jack spends the time grabbing the scalpal and running up to the pirate. Although armed, the pirate, now with a couple serious wounds, is no longer interested in sticking around and decides to push past the armored man and flee. He can't (failure on 2; flanked), and a final blow from the armored guy brings him down (success on 2; pirate failed to push and lowered his defenses). The zombie begins to mutilate the corpse, since it's still in attack mode, causing the armored man to look away in disgust. "Must your...creature, defile this man's corpse. He may be a pirate, but nobody deserves such an unholy fate," the man says with a disgusted look. "As a knight, I just can't allow it." So he's a knight. Okay. Turning around to face the tunnel, the nameless knight sighs. "They probably heard the gun go off. We best advance with caution. I'm not very...quiet in armor. Do you have any ideas?" STATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack looks from the Knight, to the Zombie to the Mage and back again. He seems reluctant to volunteer. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred exits the cell to see what happened. He seems mildly amused at the knight's queasiness, but he's quick to tell the zombie to stop and wait for further instructions. "Hold it. Before we go advancing anywhere, do either of you know where we are? Does anyone remember how far these tunnels go before there's a way out? I don't think these pirates will just let us leave." He goes to the bend in the tunnel and peeks around the corner to get a better idea of the surroundings, then returns to Jack and the knight. "That looks painful," he observes to the knight about the bullet wound. "Don't suppose you would want my help with that?" he smirks. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 *CHANGE: The tunnel now turns to the right instead of left. Purely a map thing * * * * * PIRATE'S COVE: Southwest Dungeons ************************************ The nameless knight glances at the wound. "It is...mildly uncomfortable, but...you won't...curse me, will you necromancer? I do not wish to walk as the undead when my time has ended. No, I can not take that chance. I will endure it. I'm afraid I was hooded when they took me down here. I do not know the way, but it did not feel far. I was taken from the ship and I ended up here. We're clearly below ground, but I know I didn't travel from the ship to a beach. It must be nearby." Irdred shrugs and peeks around the corner of the tunnel. He can see it extends a good 100 ft. or so before it bends around another corner. Very few torches light the way. STATUS LINE: Irdred AGILE, NK -1 HP MAP: img195.imageshack.us/img195/1889/piratecove33.gifBarighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 "Say, necromancer, ah, do you have any spells that might help me to hide?" Jack asks. "I could sneak through the tunnel and see what I can find out." Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 "Nonsense," Irdred replies to the knight. "You haven't given me a reason to curse you. Not yet, anyway." Of course, Irdred is incapable of doing such a thing, but the knight doesn't have to know that. "Besides, you're no good to the queen dead." Quote: wrote: do you have any spells that might help me to hide? "See, the halfling's not afraid." Then to Jack, "But no. I can't help you hide with a spell, but maybe..." He looks from Jack to the short pirate, then back again. "Yes. You could pass for a pirate." He seems to be suggesting that Jack take the dead pirate's clothes. Whether Jack does this or not, Irdred takes a quick look inside the crates and bags in the storage room. All the while, he rambles to no one in particular, "Necromancer is such an ugly word. My work brings life, not death! Why does no one understand that...?" d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack looks at the pirates bloody clothes. "I don't think those would help me much, unless you could clean them." Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Southwest Dungeons ************************************ Irdred takes a brief look inside the crates and bags in the storage room. They hold mundane items like grains, lamp oil, herbs, rum, wine, and a few other tradeable commonities. The zombie farts, then gives the knight an odd look. The knight rolls his eyes. "We need to get moving. How about we send the...zombie?" Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred takes some lamp oil, although he doesn't know what it's for just yet. He also grabs a bottle of rum and pours it over the zombie, not only to wash off the blood, but also to enhance the illusion of being drunk and/or sick. He waits to see if Jack is still willing to scout ahead. If not, he'll send the zombie with the instructions, "Walk down the tunnel. If you see anyone, stop and make a noise. One groan for each person you see." He pauses, pondering out loud. "Do you think it remembers how to count? I'll have to test that sometime." He suggests everyone else follow a good distance behind whoever goes ahead, whether that ends up being Jack or the zombie. Since there are so few torches, they should be able to stay out of sight. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Southwest Dungeons ************************************ Irdred takes the stuff he wants, then pours the rum over the pirate zombie. It gurgles a bit, then burps. After receiving its instructions, it nods, then begins to walk down the tunnel. The nameless knight follows well behind and watches the zombie. It walks to the end of the tunnel, as instructed, and stops at the turn. It slowly twists itself to face the room, then makes an unusual set of groans that can be interpreted as 2 moans...sorta. A sound of laughter can be heard from the room at the end of the tunnel. "Looks like your zombie is doing a good job," the knight says with a glance at Irdred. "But I wonder why they haven't come to investigate the gunshot." STATUS LINE: Irdred AGILE, NK -1 HP Irdred adds Lamp Oil Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack stays with the knight, just behind him. "I don't think this is a good idea," he whispers. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 "I think I'm going to risk it," the knight announces before stepping closer. He peers around the portal at the end of the hall, then looks back at Jack with a disappointed look on his face. "Forget it. They're drunk out of their minds." Curious, Jack moves ahead until he can see into the room. As promised, he can see two goblins sitting at a long table in the middle of a long, round cavern. It looks like a mess hall of sorts. One goblin is lying on its back on the table's seat, pants undone and slightly lowered to allow its bulging belly room to swell. It sports a pair of incredibly large boots that just look ridiculous on it. The other goblin has a triangle hat with a red feather stuck in it on its head, also far too large for it and covering its eyes. The goblin is seemingly talking to nobody at all, muttering in a goblinoid language that sounds like "grah, grah, grah!" to everyone who doesn't know goblin. It then breaks out into a peal of laughter, takes a sip of rum from a huge mug, then begins talking to nobody again. The knight shakes his head, then glances at Jack. "Let's get this over with quickly before they can snap out of their stupor and raise an alarm." The knight sheathes his sword and holsters his shield, then produces a rather large hammer from his back. Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred, third in line behind everyone, will quietly order the zombie forward into the room. "Block the exit. Don't let the goblins escape." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack assists the knight in dispatching the goblins. If he finds any small weapons, he'll switch to those over the scalpel (returning it to Irdred at first opportunity). "Let's go," he whispers in response. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Mess Hall ************************************ The zombie shuffles into the room and past the goblins seemingly unnoticed. It takes up a position at the exit to the room. The knight attempts to quietly sneak into the room while Jack just follows. Jack is light on his feet and unheard, but the knight's armor is noisy, so it's a wonder why he even tried. The gibbering goblin laughs a couple times before turning to the knight and pulling the hat off its eyes. It gasps when it sees the knight, but the warrior already has his weapon ready and lunges at the goblin with a mighty swing. Looking more drunk than the zombie, its reflexes suck and the goblin takes a greathammer directly to the chest (Attack success on 2; goblin is drunk) leaving the little guy gasping for air (-2 HP). The second goblin jerks awake with the sudden impact to the table. At the sight of the knight, it reaches for a shortsword at its side. Will Jack finish off the first goblin or go for the second? MAP: img188.imageshack.us/img188/1889/piratecove33.gif*Goblin with hat -2 HP STATUS LINE: Irdred AGILE, NK -1 HP
|
|
|
Post by TG Barighm on May 8, 2018 16:38:00 GMT -5
chiapet Member Full Members September 2009 edited September 2009 Jack moves to finish off the first goblin. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (I think I've done enough to illustrate how powerful 2-hand weapons can be in the hands of a STRONG character biggrin.gif ) * * * * * PIRATE'S COVE: Mess Hall ************************************ Jack has little trouble getting under the knight and stabbing the goblin in the eye. Seeing the shortsword at the goblin's side, Jack exchanges the scalpel for the sword. It's just right for his size. The other goblin may have its sword in hand, but at the sight of its buddy going down so quickly, it makes a run for the door, or whatever passes for running when you're wearing boots that are far too large for you. It does this while the knight and Jack finish off the goblin, but it is quickly stopped by Irdred's zombie. "Gah! Yay for you. Help me..." the goblin begins, but it is interrupted by a smack to the face (Zombie Attack success on roll of 2; goblin surprised). The knight lunges at the goblin as it tries to scramble by the zombie, but Irdred's zombie has little trouble kicking the little brown ugly away setting it up for a powerful swing. The greathammer comes down hard on the goblin's head flattening its little skull. The knight kicks the little corpse aside. "Looks like we have the initiative. The pirates don't know we have escaped." The knight returns the hammer to his back and pulls out his shield, but he also produces a crossbow. "I expect we will encounter a few guns before we reach the ship." A slight draft from the tunnel ahead, beyond the zombie, brings the smell of salty water to the group's noses. "Ah, there must be a way into these caves from the coast. Shall we advance?" the knight asks casting expectant eyes on Jack and Irdred. Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack hands the scalpel back to Irdred. "Thanks," he says. Then he stashes the shortsword and readies his guns. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred takes the scalpel back, cleaning it off on his shirt before putting it away. He then loads his arquebus. He again commands the zombie to go ahead of the group. Stop and make noise if it sees anyone, just like before. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 The zombie groans, then begins a very deliberate march out of the mess hall and into the tunnel beyond. It makes a sound like "Bragh...ahhh..." after a few moments. It is answered by something else going "Squee...?" Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack advances slowly, to try and figure out what the zombie sees. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 Jack carefully advances into the new tunnel (Stealth success on 3), and peers around the corner to see what's up. He can see the zombie half way down the hall, but he can also see another creature, even smaller than Jack, at the very end of the tunnel some 40 ft. away. It looks like a really big mouse-person...thing in a funny looking robe. The mouse-man's eyes are fixed on the zombie, it seems confused, but mousey hasn't spotted Jack. Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack retreats to where the knight and Irdred are and tells them what he saw. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 The knight thinks about this new information for a moment, then shakes his head. "I don't think I can run through that tunnel before this...mouse man you said?...can slip away and alert others. I pray you two have better options." **Don't know if you've noticed yet, but PC's and NPC's act at the same time, not in turns. Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 "Catch the mouse," Irdred half-whispers to the zombie. He tries to project his voice in such a way that it reaches the zombie and not mousey, but who knows what the acoustics of these caverns are like? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Mess Hall ************************************ Irdred tries to whisper his instructions to the zombie, but the animated corpse just can't hear the mage (Failure on roll of 2; kinda far away to whisper). Jack watches Irdred's zombie sway and moan in the tunnel. The mouse man gives the zombie a curious look, then walks up to the zombie and pulls on its shirt. It then makes a drinking motion, then goes "Squee?". Jack informs the others of what is happening. MAP: img43.imageshack.us/img43/1889/piratecove33.gifSTATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (distance from Jack to mouse? Would Jack suffer a penalty shooting at the mouse?) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Yes, but only because the zombie is standing in the way; otherwise, it's in range. Let me clarify that more because these rules are new...you'd get a negative factor assigned to the attack which could cause a roll of 2 to fail. Penalties, which would guarantee a lesser roll, are only applied to extremely hard challenges) Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack holds his position, and waits to see what Mousy does. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 When Irdred's zombie doesn't reply to the mouse man's queries, it kicks the zombie to see what the pirate does. As expected, the zombie doesn't respond. The mouse man, tired of getting no response out of the pirate, sighs and returns to its spot at the end of the tunnel where it pulls out a tiny book and begins flipping through the pages. It occasionally gives the pirate zombie an uncomfortable look. Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (Is the hallway empty except for the zombie, mouse man and the chair?) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Yes, it's empty, although there is no chair. There's a brazier. All on the map) Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack will move silently forward, trying to keep the zombie between himself and the mouse man. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Mess Hall Tunnel ************************************ Jack quickly steps into the tunnel and puts the zombie between him and the mouse man, but he does this just as mousey looks up with one of its nervous glances at the zombie. Mousey catches sight of Jack and yelps out a loud "SQUEEK!" (Failure on a roll of 1). Mousey suddenly raises its right hand. Ribbons of fire begin to form around its hand until they collesce into a pot-sized ball of fire, then mousey unleashes the spell on Jack. Looks like Mousey still doesn't realize the pirate is a zombie because the fireball flies well off the mark, wide of the zombie, and blasts into the tunnel floor just behind Jack (Mousey failure on roll of 1). It may have suspicions now. It gives the zombie an incredilous look when it doesn't react to the casting of the spell. Either way, Jack is now standing behind the pirate and has cover from its legs (just 20 ft. away). STATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (Well, that was a lost opportunity. I like the faster pace of this game, but on the other hand, I know I'm not always going to be able to reply fast enough. -_- ) Can Irdred hear any sounds coming from the tunnel past the mouse? "Come back here," he tries to tell the zombie, just a little louder this time. He's going to see if the mouse follows the zombie around the corner to the party's position. If the mouse doesn't follow, Irdred will then tell the zombie to catch the mouse. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Sorry, I'm kinda used to updating right after Keno posts is all) Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (Yeah, I don't blame you for keeping the game moving, just an observation.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 (guns at 20 paces!) Jack leans out from behind the pirate zombie and snaps off two shouts at mousey. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Mess Hall Tunnel ************************************ Irdred's zombie moans and begins to go after mousey, but Jack is a crackshot: two shots, one to the skull, and mousey is down for the count (Attack success on roll of 2; weapon expertise). Irdred's zombie, doing as instructed, grabs the corpse and proudly displays it for Irdred. The knight enters the tunnel while Jack blows the steam rising off his guns. "Good, but if that hasn't drawn the pirates' attention, nothing will." As promised, the group can hear voices calling out from the area beyond the tunnel. STATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 "Retreat?" Jack asks, as he reloads his guns. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 "To where? A dead-end awaits us; no, we should press on. The queen needs us," the knight replies. Of course, you don't have to feel obligated to commit...I mean, adopt an aggressive strategy ( biggrin.gif ). Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 "Kill the pirates," Irdred gives the zombie one last command. (Which is too bad, because I rather like this zombie. sad.gif ) Quote: wrote: we should press on. The queen needs us "The queen needs us alive," Irdred corrects him. "And you're going to get us all killed. ...I don't like getting killed, not generally. Now help me barricade this tunnel. We're going to have company soon." There should be enough furniture in the mess hall to block off the tunnel or at least create a bottleneck, although Irdred does warn the others not to use this particular brazier in the construction of the barricade. Irdred will replace his AGILE enchantment with STRONG for the purposes of building the barricade. (That is, assuming Jack and the knight go along with the idea. Irdred's not going to build it by himself.) If it sounds like the pirates are getting close, Irdred will stop building the barricade, drench it and the floor around it with lamp oil, and find some cover in the rear area of the mess hall. Preferably a spot where he is able to duck out and get a clear shot at any pirates that breach the barrier. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Don't forget a zombie you release remains animated, you just don't have control over it anymore. Oh, and updated the rules. Nothing major, mostly added more monsters. Btw, not that it really matters, but you guys aren't necessarily in the "queen's" service if you don't want to be) * * * * * PIRATE'S COVE: Mess Hall Tunnel ************************************ It looks like the knight is about to protest, but after getting a better idea of Irdred's plan, thinks better of it and joins the mage in barricading the tunnel. They don't have much time, but with the knight's help, they manage to get a few barrels and crates into place, and a couple chairs. When the sound of voices gets much closer, Irdred throws down his lamp oil and takes cover in one of the niches at the end of the hall. "I will make sure they focus on me," the knight announces, then takes up a position just beyond the barricade and lamp oil and a little to the left and out of sight. I don't know what Jack is doing, but I do know what the zombie is doing. When the voices get louder, everyone can hear the zombie go "BRAGH!!" and the pirates yelp in shock. Someone shouts "zombie!" and a series of gunshots fill the tunnel. There is a shriek, then the sound of swords being drawn can be heard. A few squishy noises later, everyone hears the zombie go "grar..." and Irdred can feel his control over it release. "How did a zombie get in here?" a pirate asks. "I don't know, but I think one of those prisoners is a wizard. Let's go ask him!" another says with a laugh, and the other pirates cackle in reply. *Pirate -2 HP STATUS LINE: Irdred STRONG, NK -1 HP Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred switches back to AGILE. He then Animates the brazier, although he doesn't tell it to do anything just yet. I'm unclear on where the knight is positioned. Which side of the barrier is he on? Is he in the mess hall or the mouse tunnel? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 When the pirates arrive, it will look like this (still don't know where Jack is; in next update, all PC's have been given capes to make them easier to identify):
|
|
|
Post by TG Barighm on May 8, 2018 16:38:53 GMT -5
chiapet Member Full Members September 2009 edited September 2009 Jack will be hiding where, where he can get the benefits of cover while firing on the pirates. Before that, Jack will ask Irdred if he could create another zombie, perhaps of one of the goblins. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Mess Hall ************************************ Irdred animates the brazier, then quickly gets into position. Jack asks for another zombie, but Irdred shushes him. The pirates arrive! Seeing the bodies of the goblins, they begin cursing and muttering about "the captain is too lenient with prisoners". As the pirates begin to enter the room and generally step into Irdred's oil, the knight lets out a shout and charges into their ranks, preventing them from exiting the radius of the oil. This kills the element of surprise he had, but his goal was to stop them in that spot. He swings his sword, but his target ducks (Failure on roll of 2; no positive factor). The animated brazier throws its burning coals into the oil and a fire quickly goes up. Two of the pirates are directly in the center of the puddle, while two are just at its edge. They begin to jump and stamp around like a dancing troupe with one's shoes catching and beginning to burn (AoE's still murky). The brazier and the knight easily use this moment to sneak in another attack. The brazier clunks a pirate on the head and gives it a bloody line across the brow while knightly man misses (Brazier rolls 2; pirates defenses down; knight rolls 1, outright failure). Jack fires. It's an easy shot for him, so he pops a pirate in the calf. *Is Jack firing both his guns at once for two-weapon fighting, or one at a time? Also, just fyi, the way the pirates are positioned, he would have difficulty shooting a target engaged with Irdred's brazier and the knight *Bloody brow -1 HP *Bullet in calf -1 HP *Hurt and nervous -2 HP *Shoes on fire (burning) STATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (Both at once.) Jack reloads then tries to find a better hiding spot from which to fire and have a clear shot. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 Updated: Both of Jack's shots hit; forgot to mention I have him hiding behind the table. *Bloody brow -1 HP *Bullet in calf -2 HP *Hurt and nervous -2 HP *Shoes on fire (burning) STATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (One of the pirates was missing 2 HP before the fight started. Did he get healed or did you forget?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Fixed; I put him way in the back and is a little nervous) Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 While the brazier continues to attack the pirates, Irdred picks a target and fires. He aims at the nervous guy if he has a line of fire to him, otherwise he picks some other pirate that is wounded and distracted. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Oh, I have enough from Keno) * * * * * PIRATE'S COVE: Mess Hall ************************************ It takes time to reload those old guns, so Jack finds himself spending the round doing just that. The pirate he shots tries to spot his attacker, but he doesn't succeed (Failure on roll of 2; Jack is Small and has cover). One of the pirates try to circle around the knight. He thinks his buddy is backing him up, but "buddy" is actually searching for Jack. The other two try to back out of the burning oil and manage to fall back and just beyond Irdred's barrier. They begin reloading their guns. The knight doesn't just hack at the pirate trying to get around him, he delivers a full body slam sending the pirate sprawling to the floor and into the oil (Success roll on 3). Now drenched in oil, this pirate's shoes aren't the only thing burning (-1 HP). Irdred fires at his target as it tries to fallback, but the bullet goes wide and strikes a barrel (Failure on roll of 2; other pirates blocking view). The brazier joins in the fun, but the pirates are ready for it and manage to evade it (Failure on roll of 2). In the next round, the knight pulls his sword arm way back like he is winding up for a powerful thrust while the pirate Jack shot continues searching for Jack. He gives up and goes for the knight who he can see getting ready for a nasty attack, but the knight avoids the attack by simply taking a step back. The pirate burning in the oil struggles to his feet, but now is when the knight strikes: he thrusts the sword clean through the pirate's abdomen (Mighty Strike! Critical Hit for 2 HP damage). The pirate doesn't quite fall just yet, but boy, does he want to. Jack now works on reloading his other gun. The two pirates in the back finish reloading their guns. Need actions for Irdred and the brazier (a few good choices for it now) and Jack. MAP: img176.imageshack.us/img176/1889/piratecove33.gif*Bloody brow -1 HP *Bullet in calf -2 HP *Hurt and nervous -2 HP *Totally on fire -3 STATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack will fire both guns if he has a clear shot. If he does not, he tries to move to another spot where he has a better shot. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (I suppose Irdred will just reload his arquebus, and I'm eager to complete the test) * * * * * Irdred begins reloading his gun while the brazier continues to attack pirates. It goes for the closest one, the burning pirate, and clocks it in the face. The pirate was a goner anyway, so down he goes. Smells like BBQ. The knight and the pirate Jack shot spin to face eachother and both attack at the same time. The pirate is just a bit quicker (Pirate Success on roll of 3 on First Attack roll), but it quickly becomes irrelevant because he whiffs anyway. The knight's attack doesn't whiff and the sword plunges into the pirate's side (Attack success on 3). Badly wounded, the shot pirate backs away from the knight and turns to run, but Jack's guns ensure the pirate can't flee (Attack rolls: main-hand failure on 1, off-hand -1 penalty for two-weapon fighting; roll of three becomes a two but still succeeds; combat expertise). Down he goes into the burning oil. Just as Jack's shot goes off, the remaining two pirates fire their guns at the knight, standing all exposed the way he is, then they turn to run down the tunnel. Always keep your eyes on the ball: both shots miss, one bullet bouncing off the knight's armor. They should have maintained their aim instead of shooting then running (nah, this is just roll-influenced dramatic effect). "They're escaping!" the knight yells. He gives chase and disappears into the tunnel. *Bloody brow -1 HP *Hurt and nervous -2 HP STATUS LINE: Irdred AGILE, NK -1 HP Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (I was under the impression that the barrier was on fire, thus the delay as I tried to figure out how the pirates got past it so easily. But it's not on fire, is it? Crap. That was the whole point of the plan.) Irdred ducks back behind cover to reload. Next time, he only fires at a target if he has a clear line of sight to it. If the brazier has any burning coals left, it tosses some onto the barricade (which I'm assuming will also light the puddle that the furthest two pirates are standing in, but correct me if I'm wrong). Edit: This was intended for before the pirates fled. Obviously no need to light the barrier now that they're gone. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Irdred didn't have enough time to make a complete barrier, so it ended up just being a few things that bottlenecked them. That burning puddle still helped a lot) Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (It's the burning/not burning part that confused me, not the makeshift quality of the barrier) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack reloads then chases after the knight. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Mess Hall Tunnel ************************************ The fire has mostly burned out at this point, save for the odd flame or two, so Jack chases after the knight, reloading his guns as he goes, and follows him into the tunnel (I will have Irdred follow to the entrance of the tunnel). Jack can see the knight exit the tunnel into another area, where mousey was standing. When he gets to the exit, he finds himself looking into a much larger cavern. This cavern is filled with torchlight, crates, barrels, and other forms of booty. Although he can't quite see it due to the crates, the sound and smell of seawater is very strong. He guesses it's just beyond the edge of the cavern. More importantly than that is the knight standing a few feet away, and a very large, muscular pirate standing in the middle of the cavern. The two pirates they were chasing are talking to him. When pirate-muscles sees the knight, he motions for the two injured pirates to take a position behind some crates. "I don't care what happens! You interfere, I gut you," pirate-muscles yells to his lackeys. "It has been way too long since I've been in a good fight." The pirate reveals a huge greathammer hanging from his back. MAP: img182.imageshack.us/img182/1889/piratecove33.gifBarighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (can I make called shots with one gun but not the other?) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Yep; main-hand, right?) Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (yes, right handed) Jack will try to shoot the hands of the hammer pirate with his right gun, while generally targeting the body with his left gun. He will attempt to do all this from cover, if possible. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (There's lots of cover available, it's just a matter of which crate you want to hide behind, or you can stay in the tunnel. Due to the nature of the fight, it really makes a difference, so I have to ask you specify. Refer to the map) Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Can you reanimate a zombie that's already been killed? If so, Irdred will be calling that dead zombie back for duty if the brazier goes down. But if a twice-dead corpse is off-limits, Irdred will have dragged one of the recently dead pirates along into the tunnel, just as backup. (Apply the STRONG trait if that helps drag the body faster, or if it allows him to drag two dead pirates instead of one.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack will hid behind the crates to the left of the knight. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 Quote: wrote: Can you reanimate a zombie that's already been killed? (Hmm...this is one of those things that change from GM to GM, but in my mind, for a corporeal undead creature to have been "killed" by a means other than sheer destruction, it would have to have been beaten up rather bad: decapitated, de-limbed, have every bone broken, etc. So, yeah, it's safe to say your other zombie was so thoroughly cut up it's impossible to re-animate-I should have RP'ed that, d'oh-although note I don't see why a corpse lacking a head can't be animated. That's just a silly cliche anyway cool.gif ) The brazier is still animated and awaiting Irdred's command. Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Oh yeah, Irdred commands the brazier to go ahead of him. "Burn any pirate you find." He doesn't know to have it target the big pirate just yet, but he will specifically tell it so as soon as he rounds the corner and sees what's going on. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Pier 1 Cavern ************************************ Jack sprints across the cavern to the small crates just as the knight lets out a battle-cry and charges pirate-muscles. Mr. Muscles roars back, and the two meet in the middle of the cavern in a ferocious clash of steel: the huge greathammer comes down hard on the knight's shield, and the resulting noise nearly shakes the cavern (Muscles attacks first on success roll of 3; Muscles succeeds on attack roll of 3; Knight succeeds on shield block roll of 3). *Technically, Jack should have attacked first, but I just couldn't pass up the dramatic flair of that clash. biggrin.gif Irdred's brazier bounces into the cavern just as Jack makes a dramatic dive behind the crates, guns blazing a la stylish-action film. The important shot connects: the first hitting Muscle's hand causing him to let go of the hammer, while the second ends up imbedded in a barrel (Main-hand Disarm success on 2; weapon expertise; Off-hand -1 penalty, so roll of 2 become a failure on 1). The two pirates hiding in the back jump at the sound of gunshots and immediately duck behind a few crates. The knight counters the Muscles and stabs him in the gut (Success on roll of 3). *Bloody brow -1 HP *Hurt and nervous -2 HP *Muscles -1 HP STATUS LINE: Irdred AGILE, NK -1 HP * * * * * (Still way too early to judge, but things I'm liking about the system so far: -Just one die! I love it! And the most common die you can find in any board game at that. -I can whip up NPC's in seconds. Generic NPC's only need 3 Defining Traits, and, unless I really want them to be good at certain things, the 33% chance of success is always good enough to make any lesser NPC a decent challenge without the need to nit-pick over specific stats. Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Reload and fire! Jack will fire at Mr. Muscles legs with his primary weapon, and (generally) at his body with his other weapon. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred stops gathering his macabre backup troops once he hears the sounds of battle. (Did he manage to bring a corpse or two within range to be Animated, if it comes to that?) He runs to the end of the tunnel and peers around the corner. Now seeing the musclebound pirate, he tells the brazier to flank him and attack. If Irdred can aim at the big guy without risking hitting the knight, he takes a shot, but he'll mostly stay out of the way and let his animated constructs do the fighting. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Pier 1 Cavern ************************************ Yes, Irdred was able to gather a couple corpses, but he needed the STRONG trait to do it. He wants to fire on Muscles, but the Knight is completely blocking his line of sight. Jack would love to be able to continue his action-movie reign of terror, but first he needs to reload, and that takes awhile... Muscles reaches down to grab hammer, but he keeps a close eye on the knight who is glad to take advantage of his defensive gaff. He has little trouble adding another wound to muscle's growing collection (Attack success on 2; unarmed). Just as this happens, the other pirates stand up from behind their crates and fire on Jack's position. The shots hit the crates, but Jack could tell they would have been spot-on (-1 penalty to attack rolls; multiple sources of cover; failure on roll of 2). And all the while, the brazier is bouncing towards the fight between Muscles and the Knight. When it gets there, it circles around and flings its coal pan at Muscles, who is so focused on the knight he isn't paying attention to the animated object (Success on roll of 2; flanked). Irdred and Jack are stuck reloading, as are the other two pirates, so this round is left to melee fighters. Muscles is not happy to be flanked by a living torch, so he spins around and brings his mighty greathammer to bear on it. Unfortunately, with so many things going against him, he can't strike the object in a way to deal any real damage to it (Failure on roll of 2). The knight takes a swing at his back and exposes a shoulder blade (Success on 3). The brazier, after it is finished spinning around from Muscles' hit, suddenly regains its balance and leaps at Muscles' head. It strikes him dead in the face and crushes the small of his nose (Success on 2; flanked). Muscles goes down like a tonne of bricks. "Enough!" a woman yells. The trio can see a woman, more specifically an elf in tight-fitting clothing appropriate to swashbucklers, accompanied by another pirate appear at the far end of the cavern. "No more games! No more duels! Just finish them off. Captain's orders." She is certainly taking her own advice. She begins waving her arms in a mystical way... Jack reloads one gun. MAP: img21.imageshack.us/img21/1889/piratecove33.gif*Bloody brow -1 HP *Hurt and nervous -2 HP STATUS LINE: Irdred STRONG, NK -1 HP Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Realizing that Jack is a much better shot than he is, Irdred offers him the already-loaded arquebus. "Let me worry about reloading those," he says, pointing to the pistols. "You just worry about shooting." If they keep trading the pistols and the arquebus, Jack could have a much quicker rate of fire going. Meanwhile, the brazier presses its attack while keeping the big guy in a flanked position. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack nods to Irdred, liking the idea. He'll take aim at the elf woman and fire the loaded guns. (I'll be honest here. At first I was kind of dreading this. Yet Another System to Learn (YAStL), I thought, but I'm actually enjoying this play test. I'm not sure if that's a testatament to your story telling abilities TG, or to the system itself, but probably a little bit of both.) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 Quote: wrote: I'm not sure if that's a testatament to your story telling abilities TG (Well, it can't be THAT, he he, so it has to be the system. From a player standpoint, having a 33% chance to succeed at practically everything is an empowering feeling, even if it's not a great chance. In most games, you wouldn't even DREAM of doing some things at early levels if you don't have a +4 Mod. or something because you know your chances of success are practically nil, so you're usually limited to "point and shoot" or some such tactic. Even if that's not the case, many players look at their stats and are obsessed with big numbers. If they don't see a big number, they're not confident enough to attempt daring acts, thus limiting their excitement. With these rules, all you need to do is roll a 3. But I'm not going to blow my horn just yet. This would be the third game I've GM'ed in the last year that I've pulled out of my a$$ with little to no preparation whatsoever, no plot that depends on the PC's being at a specific place at any given time, and no "key" characters, just lots of little challenges that try to use all of the PC's skills. By the end of the last two, the players were telling me how great the game was and how awesome a GM I am. It may just be that my unplanned games are much better than my story-driven games. I just figured you needed an interesting story to keep playing a game that only updates once a day or so, but I guess I ended up focusing too much on catering to telling a story. Call me humbled. If, for some reason, this test turns into a full game, I'd keep up the random and unplanned thing and just go with a "multiple choice" plot to keep the story in the players' hands)
|
|
|
Post by TG Barighm on May 8, 2018 16:39:26 GMT -5
TGBarighm Member Full Members September 2009 edited September 2009 (WARNING! As part of the test, I'm upping the strength of the NPC's. If the pirates felt like a pushover so far, it's because they are! Now they're not) * * * * * PIRATE'S COVE: Pier 1 Cavern ************************************ Irdred hands Jack the arquebus while Irdred takes the pistols and runs back to the tunnel. Just as Jack leans out to aim the gun at the elf, the pirate next to the elf pulls out his own early rifle and aims at the knight. The two pirates behind the crates, "bleeding brow" and "nervous", stand up and try to shoot Jack again, all while the Knight and the brazier try to find new targets. This flurry of action executes within a span of a few seconds. Jack's bullet flies a split-second before anyone else (Success on First Attack roll of 3), but the two pirates behind the crates aren't much slower, and their bullets join the growing aerial party. As Jack waits for the result of his shot, a small, round thing streaks across his field of vision, while another, seemingly invisible force rips the arquebus free from his hands and sends it flying in Irdred's direction (Pirate success on roll of 3). The elf and the nameless Knight are suddenly knocked back a couple steps, seemingly struck by the same force (Success on roll of 3 for both targets). When he recovers, the knight charges the two newcomers while the brazier, seemingly forgotten, circles the nearby crates and goes after the two pirates shooting at Jack. It attempts to crash into one of the pirates, but he manages to kick the object away (Failure on roll of 2; no positive factors) while the elf and her partner fallback to some crates on the pier. She begins waving her arms again as she moves. Irdred manages to reload Jack's second pistol. *Bloody brow -1 HP *Hurt and nervous -2 HP *Elf -1 HP STATUS LINE: Irdred STRONG, NK -2 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack waits for his pistols. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (I agree, I'm really enjoying these rules so far, even though this is only a slapdash character, so you must be doing something right.) Irdred passes the pistols to Jack then goes to grab and reload the arquebus, staying behind cover if possible. "No, you imbecile!" Irdred yells at the brazier. "The elf, get the elf!" d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 jack will fire at the closest target once he has his guns. (Head shot with gun one, body shot with gun two) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Pier 1 Cavern ************************************ Irdred tosses the pistols to Jack, then picks up the arquebus. The pirate being attacked by the brazier draws his sword while the pirate with him falls back to another set of crates behind him. The pirate with the sword kicks at the brazier's legs, but it's not enough to send the object to the floor (Failure on roll of 2). The brazier happily ignores this attack and continues to hop along towards the elf. It takes a direct path and approaches the second pirate, but this pirate is more concerned with the knight. The pirate with the arquebus surprises all by leaping into the water and swimming across to a ledge on the opposite side of the pier while the elf ducks behind some crates. The knight is quick to give chase, but he's not quite able to reach the elf before she can complete her spell. A chilling wind is suddenly unleashed on the knight, but he appears to be okay. Jack leans out and fires his pistols just as the second pirate attempts to fire on the knight. The pirate misses the knight, hitting a crate instead (Failure on roll of 2; cover from crates), but Jack's shot pops the nearest pirate in the back of the head, although his second shot goes god knows where (Success on roll of 2; weapon expertise; Off-hand penalty -1 and failure on roll of 1). **I suppose some GM's can rule all headshots are critical hits, but I don't think I'll do that right now MAP: (No your backs aren't turned, it's just easier to see the capes that way) img35.imageshack.us/img35/1889/piratecove33.gif*Bloody brow -2 HP *Hurt and nervous -2 HP *Elf -1 HP STATUS LINE: Irdred STRONG, NK -2 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (Would Jack be able to reload one pistol before Irdred to reload her gun?) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (No, Irdred should have the arquebus reloaded near the beginning of the next round while Jack will have just started reloading his pistols) Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack will toss his guns back to Irdred, and wait for hers, then target the closest pirate. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred (who is a guy) keeps reloading and trading guns with Jack. He tries to duck down behind the same crates that Jack is hiding behind. "You're out too far!" he calls to the knight. "Fall back!" The brazier keeps after the elf. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Pier 1 Cavern ************************************ Irdred delivers the arquebus to Jac and takes cover behind the crates with the halfling, then begins working on the pistols. The chase between the elf and the knight continues, but the knight is armoured and a bit slower, while the elf is a little faster. She circles around the crates and... ...runs right past the brazier! Too bad the object is mindless and doesn't think to trip her, but oh well, it still flings its coal pan at her and smacks her in the back (Success on roll of 2; surprised). She stumbles a couple steps, but maintains her momentum and stays well-ahead of the knight. "Slow him down, you fools!" the elf yells. The brazier ends up getting ahead of NK and closes on the elf, but the second pirate jumps in, taking advantage of the knight's focus on the spellcasting elf. The pirate takes a swing at the knight's legs, catches his foot, and sends the knight sprawling to the ground (Success on 3). The elf, finished casting her spell, stops long enough to complete it. A collection of icicles spring forth from her hand, then suddenly split and streak out in a straight line, smashing into the brazier and the knight. The brazier doesn't seem affected in any way, but the knight isn't able to defend himself like this (AoE attack success on 2; fallen). Jack leans out in preparation to shoot the nearby pirate, but he has ducked out of view. The crate suddenly begins to move and is sliding closer to Jack's position. Looks like the pirate is pushing the crate to maintain cover while closing the distance. Jack can see the pirate's feet, but he has a lot of cover, and the arquebus isn't his preferred weapon. Will Jack fire on the pirate using the crate as cover? MAP: img228.imageshack.us/img228/1889/piratecove33.gif*Bloody brow -2 HP *Hurt and nervous -2 HP *Elf -2 HP STATUS LINE: Irdred STRONG, NK -3 HP (Fallen) Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack fires on the elf instead, then moves to the next crate over, hoping the pirate doesn't spot him moving. Then switch weapons. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 "That fool knight's not going to last much longer," Irdred says grimly to Jack. "We may have to retreat back to the mess hall when that happens." Irdred takes the arquebus back and passes the pistols over. Then he hides here, making sure there's cover between him and the approaching pirate. Once there, he reloads and gets ready to shoot the that pirate in the back. Hopefully the pirate's view was blocked when Irdred moved and he can take him by surprise. (The newest map's not loading for me. Without the map, I'm not sure what the situation over by the elf looks like. But if the brazier can provide cover for the knight as it attacks, then it does so. Use your best judgment there. smile.gif ) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Normally I'm not so gung-ho, especially against the one form of attack that can bypass armor, but I need to know just how tough characters are using these rules) * * * * * PIRATE'S COVE: Pier 1 Cavern ************************************ Jack quickly fires the arquebus at the elf when she pops into view. Unfortunately, the bullet merely ruffles her hair (Failure on 2; no positive factors). Jack then hops behind the crate next to him, but not before he can exchange guns with Irdred. Irdred sprints across the cavern to a different set of crates. At that time, the pirate who swam to the far ledge has reloaded his gun and is now waiting for the knight to get back to his feet and back into view. The elf keeps moving away and is now out of view of Jack and Irdred. The knight quickly jumps to his feet while the brazier continues to give chase. The nearby pirate winds up for a mighty strike, and when the knight realizes this, turns to face him. He tries to get his shield up, but the pirate's sword somehow slips through and sinks deep into his gut anyway (Critical hit on roll of 2; weapon expertise). The pirate across the way fires on the knight, but he just misses (Failure on roll of 2). "I think I'll leave this to your pet," the knight mutters before trying to get around the pirate that just stabbed him. He manages to back away a bit and round the crates, but the pirate gives chase. The elf begins casting a spell to finish off the knight, but the brazier suddenly bounces in and throws itself at her. Unfortunately, the elf easily side-steps the attack and completes her spell. She flings an icicle at the knight, but it ends up striking the nearby pirate in the back instead, although the angle isn't right to deal damage (Failure on 2; knight has cover; brazier failure on 2; no positive factors). The pirate pushing the crate reaches a point where he is confident enough to attack Jack's position. He jumps up from behind the crate, moves to Jack's crate, leans over and shouts "Ah ha!" Jack has moved. He's not there anymore. The pirate then spots Jack standing by the other crate. MAP: *forthcoming, but might be some time before this one. Try to post something anyway *Bloody brow -2 HP *Hurt and nervous -2 HP *Elf -2 HP STATUS LINE: Irdred STRONG, NK -5 HP Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack would have shot the pirate when he came into view. If that doesn't take out the pirate, draw dagger and attack. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Did Irdred manage to reload after he moved? If so, he pops up long enough to shoot the pirate by Jack (but pick a new target if Jack manages to kill him first). The brazier keep harassing the elf, hopefully giving the knight some cover at the same time. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (No, Irdred simply can't reload an arquebus that quickly) * * * * * PIRATE'S COVE: Pier 1 Cavern ************************************ The knight keeps moving while the pirate chases him. He approaches the rear of the pirate near Jack just as the halfling fires. He pops the pirate in the chest (Success on roll of 2; weapon expertise; Off-hand penalty -1 but rolled a 1 anyway). Seeing this, the knight takes a swing at Jack's pirate as he passes by, while the pirate chasing him tries to trip the knight again. The knight narrowly steps over the sword aimed at his feet while the pirate focused on Jack doesn't realize the knight is behind him until the sword emerges from his stomach (Success on 2; pirate had his back to knight). Down he goes. The elf doesn't want to give up her effort on the knight, so she continues to ignore the brazier and steps past it. The brazier launches itself at her again, but ends up just missing her back (A "1"). She lines herself up with the tunnel and casts a spell. The ball of ice appears in the air again, and it suddenly explodes releasing icey shards just like last time. Irdred gets luck and Jack has enough cover to avoid the icey shards, but the knight takes a bunch and goes down, as does the pirate who is just caught in the crossfire (AoE success on knight and pirate on rolls of 3: Failure on Jack and Irdred on roll of 1; rolling success on spells is still an uncertain rule). Irdred has had so many distractions he is finding it difficult to reload the arquebus. MAP: img16.imageshack.us/img16/1889/piratecove33.gif*Hurt and nervous -3 HP *Elf -2 HP STATUS LINE: Irdred STRONG, NK DYING Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 (The pirate next to the knight is dead, right?) Jack quickly reloads. He's wishing the knight was still around to take the brunt of the punishment from the pirates, and wondering if it might be possible for Irdred to animate the knight. Once the guns are reloaded, Jack crouches/crawls back over to the crate he was originally behind before peeking out to see if he can spot the elf or the other pirate. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (The knight isn't dead yet. And no, it's the pirate who pushed the crate that is dead, the guy marked "bloody brow". "Hurt and nervous", the pirate that chased the knight, is still standing) Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 change of actions then, jack remains crouched and reloads, then fires on the pirate. If the pirate approaches first, draw dagger and attack. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred gives up on loading the blasted thing. Then, muttering something that might be a prayer or might be an obscenity, he darts out into the open. He tries to drag the injured knight out of sight, preferably back to the previous tunnel (which I'm going to refer to as the mouse tunnel from now on). He'll initiate a Heal Wounds spell as soon as he is able, but is willing to interrupt it to defend himself if it becomes necessary. (Can he do anything else for the 30 seconds it takes for Heal Wounds to work?) However, if the knight's too heavy to drag, Irdred leaves him. If that happens, Irdred may either a) slice at the nervous pirate with his swordbreaker, but only if the elf's attention is focused on the brazier, or b)retreat back to the mouse tunnel alone. The brazier flings itself forward, trying to get between the elf and the area of the cavern where Jack and Irdred are. It'll throw more coals at her if it has any left. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Nope; constant contact) * * * * * PIRATE'S COVE: Pier 1 Cavern ************************************ Irdred darts over to the fallen knight. The nearby pirate shouts a curse at the elf, then turns to Irdred and is taken slightly aback. Looks like he was expecting to be the one to charge as opposed to Irdred. Irdred's STRONG spell is active, so he discovers the knight is not too difficult to drag. As he does this, Jack works on reloading his pistol, while the elf decides to take care of that annoying brazier. The elf stops to cast a spell just as the brazier flings itself, and what little coals it has left, at her and just manages to get through first; unfortunately, the elf nimbly side-steps the attack at the last second and executes her spell (First Attack success on roll of 2; melee has advantage over spellcasting; Failure on attack roll of 1). The brazier is hit with a blast of freezing cold air, but again, the object remains unaffected. The elf growls and sprints out of sight, the brazier in hot pursuit. The pirate takes a swing at Irdred, but the mage was prepared to defend himself and is quick to counter with his swordbreaker. Irdred's blade is quicker, but both duck to avoid eachother's sword, and neither hit anything besides air (First Attack success on 2; Both failed on 1). As soon as Jack finishes loading one pistol, he jumps out and fires on the pirate attacking Irdred. It's a direct shot to the eye, dropping the pirate. The pirate way in the back of the cavern fires on Irdred, and despite the distance and slight cover from the crates, manages to pop the mage in the shoulder (Success on roll of 3). * * * * * Wincing in pain from the bullet in his shoulder, Irdred grabs the knight and uses his magical strength to pull the knight into mousey's tunnel (who is still there btw; I don't really keep track of corpses but it certainly hasn't moved). Irdred can hear the pirate who shot him shout "the prisoners are retreating!" Irdred reaches down and begins casting the healing spell, but he is momentarily distracted by a shiver down his spine. He can sense something bad has happened to his animated friend, although he still has control of it so it hasn't been destroyed. Meanwhile, Jack continues working on reloading pistols. The elf suddenly re-appears, but the brazier does not. Looks like the elf has somehow found a way to leave the brazier behind. She appears to be searching for the group. Jack finishes reloading a pistol. *Elf -3 HP STATUS LINE: Irdred -1 HP & STRONG, NK DYING Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 "I should have just let you die so I could reanimate you," Irdred says to the unconscious knight. But that's just the bullet in his shoulder talking. Maybe. Irdred's going to be occupied for a little while. 30 seconds sure seems like an eternity right now... d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack continues reloading, while trying to stay hidden. Once loaded, fire on the elf. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Pier 1 Cavern ************************************ Jack works on the pistols while the elf searches for any trace of the escaping prisoners. She doesn't see anything, and a worried look crosses her face. She casts a spell... Looks like she is betting someone is hiding behind the crates and expects to take them out, because the familiar blast of icey shards fills the entire area. Jack still has too much cover for the shards to affect him, but boy, a few came awfully close. The elf now carefully approaches the crates. This gives Jack time to finish reloading one pistol and he is quick to jump out and fire on her when she gets close. She is completely surprised by the attack: Jack hits her dead in the chest, "dead" being the operative word. Down she goes with a shocked look on her face (Success on 3; you'd never know she had the Barrier spell active that whole time, heh). Unfortunately, the pirate acting as sniper also finishes reloading and he fires on the halfling, but the shot is so far off Jack isn't sure where the bullet ends up (Failure on 1). Sniper-boy, seeing Jack, quickly ducks behind a nearby stalagmite and begins reloading. With no pirates nearby, save for one coward, Irdred manages to complete his spell. The knight's eyelids flutter open and he regards Irdred with a horrified look. "My word! The last thing I remember is being struck down by an icicle," he glances at Irdred. "So I have fallen into your cursed clutches. Let it be known I will not be a willing servant, no matter how powerful or foul your magicks may be!" Looks like the knight thinks Irdred as animated him, not healed him. STATUS LINE: Irdred -1 HP & STRONG, NK -6 * * * * * LEVEL UP! ...well, no, not really. There are no "levels" here, but the meaning of the phrase can't be overlooked, right? You may select a new Defining Trait from ANY list, all you have to do is meet the pre-reqs, if there are any. Your HP will also increase by 1. Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack reloads, then heads to the right (toward the tunnel) keeping under cover. He'll creep forward toward the sniper pirate if it hasn't move and he can stay under cover. (Defining trait: Two Weapon Specialization (handguns)) Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 "I dare say you'd be brighter if you were a brain-dead zombie. But no, I had to go and save your life. You're welcome." Then, as an afterthought, Irdred adds, "You escaped my 'cursed clutches' this time... but next time, you won't be so lucky! ...So no more reckless heroics. We're not out of this yet." He takes a moment to peek out at the pier, to see if Jack needs his help. Jack seems to be doing fine, so Irdred continues to heal the knight, if the superstitious simpleton will let him. ((Are there any objects on the sniper's side of the water? ...Oh, wait, nevermind. I just noticed that you nerfed Animate. Oh well. tounge2.gif )) ******************* New trait: Advanced Heal d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (No objects, save for those the sniper has at hand, but you'd have to touch them to animate them anyway. And hey, objects are still pretty strong) * * * * * PIRATE'S COVE: Pier 1 Cavern ************************************ Jacks hits the crates in the small alcove to the right of position and tries to creep closer to the sniper pirate. He reloads as he goes and manages to get one pistol reloaded. Irdred, meanwhile, successfully restores another HP to the knight. He can also sense the "shivering" feeling dissipate from his brazier. It should be coming back to Irdred now. When sniper pirate is finished reloading, it jumps out from behind cover and searches for Jack, but can't spot the halfling (Failure on roll of 2; Jack has cover). Jack uses this time to finish reloading his other pistol. "Come out, you worthless dogs!" the pirate shouts. Jack is glad to comply, but he lets his pistols do the barking. A bullet pops the pirate in his left side (Success on roll of 2; weapon expertise; Off-hand failure on 1). Irdred heals another HP. Things have really slowed down now that the fighting has been reduced to guns only. The sniper pirate curses and jumps behind the stalagmite again, this time putting the rock directly between him and Jack. He appears to be reloading, but Jack can tell this may take awhile. It's during this time Irdred's animated brazier re-appears. Big chunks of ice cover its legs, and it can barely move, but it's trying. *Sniper -1 HP STATUS LINE: Irdred -1 HP & STRONG, Brazier Slowed, NK -1 Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (+2 HP per heal now) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack reloads, waits for the opportunity for another shot. (New map? I'm not sure where the sniper is.) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 More reloading... Sniper shoots and misses! Jack shoots...and doesn't miss! On both shots (Rolled 3 for both hands)! The sniper, with a couple serious wounds now, curses at Jack and then dives into the water. The knight jumps to his feet. "I'm fine now. We must look for the queen. She is in danger!"
|
|
|
Post by TG Barighm on May 8, 2018 16:40:04 GMT -5
chiapet Member Full Members September 2009 edited September 2009 (coming toward jack or going a different way?) Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (Jack can't tell. He just disappeared under the water) Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred will heal himself before going anywhere. Then he reloads his gun and creeps out into the larger cavern. If he's not in any immediate danger, he'll search the elf for anything of use. Edit: I'm too slow again d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack reloads and waits for Irdred and the knight. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (I'm gonna move on) * * * * * PIRATE'S COVE: Pier 2 Cavern ************************************ The sniper never resurfaces, all guns are reloaded, all wounds healed, and the brazier is given time to remove all the ice on it. "Let's go, we have little time," the knight commands. He quickly advances into the next area of the cavern. With little else to go on, the rest of the trio follow. The cavern opens up much more until they can see a large hole in the cavern leading out into what appears to be a cove. The rolling ocean is clearly visible beyond. A large dock is occupies the majority of the cavern, as does a galley docked nearby. As the trio enter the cavern and approach the ship, they spot two men and a woman standing near a ramp up to the ship. One of the men is an odd looking fellow in black leathers wearing a creepy looking mask, while the other is obviously the captain of the ship, wearing extravagant swashbuckler's clothes and a big hat with a feather in it. Both are focused on a fairly young looking woman in a blue riding dress. Her long, blonde hair is meticulously kept and seems oblivious to the damp, salty air. "Get your hands off the queen!" the knight shouts as the group step into the cavern. The men and woman glance the newcomers. The pirate captain draws a pair of sword and dons an angry look. "How did you get here? Where are my men? Oh, lord...those worthless urchins..." But the queen surprises all when she motions the captain to backdown. He does so, and the queen takes a few steps towards the group. "I'm sorry, Bryant, I didn't want you to get involved in this. But you insisted on coming, and I couldn't come up with a reason you should stay behind. You have been a loyal servant for years and I apologize that it must come to this. The nameless knight, no longer nameless, immediately loses his confident demeanor. He now looks shocked. "My...my queen? What...are you in league with the pirates?" The queen, now with a sad look, continues. "I'm...I'm so sorry, but sometimes a queen must think of the greater good, even if it means colluding with society's less than desireable citizens. I want to give your life more justice by helping you understand my decision, but even I can't see how this will end. I only know that there is no turning back, and there is no choice but to continue. Forgive me, Bryant, if you can in your final moments. I promise your family will remember you as a hero." The queen then glances at the pirate captain. "Kill them. We can't afford to have any witness," she then begins climbing the ramp. She is followed by the masked man. "Gladly, your highness," the captain replies with a crooked smile. He turns to face the trio. "Now, for a little revenge. You want to make my men look like fools? Fine, but you won't do the same to me!" **WARNING! This part of the test is designed to determine what will happen if a party takes on a challenge greater than the party's recommended level. MAP: Yes, I didn't feel like creating a special model for the captain. img182.imageshack.us/img182/5136/piratecove33u.gifSTATUS LINE: Irdred STRONG Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 Jack fires then dodges behind cover to reload. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred does the same. He fires then ducks behind the crates to his left. The brazier bounces forward to engage the captain. It gets into a flanking position as soon as possible. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Pier 2 Cavern ************************************ The knight is momentarily shocked, but Jack and Irdred's guns wake him up. They dive behind crates while the captain does a dive of his own, and ends up a little bit to his right. He is wincing though, so one of Jack's shots must have hit (Jack's Attack success on 2 and 3; Captain's Dodge success on 2 but failure on 1). The brazier bounces ahead of the knight Bryant, but he eventually wakes up and charges the captain. The captain is quick to engage the knight and the two lock blades. Unfortunately, the captain proves to be quicker, and one of his swords sneak through, but the knight is no slouch with that shield, and he somehow manages to knock both swords away. (Get ready for this string: Fast Attack failure on 2; Captain wins on 3; Captain's attack main and off-hand success on 3 and 2; knight's shield block success on 3 and 2; Shield specialization). The brazier attempts to flank and flings itself at the captain, but it trips on a rock and its aim is thrown off. *Captain -1 HP STATUS LINE: Irdred STRONG Barighm Boards Archives-old game threads stored here chiapet chiapet Member Full Members September 2009 edited September 2009 "We can't fight him with our guns with the knight that close," Jack says to Irdred as he reloads. Once reloaded, Jack will work his way forward using the crates for cover. Savage Tide Info Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred nods to Jack, then advances forward with swordbreaker in hand. Rather than using it to attack the captain directly, he'll use the prongs in the weapon to catch one of the pirate's blades, and then either snap it or wrench it out of his hand. The brazier keeps the captain surrounded and generally makes a nuisance of itself. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Pier 2 Cavern ************************************ The desperate struggle between the knight and captain continues! The captain spares a sword for a swipe at the brazier's legs, sending the object crashing to the ground (Fallen; success on roll of 2), while the other competes with the knight's attempt to drop the captain. There is a flurry of steel, and once again both sword and shield do a lot of talking. Jack reloads while Irdred gets a little closer. The brazier, not really meant to right itself, bounces around for a bit as it struggles to get back on its fight. The fight continues. The captain now attempts to pin the knight's shield while the knight tries to knock a sword away. The captain is simply too fast for the knight and manages to kick his shield. This prevents the knight from being able to use his shield to block a slash that sneaks under his armor and catches him deep in the leg (Success on 2, -2 HP). On the bright side, this gives the knight some leverage in hacking at the sword, and he's able to knock it free of the captain's hands. This is when Irdred jumps in and attempts to catch the captain's other sword, but the captain easily knocks the swordbreaker aside. Jack manages to reload a pistol. The brazier does a little thing where it manages to hop onto its coalpan, then tip itself over and back onto its legs. The captain now turns on the unarmored Irdred. The mage raises the swordbreaker to catch the captain's blade, but neither fighter proves quicker than the other this round, and both blades meet eachother at the exact same time. Unfortunately, the captain is proving to be a skilled swordsman and manages to simply reflect the swordbreaker away (Irdred failure on roll of 2; captain's ability over Irdred is a negative factor). But this gives the knight and brazier ample time to ready a counter-attack. The knight kicks the other sword away while the brazier lunges. The captain somehow manages to side-step the brazier causing it to fly by the captain and end up behind Irdred while the knight throws his entire body at the captain. Despite being heavily distracted by Irdred, the captain somehow performs a backflip at the last possible second, so close that knight and captain rub shoulder-to-shoulder as they pass eachother. Jack, finished reloading, skoots over to a nearby crate and begins using them to approach the fight. The specifics of the fight have pushed all PC's to the left of the pirate captain, opening up a nice bit of space. I know what Jack's gonna do next, and I'm sure he will want to do it before everyone goes into melee: FIRE! The pirate captain, hearing the gunshots go off, extends his backflip into a second backflip. A bullet knocks his hat off, but he otherwise miracously dodges both of Jack's shots. At the end of the backflips, the captain shakes his head for a moment like the sudden bout of acrobatics have left him feeling a bit dizzy, then he gives the trio a mischievious smile. "Right, is that all you've got?" *Captain -1 HP STATUS LINE: Irdred STRONG, Bryant -2 HP Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (Could we get a map? We might have to try something unconventional to get past this guy's defenses, and every little advantage could help.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 Yeppers: img25.imageshack.us/img25/1889/piratecove33.gifBarighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 (Oh well, nothing terribly clever is coming to mind.) While the captain is dizzy, the brazier kind of falls on its side and rolls at his legs, trying to trip him. It'll continue to roll and stay under his feet as much as possible. Irdred's not going to try to disarm the captain again unless a good opportunity comes up to do so. For now, he just circles around behind him, keeping his distance and looking for an opening. (Will AGILE give him an advantage in dodging blows? If so, switch to that.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 (I suppose I can do one round since Jack is probably just going to reload anyway. And no, AGILE is all about sudden reflexes and attacking a target before it can attack you. Still important, so Irdred will cast that) * * * * * PIRATE'S COVE: Pier 2 Cavern ************************************ Jack reloads his guns. The captain turns and runs towards his other dropped sword; the one Bryant kicked away earlier. Irdred refocuses his spell to provide a speed boost while the brazier and knight chase the captain. When the captain reaches the sword, he bends down to pick it up just as Bryant comes charging in. He focuses his momentum into a full-body slam, but the pirate captain simply backs out of the way, his second sword in hand (Failure on 1; GAH! His abilities are good, but it's really the die that are killing us right now). The brazier follows, and Irdred does not too long after that. Irdred begins to circle behind the captain while the brazier drops to the ground and begins to roll towards the captain's feet. When it gets there, the captain puts his foot on the brazier and pins it down. Jack keeps reloading. He is nearly finished his first pistol and should be well into reloading his second by the end of this round. In the meantime, the fight goes on. The knight spins around and charges the captain again while the brazier struggles to do its job. It can't get free of the captain, but this ends up helping the knight out. With one foot off the ground, his balance is compromised allowing the knight to slam into the captain, but the captain doesn't fall. He does a fancy bit of footwork and ends up staying on his feet. The captain stumbles past Irdred as this happens, and the mage is quick to jump in and attempt to disarm him, but he just misses (Failure on 1; bugger, they're popping up like crazy). Irdred is now in near-immediate melee range of the captain, while the brazier and knight are about 5 ft. away. A series of clunking noises causes everyone to quickly glance behind them. A number of hatches on the ship have suddenly sprung open. Large, wooden oars covered in strange, blue-ish runes emerge and dip into the water and begin to row. The ramp up to the ship begins to shift... Irdred knows the ANIMATE spell when he sees it. The oars are enchanted. Bryant growls. "Forget this villain! You two get to the ship, and quick! I'll hold him off." The knight goes charging into the captain again just as he tries to swing at Irdred. This time the knight manages to slam into him dead-on, and the captain goes sprawling to the ground. "Go!" the knight shouts again. The queen's ship is pulling away, the ramp up to it getting close to falling. *Captain -1 HP STATUS LINE: Irdred AGILE, Bryant -2 HP Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Irdred looks between Bryant and the ship, comes to the realization that he can't argue with the suicidal knight, and sprints for the ramp. Once onboard, he'll keep the ramp in place as long as possible in case Bryant changes his mind (but drop it into the water if the captain approaches). He also looks for anything of use on the deck of the ship -- a net maybe? The brazier stays behind to help (though I use the term loosely -_- ). d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 Jack sprints for the ship. Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Pier 2 Cavern ************************************ "You must unravel this foul plot!" the knight calls again before clashing with the pirate captain yet again. Irdred got a good start on his run to the ship while Jack lags behind for a second, so it's Irdred who reaches the ramp first, although Jack isn't far behind. The ship is pulling away too quickly however, and the ramp falls away just as Irdred gets close to the deck. He is forced to dive for the edge, his magical agility giving him the edge he needs to narrowly get his fingers onto the deck. But Jack lags and is only able to jump from halfway up the ramp. Irdred is forced to reach out and grab the halfling as he sails through the air. Their fingers outstretched, they both reach for eachother's hands... Amazing! Irdred is able to grab Jack's hand (All recent string of successes due to AGILITY), and the halfling swings through the air and bounces off the side of the ship. An oar swings upwards and bumps Jack's flailing legs as he hangs (oars aren't trying to hit him though). But Irdred's grasp on the ship was flimsy before, it's now even more precarious. One hand on the ship and the other on Jack, the mage can feel both fingers weakening... Barighm Boards Archives-old game threads stored here Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members September 2009 edited September 2009 Cast Empower (STRONG)! d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png chiapet chiapet Member Full Members September 2009 edited September 2009 "Yipes!" Jack yelps. "Pull me up! Pull me up!" Savage Tide Info TGBarighm TGBarighm Member Full Members September 2009 edited September 2009 PIRATE'S COVE: Queen's Ship ************************************ Irdred makes like the Hulk, roars, grows bulging muscles and the whole shabang, then flings Jack onto the deck of the ship in a single motion. He follows the halfling up onto the deck of the ship with ease, now that he is a "strong" guy. On the deck of the ship, Jack and Irdred can see the queen talking to the masked man before a door leading below-deck. "Have you instructed the ship's navigational entity on where to go?" the queen says to the man. The masked man nods. "Yes. The animates will carry the ship to its destination. The cargo will arrive on schedule." "Good. I must now use the safety spell to 'escape' or else the Royal Guard will begin to grow suspicious. Don't forget to go back and deal with the rest of the pirates." And with that, the queen descends below-deck. The masked man turns around and spots Jack and Irdred. He hesitates for a moment, but if he is surprised by their presence on the ship, they can't see it. The mask hides his face well. "You are awfully persistent for commoners," the masked man says with a hint of disdain. "You weren't even on the ship when it was taken by the pirates. Luckless travelers, perhaps? No matter. There will be no witnesses." The man clenches his hand into a fist. Flakes of dust and water droplets begin to circle around his hand, controlled by some unknown force...
|
|
|
Post by TG Barighm on May 8, 2018 16:51:33 GMT -5
PIRATE'S COVE: Queen's Ship ************************************ Jack and Irdred face the masked-man. He has begun to command some kind of mysterious power, and a smidgen of this power has manifested around his hand as a group of floating dust and water droplets. If the two could see the man's face, they would guess he is grinning. It's safe to say this man may be a little too much for our heroes, but hark! The two do not have to fight alone. Reinforcements arrive to aid them: THE MULTIPLE CHOICE PLOT: In an effort to maintain the random, unprepared feeling of the game, I will be going with a multiple choice plot. In other words, you will occasionally be able to choose the catalyst that sparks the next adventure for the heroes. Options will range from serious to downright silly, but all options will lead to reasonable plot progression, and it will all tie together in the end (er...so I hope. Don't be surprised if a few plot holes develop). You first choice begins now! *This was chosen CHOICE C) A group of merfolk appear to lend a hand Barighm Boards Archives-old game threads stored here Quote «1234567…71» Comments chiapet chiapet Member Full Members October 2009 edited October 2009 Flag (I vote for merfolk) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag (I vote merfolk too, but what happens if we choose differently? Coin flip?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag (are the aft and fore parts of the ship higher than the main deck? Or is it a flat deck ship?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Yes, they're higher; in the case of a disagreement, I give you guys a chance to work it out. If not, I choose whichever of the two choices I like best. This is why I wanted a third player. tounge2.gif Oh, and fyi, now that this is a regular game, I'm gonna be a little more picky about some things, so don't be surprised if, say, your inventory becomes a concern) * * * * * PIRATE'S COVE: Queen's Ship ************************************ There is a sudden "thunk" noise, followed by several others. Everyone, even the masked man, begin to glance at either side of the ship in search of the source of the noises. The ship, now moving at incredible speed, has sped away from the cove and is already well into the open ocean. The coast has shrunk into a featureless grey and green strip of land on the horizon. The masked-man takes a couple steps towards the railing only to be shocked when he comes face-to-face with a humanoid-looking man with fish-scales. The creature's face looks human, but its hair is green and filled with seaweed, it's skin a blui-ish colour, eyes green as emeralds, and scales and fins cover its body. It has legs and arms, but it's hands are webbed and its feet feature flippers instead. It wears no clothes of any kind, save for the odd shell or starfish and other jewelry. It sports a heavy-looking club crafted with coral in its hand. More fishy-looking people appear incrasing the number to 10. Some are female, also with no sense of modesty, but most are male. "Traitorous thieves!" the first fish-man to reach the deck shouts. It's voice sounds like that of a man trying to talk while gurgling water. "Give us back what you stole!" The masked-man doesn't hesitate. The twirling dust around his hand sudden erupts in a massive burst of pure invisible force that sends the fish-man flying off the deck. Another fish-man, seeing its ally's plight, is quick to attack the masked men from behind, but it's weapon strikes an unseen wall and sends its weapon clattering to the deck. Unfortunately, Jack and Irdred aren't spared the fish-men's wrath. One climbs up and prepares to swing at Jack from its place on the rail, while a fish-woman on the far side of the deck is preparing to throw a spear-like weapon, crafted with the blade of a swordfish, at Irdred. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag (Map? And what kind of animateable objects are laying around?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Map's gonna be awhile; technically any object can be animated, but the most common thing on deck and near to Irdred that could be fun to animate is a coil of rope) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag "Hey, we're on your side!" Jack squeeks and makes for higher ground. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Says who? Heh heh tounge2.gif ) * * * * * MAP: img61.imageshack.us/img61/8321/shipfight.gif**Updated rules. Added the Shapeshift, Control Light, and Dominate line of spells Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "Wait, can't we discuss this rationally?" When it becomes clear that a rational discussion is out of the question, Irdred animates a nearby length of rope, commanding it to catch the fish-woman's spear in midair (or, if the rope is fast enough, to stop the fish-woman from throwing it in the first place). Then, keeping low, he runs for the door behind him, hoping it's not locked. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag "Wait for me," Jack yells and runs after Irdred. He'll holster his guns and draw his dagger. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag PIRATE'S COVE: Queen's Ship ************************************ Jack scrambles away from the fish-man, who Jack now realizes is a merman, just as the club passes over his head. He quickly switches weapons as he runs for the door. Irdred tries to cast his spell on the rope, but the mermaid throws the spear before he can complete the spell (First Attack; Irdred fails on a 1; negative factor for spellcasting vs. ranged attack). Thankfully, the gods are smiling on Irdred this day, and the spear flies well over Irdred's shoulder and directly into the merman trying to attack Jack! It falls off the ship. The rope springs to life and begins slithering towards the mermaid like a snake. When it gets close enough, it flings itself at the mermaid and tries to tie-her up, but the merfolk is able to grab the rope and throw it back onto the deck. While this happens, Irdred runs for the door and finds it open. It leads below decks. Just as the two move to step inside, Irdred bumps into a taller, round-faced man. It looks like another queen's knight. "Hey, huh...? Are you a pirate? What's going on out there?" the knight asks. "I've been hiding for hours! I saw the queen flee, so is it safe to come out yet?" Meanwhile, more merfolk reach the deck and assault the masked-man. Numerous spears fly his way, but most miss, and some get knocked away by an invisible force. The masked man backs way from the merfolk trying to strike him-a few get some swings in as he backs away-then focuses his energy into a burst of force that sends many nearby merfolk flying off the deck. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag How many merpeople are left on the boat, can Jack see more trying to climb aboard? Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag There are 4 left on the boat, but some that have been knocked off are climbing back onto the deck. It appears there are only 10 merfolk participating in the attack. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag "Safe?" Jack asks. "That depends on your defenition." Jack will then switch back to his guns and fire on the captain if he has a clear shot. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Captain?) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "Do I look like a pirate?? Does it look like it's safe?? Step aside and let us in, man!" If any mer-people approach or otherwise threaten the group, the rope tries to entangle them. Otherwise it snakes across the deck toward the masked man. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Quote:(TG Barighm @ Oct. 07 2009, 9:41 AM) wrote: (Captain?) (the pirate guy, whatever he is) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag PIRATE'S COVE: Queen's Ship ************************************ The knight's eyes widen as Irdred pushes him aside and enters the ship. His rope slithers towards the masked man and tries to entangle the guy, but the activity around him is so violent the rope ends up getting knocked aside. The merfolk have lost sight of the group and have focused on the masked man. Jack fires on the guy, but both shots go god knows where. The merfolk continue to focus on the masked man, and a couple attacks reach him, but he remains a slippery one, and another blast of force send merfolk flying again. He eventually curses, then suddenly leaps into the air and flies away, supported by the same invisible force. A number of the merfolk still on deck have fallen and don't move anymore. A few more continue to climb up the side of the ship and it's only now does Jack notice they're not very stable on dry ground. He counts 5 surviving merfolk, and all sport bruises and cuts of some sort. The masked man did a good job softening them up. STATUS LINE: Jack -2 bullets Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack slips past the knight and Irdred and reloads. "You don't know any tricks for calming them, do you?" he asks the knight as he passes. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred quietly shuts the door behind them. "They said that something was stolen from them. Do you have the faintest idea what they're talking about?" he asks the knight. The rope sets itself up in front of the doorway as a crude snare trap. It leaves the mer-people alone unless they approach the door. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Queen's Ship "Love of the Sea" ********************************************* CONDITIONS: Clear and sunny, warm "Calm them down? I don't even know what they are!" the young knight frets. He's definitely not the same as Bryant, the knight back at Pirate's Cove. This guy is much younger, with a rounder face and scraggly hair. His armor is much newer and features more open joints for movement in this age of firearms, mostly just a haubark, guantlets, and a number of straps to hold them together. A funny conical helmet sits on his head, but the shield is the same. He wields a heavy looking morningstar, and a more modern halberd sits on his back with a crossbow. Despite his age, he has a gleam of experience in his eye. He's definitely no rookie. Irdred shuts the door while Jack reloads his gun. It doesn't take long for Irdred to hear the sounds of a scuffle just beyond the door. Sounds like his stringy friend is hard at work. At the mention of something stolen, the young knight shrugs. "Oh, hell, I don't know! I spent the last few hours in a barrel. Good thing too the way those damned pirates carried everyone off, but at least the queen managed to escape." Something begins to pound on the door. Looking around, you can see the captain's cabin just before you. To your right is a thin, steep stair to the lower decks. =================================================================== NEW KNIGHT: Unlike the last guy, this knight will be more concerned with combat. Don't expect him to be much help, unless you're trying to kill something. Later, I'll add a "revolving door" slot for more ideas I wish to test out. You may also use this slot if you want to test ideas. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag "I don't think that will hold them for long," Jack says as he finishes reloading. "Do we go below, or hide in the captains cabin? Oh, and by the way, your queen is in league with the pirates." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag The knight blinks. "The queen is in...no, wait...oh, I see! Brilliant, your highness! She tricked the thugs into thinking she was aiding them to secure her escape. What a marvelous plan. Yes, whatever you saw must have been a trick. But now for the matter at hand...um...hmm..." Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred stares at the knight like he has something unsightly growing out of his nose, but he doesn't have time to share his thoughts on the matter. He Enhances his armor, then calls through the door, "We're not your enemies! Let me prove it... let me heal your fallen allies!" He waits to see if his words calm them down at all. But if the pounding continues, he'll head for the captain's quarters, if for no other reason than it might be able to be locked from the inside. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Queen's Ship "Love of the Sea" ********************************************* CONDITIONS: Clear and sunny, warm At Irdred's words, the banging stops. After a few moments, a polite knocking is heard. STATUS LINE: Irdred ENHANCED (clothes = light) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack decides discretion is the better part of valor (and the captain might have some valuables) so he ducks inside the captains quarters to look around. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Jack ducks into the captain's quarters...and discovers it is, in fact, the QUEEN'S quarters! Jack's mouth drops open at the sight of the all the goodies! There are no obvious valuables like gold or gems, not in plain sight anyway, but there is a lot of valuable artistic works scattered throughout the room. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack rumages through the queens goods. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Jack moves to step into the queen's quarters, but he stops when a rough hand slaps down onto his shoulder. "What mischief are you up to?" the young knight asks. "We're still in trouble here! Stay focused, little one." Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag "I... I thought there might be a clue to what the pirates were up to in here," Jack replies.
|
|
|
Post by TG Barighm on May 8, 2018 16:52:29 GMT -5
Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "Hm, it worked," Irdred whispers, a little surprised. He turns around, armed with his best smug look, but frowns when he sees Jack and the knight have wandered off. "Hey! I'm trying to save our skins over here, and you two go exploring? Come on, I'm going to need some help out here if things, er, don't go well."
He urges them to put their weapons away (and tries to convince the knight to go first) before opening the door. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack holsters his guns, but keeps a firm grip on his dagger. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Queen's Ship "Love of the Sea" ********************************************* CONDITIONS: Clear and sunny, warm
Irdred takes a deep breath, then opens the door.
Standing before him is a mermaid, but this one looks different from the rest. Her hair is long and flowing in greens and blues, and her body is wrapped in a thick green mantle of algaes and kelp, and coloured with the rainbowy inner portion of seashells, although obvious gaps in this mantle show it's not meant to be used as clothing. Perhaps a ceromonial purpose. In her hand is a horn-like object mounted on a thin column of sparkling rock. It looks a lot like a wizard's staff.
She smiles at Irdred, then speaks in a perfectly normal sounding voice. "Good day, brave soldiers of the Oversea lands. I am Kangala, Sea Whisperer and Advisor for his royal highness. I appreciate your kind offer of healing; however, as you can see, we have the means to restore our comrades."
Kangala leans to her right allowing room for Irdred to see that the number of merfolk, formerly smaller, has grown again. Many merfolk appear wounded, but there are now 8 standing on the deck. Two remain unmoving and are currently being tossed overboard.
"I would, however, appreciate you ask your...servant to stand down," Kangala now leans to her left allowing Irdred to see his animated rope still in action. It currently has one end wrapped around a merfolk's neck and is squeezing tightly while the other end has wrapped itself around a second merfolk's hands and is attempting to pull it to the ground. A third merfolk is trying to pull the rope off its comrades, but is not having much luck.
"If you would be so kind," Kangala asks again. Her eyes have an assuring friendly look to them, but the rest of her face remains serious.
The young knight's hand is removed from Jack's shoulder. He appears to be awe-struck by the mermaid.
STATUS LINE: Irdred ENHANCED (clothes = light)
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "Very well. If you control your servants, I'll control mine." He calls off the rope. It releases the two merfolk and forms a coil at Irdred's feet.
"I am Irdred Bly. Perhaps you've read some of my work...?" He pauses a moment, as if awaiting some recognition, then goes on when he is inevitably met with blank stares. "I don't know, or care, what the man in the mask stole from you, but I assure you we have nothing to do with him." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Queen's Ship "Love of the Sea" ********************************************* CONDITIONS: Clear and sunny, warm
Kangala's expression noticeably relaxes. She nods, then steps away from the door and motions towards the deck. "I'm sure you wouldn't mind giving me some time to probe this matter further. In the meantime, my comrades wish to search the ship for our rightful property. Please do not raise your weapons against them. It took an extroardinary amount of effort to stay their hands, and they are under orders to eliminate every creature associated with the theft of our sacred relic. Do not give them a reason to carry out those orders."
Kangala has that friendly, but dead-serious expression again. There doesn't appear to be much else the group can do.
"I hope you know what you're doing," the knight whispers in Irdred's direction as the trio step onto the deck. A couple merfolk raise their weapons threateningly at the trio, but do not attack. They look very angry. Another group of merfolk rush into the ship while Kangala remains on deck and keeps a watch on the group.
"If you are telling the truth, you will come to no harm," Kangala announces.
After awhile, the merfolk emerge from belowdecks supporting a small crate. It's about the same height as Jack and twice as wide. The merfolk don't seem to have a way to pry the crate open, so they smack it a couple times with their clubs until the lid pops off.
The young knight looks puzzled. "I don't remember that crate being on board when we left the harbour. The pirates must have loaded it."
With the lid opened, Kangala walks up to it and reaches inside. What she pulls out is...
A) A handfull of jewels and gold coins
B) A broken piece of rock emblazoned with glowing runes
C) A doll Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag C! Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag (C.)
Quote: wrote: I hope you know what you're doing
"Of course I do. Just don't do anything stupid and we'll be fine."
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Queen's Ship "Love of the Sea" ********************************************* CONDITIONS: Clear and sunny, warm
Kangala blinks a couple times as she examines the doll. She then gives it a little shake causing the doll's arms to wave and flap.
"How...curious," the mermaid remarks. "I was unaware a relic of so much importance could be expressed so...primitively. Perhaps...has it been hidden within?"
Kangala shakes her head, then turns to the group. "I will have to examine this further. In the meantime...I require more time with the three of you. There are some...inconsistencies in the nature of your presence onboard this ship. You must submit to more rigorous questionning before I can decide what to do with you."
Kangala then turns to a fellow merfolk and says something in their language, the moves below decks. After a few moments, the ship's animated oars extend again and the ship's steering wheel spins on its own. The ship establishes a new heading, then continues on. When she returns, she gives the group a no-nonsense look.
"I am taking this ship to our oversea prison. It's a reef no oversea dweller can escape without our aid. There I will conduct my interrogation."
The young knight growls in anger. "What!? That is not fair! I didn't even know about your 'sacred relic'."
Any reaction from the rest of the group? Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "Don't worry, this is just as I planned," Irdred says to Jack and the knight. He may or may not be lying. "We're probably safer there than wherever this boat was going to take us before!" d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack nods to Irdred. "Agreed. Whatever the queen is up to, it would not have ended well for us." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Merfolk Prison Compound (Coral Formation Cell) ******************************************************************** CONDITIONS: Clear and sunny, cool, damp
The young knight grumbles. "You people must be from lands not friendly to the queen."
Kangala appears to be slightly surprised by the group's willingness to go along with the merfolk.
"You are very cooperative. I'm happy you are willing to help," the mermaid smiles. Her expression feels genuine.
Although many merfolk are dismayed by the decision, the group is allowed to keep their weapons. After a few hours, the ship approaches a reef further down the coast. A few large rocks stick out of the water and the ocean laps and sprays against the rough and rugged edges of the reef. It has the look of a mid-sea fortress. Many small platforms formed by coral dot the ocean's surface. When the ship gets close to the reef, a few hundred feet or so, the merfolk prepare a rowboat and allow the group to use it. They are escorted to one of the coral formations, not too far from the rocks, then directed to abandon the boat and take their place on the coral. It's about 10 ft. wide.
"I beg you not to attempt swimming," Kangala instructs. She points at the water. "The waters are treacherous and very powerful. Even strong oversea swimmers are easily overtaken here. I must report to my superiors. I shall return later."
And with that, the mermaid is gone. The rowboat is escorted back to the ship, and a guard of two merfolk are set to watch the group. They dip below the water and occasionally appear to glance at the group.
The young knight kicks at the ground and lets out a frustrated yell. "ARGH! Curse my luck! Left to rot on this god-forsaken rock with a couple of strangers. We will freeze to death before she comes back, if we're not executed first. How could you allow yourself to go along with this? We were better off going down fighting!" Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag "Perhaps," Jack says to the knight as he tries to find a comfotable spot on the coral. "But I believe she realizes that we are victims of the pirates as much as they are." Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred will have taken the rope with him.
"Maybe you should have gone down fighting, and spared me from having to listen to you. But I have to live, and this is the best chance we've got. Now, this prison may be more... primitive than I expected, but it's not so bad. Many nobles would pay handsomely to have a summer home built here."
That might be a bit of a stretch, but Irdred does seem genuinely unperturbed by this turn of events. He takes a seat in the middle of the coral, using the coiled rope as a rough cushion. "I'm a stowaway who was in the wrong place at the wrong time, the end. Shortest interrogation ever. As long as you two have nothing to hide, we shouldn't be here long." With that, he takes out a journal and, after carefully inspecting it for damage, begins to write. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Merfolk Prison Compound (Coral Formation Cell) ******************************************************* CONDITIONS: Clear and sunny, cool, damp
The young knight mutters something, then tries to put more space between himself and Irdred. He quickly runs out of real-estate and ends up using his shield like a seat.
A couple hours later, the promised interrogation begins, but not by Kangala. A mean looking merman with a bitter twist to his lip and round shells over his ears emerges from the ocean, and he is the one to conduct the interrogation. His speech isn't very good, and the group occasionally struggles to understand what he is saying.
During the interrogation, it quickly becomes obvious this merman has already made up his mind about the group and is just trying to lead the trio into admitting involvement in the incident. All of his questions involve the pirates, and when he seemingly moves in another direction, he suddenly returns to the pirates. He leads into many damning questions and tries his best to trick everyone into suggesting something, ANYTHING that may prove their guilt, but in the end, everyone answers truthfully and the interrogator doesn't learn anything he can use to prove the group's guilt. When he leaves, he mutters something about "liers are treated poorly around here".
When the day wanes into night, it quickly becomes apparent the interrogator has some authority. The group doesn't get any food or water. When the wind picks up during the night, they have very few ways to protect themselves from the cold, be it by wind or water. Irdred ends up coiling the rope around himself like the blanket. The knight, despite being grumpy, still offers Jack his shield to use as shelter. Kangala does not appear again, and the group is forced to weather a sleepless night on the coral.
Kangala appears the next morning with a covered-silver tray bearing dried foods (normally dry; this food is soaked in saltwater). It must have come from the ship which is still in sight at the edge of the reef. The mermaid looks annoyed.
"I'm sorry. I specifically ordered the guards to treat you well until I returned, nor were they supposed to interrogate you. I'm afraid word of your...questionning has reached the king's ear, and he is convinced you are lying. This has made my job a little more complicated, but I'm certain you did not steal our sacred relic."
Kangala's questions are much friendlier, and they have a far more logical progression. She is more interested in questions regarding the queen and is surprised when her involvement comes to light. She appears to believe the group when they claim they had no involvement in the incident.
Does anyone have any questions for Kangala before the next event begins (or for anyone else for that matter; you can RP bits from the night if you'd like)?
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag "If I might ask," Jack says to Kangala. "Where was the relic stolen from? And why was it stolen? And would it be possible to return us to the cove from where the ship sailed? There was another knight, who helped Irdred and I escape. I wish to check on him, to make sure he made it out safely. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag "That, my friend, is the quandary," Kangala replies. "The existence of the relic was so secretive, its nature so unknown, nobody, not even the king, can remember where it was hidden, nor its purpose. Only its solitary caretaker, a being hinted at in our legends, knew anything about it, and we were just as shocked to learn of him as we were of the relic's theft. Even now I can't fathom the relic's purpose, nor how anyone could have discovered it when its very guardians had forgotten about its existence," Kangala shakes her head, her faced adorned with an expression of worry. "It does not bode well when something like this can happen to our most sacred treasure, or to us.
I understand your concern about your friend. I will take you back to him when I have finished," she smiles at Jack.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "When you've finished... with what, exactly?" Irdred asks between mouthfuls of food. "You're the only one around here that seems to have any sense -- can you really get us out of this when your king thinks we stole that stupid doll... er, I mean, sacred relic?"
He doesn't exactly trust that Kangala is that influential, so he saves any leftover food, just in case they end up staying out here another night.
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag "This; my interrogation," Kangala replies. "I must say I am satisfied with your answers. Do not worry. I have the king's ear. He trusts me."
The young knight continues to grumble. He has avoided answering questions.
*I will update later. If you have any more questions, now is your last chance to ask them. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack nods. "Any chance we'll be off this rock by night fall?" Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Merfolk Prison Compound (Coral Formation Cell) ******************************************************* CONDITIONS: Clear and sunny, cool, damp
Kangala nods at Jack. "I will endeavor to get you home as soon as I can, but it may prove a little difficult. Some don't want you to leave. Ever."
Kangala suddenly turns her head and looks over her shoulder. She stares out at the horizon for a few moments before commenting: "There is something wrong."
As she rises to her webbed feet and steps into the water, the guards circling the reef pop through the ocean's surface. They also wear worried expressions.
Kangala dips her hand beneath the water and begins chanting. After a moment, the water around her hand begins to bubble, then it suddenly jets out and streaks through the water like a a thin, white snake. When she is finished, she rejoins the group on the coral. "It will take time to receive a response."
A short while later, the slithering water-snake returns and settles into a bubbling mass on the surface of the water. Kangala dips her hand into this mass, and it soon dissipates.
"What? No, they would never...yes, I see. They have returned to claim their prize, and it's not just pirates this time. This is something else. I didn't think simple oversea pirates could steal such an important item," Kangala reaches into her mantle and produces the valuable doll. "They do not know it is here, but...the ship is and they are trying to be thorough. The bulk of their forces have engaged our armies, but they spared just enough to come here. I...I assumed they would expect the merfolk to return the relic to our vaults, so I kept it. But still..."
As Kangala passes on the bad news, the group can see dark specs on the horizon. They appear to be getting closer. They are joined by a few objects traveling across the waves. It's hard to tell how many there are.
"I'm sorry to impart this burden on you, but...please help me protect the relic. There is no telling what evil they can weave if it falls into their hands. I promise I will make it worth your while."
"This is madness!" the young knight shouts. "We don't even know what we are fighting for, nor can we hold out on a simple rock. We need to find a means of escape."
Kangala nods. "Indeed. This 'rock' is more than just coral and stone. It is a complicated fortress, but most of its defenses are underwater. I plan to lure the enemy underwater and away from the fortress while we hide on the far side. When it is clear, we make our escape. I'm certain they are looking for merfolk. They won't expect land-dwellers to hold something so dear to us, especially those imprisoned here."
The knight grumbles. "I...guess that could work."
Kangala turns to the group. "Then, I ask you again, will you please aid me?" Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag "If it gets me out of here sooner, and increases my chances of living to boot, yes, I will help," Jack says, checking his guns. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Meh. Irdred will probably agree, or at the very least not want to be caught alone on the coral, so I'm going to move along) * * * * *
THE OPEN OCEAN: Merfolk Prison Compound (Coral Formation Cell) ******************************************************* CONDITIONS: Clear and sunny, cool, damp
The specks suddenly grow into dots. They're getting closer, and fast.
"We don't have time to discuss this. Let us go. Quickly!" Kangala says with an urgent voice. She throws up her arms and incants something. The party watches as circular steps of water leading from the coral to the main grouping of rock forms on the ocean's surface. She dives into the water, but the group finds the steps are as solid as rock. They cross to the group of rock and meet with her there.
Kangala doesn't move across rock very well, but she does her best to keep up a good momentum. The rocks are jumbled all over the place, at various angles, and not the least bit smooth. The group can't move very quickly at all. It's a fight just to avoid slipping on bits of seaweed and moss, and that's to say nothing about the climbing they have to do, but Kangala assures them this is the safest path they can follow. As they draw closer to the far side of the rocks, they spot a cave. When they enter, they discover it is full of cargo, weapons, and other assorted goods.
"This is where we keep confiscated items," Kangala explains. "Please, feel free to take what you need."
The storeroom has a lot of useful stuff in it. There is ammunition, gunpowder, guns, bows, crossbows, and lots of different types of hand weapons. There isn't much in the way of 2-hand weapons or heavy armor, and only a couple shields. There are many different practical items, such as tools, lying around (ask if you want something in particular).
More specifically, there are coins of gold and silver gathered in a chest. Kangala gives this to you (500gp) and a potion of Healing each (cures 1 HP when drunk). Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack's eyes go wide at the sight of the ammunition and gunpowder. He also quickly looks over the guns (any rifles or equivalent weapons better for longer ranged attacks? Any that look obviously better than his current pistols?)
Jack takes a rifle if one is available, as well as some more ammo and gunpowder (enough to add 10 more shots to his pistols, and an additional 10 for the rifle).
He'll take a couple more daggers as well.
He thanks Kangala for the gifts. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Yes, Irdred goes along with only minimal grumbling.
He peruses the storeroom for a flint & steel, a lantern and the oil to go with it, some spare rope, and a couple powderhorns full of gunpowder for god-knows-what. He also looks for alchemy ingredients. (I see that brewing potions costs money; does that mean the raw materials can only be purchased in a civilized area, or can they be found naturally? Are there portable alchemy labs?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag
Quote: wrote: I see that brewing potions costs money; does that mean the raw materials can only be purchased in a civilized area, or can they be found naturally?
(Both. Really depends on what you're trying to make. Herbalism and compounding is pretty easy, but complex chemicals and poisons would probably be harder, especially if you lack a Knowledge skill to go with it. So, yeah, if you know what you need, and it can be found, you may collect the materials yourself. I think the closest you will ever come to a "portable" lab is a large trunk filled with the tools you need) * * * * *
There are arquebi available with a better range than Jack's pistols. The bows and crossbows present also have a good range to them, although I don't know if Jack knows that or not.
Everyone takes the mundane stuff they need. Neither Jack nor Irdred find any special items in the storeroom (alchemy stuff and higher quality weapons). The young knight contents himself with a crossbow, bolts, and a new morningstar.
INVENTORY UPDATE (see above)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack takes the arquebi (in addition to the other stuff I mentioned earlier). Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred grabs a bow and arrows too while he's at it. Something with greater range than his throwing knives, but with a low enough draw strength that he can still use it.
(Are our updated character sheets viewable somewhere?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Ref. sheets are on the first page of this thread) * * * * *
THE OPEN OCEAN: Subaquatic Fortress (Storeroom) *************************************************** CONDITIONS: Late afternoon, cool, damp
While the group is searching the storeroom, Kangala heads outside. She comes back a few minutes later with a grim look on her face.
"They...have arrived. They have already engaged the guards," Kangala closes her eyes and lowers her head. "They need me, but...I must protect the relic. They have managed to draw the enemy deeper into the fortress, but a few still search the surface. A band of pirates have joined them, but something else is with them...some fel and evil creatures. Making our way back to the ship may be a little difficult. Are you ready to leave?"
Ready to go? Last chance. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack nods, grimly. "Let's go." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Beginning now. May rewind one post to finish up in the storeroom, but that's it) * * * * *
THE OPEN OCEAN: Ocean Fortress (Storeroom) *************************************************** CONDITIONS: Late afternoon, cool, damp
As the party wraps up in the storeroom, they can hear voices from outside approaching.
"Ow!" someone shouts. "Cursed rock! Have these damned merfolk never heard of steps?"
"They're swimmers, you moron! They don't know about things like that!"
"Then why are we searching up here? Wouldn't they keep something that important underwater?"
"I don't know. They just want to be thorough, I guess. Now quit your whining and get back to searching."
"Hey, lookee that! It's a cave."
It sounds like 2 pirates are approaching the storeroom cave. There is a 20 ft. section of smooth rock directly outside the cave mouth, and the storeroom itself is about 30 ft. in diameter. The various barrels, crates, and chests can be used as cover.
The young knight starts by running up to the cave's mouth and hiding just inside.
|
|
|
Post by TG Barighm on May 8, 2018 17:09:26 GMT -5
chiapet Member Full Members October 2009 edited October 2009 Flag Jack quickly hides and draws two of his daggers. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred takes cover behind some crates at the rear of the cavern, knives at ready. The rope lies in wait at the entrance for a pirate to pass by, and it will spring up and wrap around his arms when that happens. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Ocean Fortress (Storeroom) *************************************************** CONDITIONS: Late afternoon, cool, damp
"They will not get their hands on the sacred relic," Kangala vows before taking cover with Irdred.
KANGALA HAS JOINED THE GROUP (4th slot)!
The pirates arrive and stand at the cave opening. They don't look like the pirates the group encountered at the cove. Those pirates had a little fashion sense, but these guys wear tattered pants and black leather straps as vests. They're covered in tattoos and both have a black eye, although this may be another tattoo.
When they move to enter the cave, the young knight jumps out, morningstar drawn, and shouts "Stop villains! You will not advance any further!"
The pirates are shocked at first, then burst out laughing. "What the heck is this moron doing here? A prisoner? Get outta our way before we gut ya!"
"Let's just gut him anyway. My feet our sore and I'm in a foul mood."
The pirates advance on the young knight, who raises his shield and prepares for the attack, but Irdred's rope suddenly lashes out and wraps itself around the arms of the pirate on the left side of the cave. It curses and screams while the knight charges the second pirate and comes within a hair of bashing him in the head, but the pirate ducks the attack at the last possible second. He counters with a thrust of his cutlass, and it's the young knight's turn to split hairs by blocking the attack with the rim of his shield.
*Grappled Pirate (Disarmed)
STATUS LINE: Irdred Enhance Armor (Light)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack sprints forward to assist the knight. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Assist? How so?) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag stab the pirate! Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (which one?) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag the one the knight is fighting with. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag The rope works on keeping the pirate incapacitated, binding his legs next.
Irdred chucks a knife at the pirate engaging the knight if he has a clear shot. If he doesn't have a clear shot at that one, then the bound one will do as a target. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Ocean Fortress (Storeroom) *************************************************** CONDITIONS: Late afternoon, cool, damp
The pirate tries to cut itself free from the animated rope, but can't get its cutlass around. The rope has little trouble binding the legs.
The pirate and knight exchange blows, but it's the pirate who swings first. His sword strikes armor. The knight counters and the pirate tries to duck the attack, but is not quick enough. The pirate gets hammered in the shoulder (-1 HP).
Irdred and Kangala contribute as Jack sprints across the cave to stab the Hammered pirate. Irdred does not have a clear view of his target, so he focuses on the bound pirate instead. His dagger thunks into the sandy ground. Kangala does the same, flinging a solid glob of water gathered from her wet mantle at the bound target. It flies through the air and into the pirate with a solid "smack" noise (-1 HP).
When Jack finally reaches his target, he goes stabby-stabby with his daggers. Unfortunately, the pirate goes dodgy-dodgy and somehow manages to evade Jack's attack.
*Grappled Pirate (Disarmed, Fallen) -1 HP, Hammered Pirate -1 HP
STATUS LINE: Irdred Enhance Armor (Light), Kangala BARRIER Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag continue with the stabbing! Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Jack and the young knight continue to practice the ancient and sacred art of stabby-stabby, better known as whacky-whacky...
The pirate gets stabbed during the flurry of blades thrown his way. When he realizes he is outmatched, he tries to turn and run. The knight and Jack can't cut him down before the pirate can flee, so the pirate escapes and disappears out of sight when he rounds the side of the cave.
"Don't let him escape!" the young knight yells as he charges after the pirate. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack will go to the entrance, pull out a gun and shoot at the pirate.
Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred does the same, except with a bow. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Jack and the young knight give chase. Despite being smaller, Jack slowly pulls away from the knight and rounds the cave entrance first. He immediately spots the pirate climbing some rocks, then fires his pistol. He strikes the pirate square in the back sending the buccaneer sprawling to the ground.
*I haven't forgotten Irdred, I just knew the pirate would escape and figured Jack and the knight are better suited to dealing with the situation.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag (does Jack see anyone else?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (No; the other pirate is still bound by Irdred's rope)
When Irdred appears, he fires an arrow at the downed pirate, but misses. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack goes after the downed pirate with his daggers. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Jack tries to chase after the pirate, but the rocks slow him down. The pirate manages to get back on his feet and...
...gets a bolt in the back and falls. The young knight replaces the bolt in his crossbow and winds it up. "I'm not just steel and muscle. I can aim." Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag (dead?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (He ain't getting back up) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack turns back to the other pirate with the intent to stabbity stabbity Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "Wait," Irdred stops Jack for a moment. He then addresses the bound pirate. "You there. Why does the queen want the merfolks' relic so badly? Answer me, or I'll let my small friend here gut you. It's a slow, unpleasant way to die." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag The pirate laughs. "Hello, little friend! Is your flimsy arms strong enough to support that dagger? Please, don't poke me. I bruise easily!"
The pirate laughs again, but suddenly stops and gives Irdred a dead serious look. "What queen? Royalty would sooner hang us than ask us for anything." Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack will attempt to poke the pirate in the eye. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Jack tries, but the pirate manages to pull away at the last second.
"Hold, villain!" Kangala shouts. It took her some time to cross the dry ground. "Where is your master? Who is leading this attack?"
"A mermaid? Wait...no," the pirate laughs. "How clever! No one will expect the merfolk to trust land lubbers with something so precious. I couldn't tell you who is in command even if I wanted to. Some guy in a mask and another guy in a cloak. We just call them Sir Mask and Captain Cloak. Mask is the kind of guy who likes to get his hands dirty, so I'll bet he's killing merfolk. Captain Cloak likes to watch stuff go down. I'll bet he's back on the ship."
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "What makes the relic so precious to them? Wait, let me guess... you don't know, do you?" Unless the pirate says something useful within the next five seconds, Irdred doesn't try to stop Jack from trying to stab him anymore. The rope tries to secure the fellow to a crate or something to stop him from moving around so much, so they can just finish this and be on their way. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (How about it, Keno? Have a heart or stab a heart?) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Stab!
"A foe dead, is a foe who can't stab you in the back," Jack says after the deed is done. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Ocean Fortress (Storeroom Entrance) *************************************************** CONDITIONS: Late afternoon, cool, damp
The pirate begins to laugh when he realizes what Jack is about to do. "I already have my revenge, because you're already dead! There is no way you can escape the master...GACK! Grahh...aggghhhh...(gurgle)."
"Indeed," Kangala mutters in reply to Jacks remark. "We should leave this place and make our way to the ship before anyone else notices us."
There isn't much of a choice, so the group exits the storeroom and heads outside. Just beyond the cave mouth is a flat section of stone about 20 ft. in diameter. Hugging the wall of the rocks will allow one to continue moving around the rocky-reef. Straight ahead is just water.
As the group exist the cave, a sudden puff of smoke erupts just before the young knight, who has decided to take the lead (for now). A squat little creature roughly equal to Jack in size, but not equal to Jack in appearance, now stands before the group. It's short, ugly, and has leathery skin with a few strands of hair and batwing-like ears. It shouts "BLAH!" at the sight of the group, then gives them the finger. It produces a dangerous looking meat cleaver from its belt and licks the blade.
Two more puffs of smoke go up and two more ugly creatures appear, both of which armed with wicked-looking weapons and a series of taunts and rude gestures. They appear behind the group.
"Gremlins!" Kangala hisses.
STATUS LINE: Irdred Enhance Armor (Light), Kangala BARRIER
|
|
|
Post by TG Barighm on May 8, 2018 17:09:52 GMT -5
chiapet Member Full Members October 2009 edited October 2009 Flag Jack draws his guns (he would have reloaded before leaving the cave) and fires at the closest gremlin he has a clear shot on, then looks for cover. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred would have retrieved his throwing knife before leaving the cave. He also would have revived the pirate's corpse as a lesser minion. Did they come across the other dead pirate outside? If so, he'll have "recruited" that fellow as well. When the gremlins appear, he probably would have been traveling near the back of the group, so he spins to face the two behind them. He sends all his minions (the rope plus any zombies) into flanking positions against a single gremlin, hoping to overwhelm it quickly. (The rope tries to bind the gremlin's arms, although I'm not sure how well that'll work against a teleporting enemy). Irdred focuses on the second gremlin, but stays back to back with someone else in the group while doing so. If the gremlin is far away, he throws a knife at it, but if it's in melee range, he stabs with the swordbreaker. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Irdred can enslave the two pirates as minions, and even raise one as a fully powered ally, but you can't have two different offensive-effect spells active at once (Animate being the other). Will Irdred give up the rope for the minions? Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Oh. Sure, he'll get the two zombies in place of the rope (tossing the animated rope into the water first so it doesn't try to kill us). d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Ocean Fortress (Storeroom Entrance) *************************************************** CONDITIONS: Late afternoon, cool, damp Irdred recruits two new friends to the cause, then tosses the uncontrolled rope into the ocean. It thrashes and splashes in the water for awhile, but eventually gives up and sinks. *Just fyi, you can dispel any spell you know. **I'm assuming both pirates are just minions. These zombies aren't nearly as stable, if it can be called that, as Irdred's first zombies. These guys waiver and threaten to fall at any moment, but there are two of them. Despite looking goofy, the tattoes give these zombies a neat demonic look. When the gremlins appear, everyone springs into action. The young knight immediately charges forward at the exact same moment Jack and Irdred act. The gremlins do the same, and all clash in a storm of clanging steel and painful cries. Starting from the top and working my way around like a clock... The young knight steps into the first goblin that appeared with a mighty swing. His momentum gives him speed allowing his morningstar to get around first. It smacks the goblin in the side throwing its counter-attack off. The little creature stumbles in pain, but still manages a dirty curse. Kangala is standing behind the knight, but turns on the gremlins behind the group. As she conjures up a spell, Jack pulls out his pistols and blasts one of the gremlins behind him. One shot is wide but the other pops the gremlin in the head. It doesn't seem too concerned about having a third eye. Irdred's minions begin to limp into action while the gremlins charge the group. One gremlin tries to slip by the two zombies to get at Irdred. The zombies try to grab and kick the gremlin as it goes by, but they're too slow to catch it. The gremlin successfully slips by the zombies and swings a scythe equal to its size at the necromancer, but he easily jumps back. Irdred counters but misses. Jack has little trouble avoiding his gremlin's attack, and just as he does so, a jet of steaming-hot water rips past him and sends the gremlin flying into the rockwall. The gremlin gurgles water for a moment before slipping off the rock and falling flat on its face. It disappears into a puff of smoke a second later. After that, Jack runs back into the cave for cover. There is now just 2 gremlins: one engaged with the knight, and the other with Irdred. The knight and gremlin continue to lock weapons, and the two take a swing at eacother at the exact same time. The gremlin's weapon is blocked by shield while the gremlin ducks the knight's attack. Irdred's zombies chase after the gremlin attacking Irdred and try to grab the little menace, but they're too clumsy to get their hands on the bouncy devil. Irdred takes matters into his own hands and tries to take out the gremlin at his feet. He manages to poke it in the eye. It screams and utters very unkind remarks about Irdred's mother and a devil name "Uglobos". Kangala unleashes another jet of water, but her aim is off. *Walloped Gremlin -1 HP *Eyeless Gremlin -1 HP STATUS LINE: Irdred Enhance Armor (Light), Kangala BARRIER, Jack -2 bullets Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack reloads and then rejoins the fray. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred gives the uncouth little bugger a weird look, then promptly tries to stab its other eye. He backs away and stays close to the group. The two zombies keep attacking the gremlin that's harrassing Irdred, flanking as usual. Quote: wrote: **I'm assuming both pirates are just minions. (If I'm reading the spell correctly, Irdred can have one empowered minion in addition to some lesser minions as long as the total number of minions does not exceed his HP, right? But an empowered minion can only be made from a corpse whose HP matches Irdred's. Do I have any way of knowing which corpses fit the bill?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Standard animated corpses don't count towards the number of "mass produced" undead, or Minions, you can have animated at once. Standard corpses do not necessarily have to have as much HP as Irdred to be animated, they just get a nifty "empowered" bonus when you can. You said you'd animate both corpses as minions, so I just went with that. You can roll some kind of knowledge check or something to determine the qualities of a corpse. Just ask. Roll a 3 and you got it!) * * * * * THE OPEN OCEAN: Ocean Fortress (Storeroom Entrance) *************************************************** CONDITIONS: Late afternoon, cool, damp Jack begins to reload...the rejoin part make take a little time. The young knight continues to duke it out with the little jerk at his feet, but they don't get anywhere. Irdred, his minions, and the gremlin continue to exchange blows. All manage to strike at the exact moment, save one zombie, who gets ahead of the rest, but the little bugger isn't just rude, he's slippery! He ducks and dodges every attack sent his way, and Irdred is somehow the one who ends up with a gash across his stomach (-1 HP). Kangala must be annoyed by the little creeps because she sends a powerful jet of water in Irdred's direction. It narrowly misses Irdred, sends the gremlin flying, and blows one of the zombies off its feet. The gremlin disappears in a burst of smoke, and the zombie doesn't return to its feet. Nothing gets resolved between the knight and his gremlin, so Kangala has to step in and finish the little creep off with another blast of water. But before a minute goes by, another puff of smoke announces the arrival of another gremlin, except this one is standing on a rock overlooking the party. It throws some rocks, makes some rude gestures, and dares the party to go after it. They can if they really wanted to. They have to go in that general direction anyway to reach the ship. STATUS LINE: Kangala BARRIER, Jack -2 bullets Irdred -1 HP & Enhance Armor (Light) & Necro (1 minion) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack will snap off a shot at the gremlin after he rejoins the party. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Jack hits the gremlin in the nose. The gremlin squeels in pain and cuts loose a tirade of curses that label the halfling as everything from a certain brand of poo to a person who sleeps with many different types of animals. It then jumps down from the rock and out of sight. "Quite a mouth these things have," the young knight says with a grimace. "We should continue. We don't have much time before they realize we are here," Kangala announces. She turns towards the rise of rocks the party descended to reach the cave. STATUS LINE: Kangala BARRIER, Jack -3 bullets Irdred -1 HP & Enhance Armor (Light) & Necro (1 minion) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack will follow, waiting to reload until later. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred requests a moment to heal his wound (using magic), but will follow if the group keeps moving. "Are they dead, or just vanished?" he asks Kangala when the gremlins don't leave behind a corpse. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp Kangala shakes her head in reply to Irdred. "I do not know. I am familiar with their ilk, but not the magic they command." The group does give Irdred time to heal up, then they tackle the bumpy road back to the other side of the rocky reef. The young knight takes it upon himself to lead the way, followed by Kangala, Jack, and Irdred. Kangala is not built for the land, so the mermaid frequently needs aid from the knight. "You are very chivalrous, young knight," Kangala says with a smile. "Please, call me Talbott," the newly dubbed "Talbott" smiles back. "I am honoured to help." One gets the impression an odd pairing is in order... As the group begins to tackle an outcrop of rock, forcing the group to lean against another, much larger rockwall for support, a couple gremlins appear, one missing its nose. Both heckle and taunt the party, then begin to toss rocks in their directions. Some are small, but a few are quite big and hurt. The outcrop is raised at an angle, so running up to the gremlins could be difficult. Kangala appears to begin casting a spell, but then gets struck by a stone and looses her concentratiion. STATUS LINE: Kangala BARRIER, Jack -3 bullets Irdred Enhance Armor (Light) & Necro (1 minion) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack will fire at the gremlins. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag Jack's one loaded pistol strikes the closer of gremlins, the one with a nose, in the stomach. It howls in pain and growls at Jack, then throws the biggest rock yet at the halfling, but it doesn't come close. STATUS LINE: Kangala BARRIER, Jack -4 bullets Irdred Enhance Armor (Light) & Necro (1 minion) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag reload (unless everyone is continuing to move along, then Jack will move after them.) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred sends the zombie ahead after the gremlins. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp Irdred's zombie tries to climb up the rock...and believe it or not, actually succeeds in doing so! The gremlins heckle the zombie at first, but when it proves it can climb, they curse and growl at it. The zombie tries to grab the gremlins, but they produce more of those wicked looking weapons and proceed to hack the unstable zombie into bits. They kick it off the rock and it smashes onto the beach below. They stick their tongues out at Irdred and make a few lewd remarks about the poor quality of his undead animates. They suggest he animates a woman and become a family man. But the distraction gave Kangala ample time to finish casting a spell, and before the gremlins realize what is going on, a wave of water reaches up and smashes down on the gremlins, washing them away and into the ocean. "I'd love to see them curse with a mouthful of kelp," Kangala grumbles. I will just assume Jack reloads as the group moves. Once the group is finished navigating the first set of rocks, they find themselves looking down on a rocky beach. Another set of rocks overlook the beach on the other side. One gremlin is sitting on this rock and looking out over the sea. Another is sitting on the beach skipping stones. They don't appear to have spotted the group yet. The group is about 30 ft. away from the rocky beach, and about 15 ft. high. The small ridge they are currently standing on, and using as cover, is fairly steep so running down to the beach is dangerous without a successful roll. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack will take careful aim and fire. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Which gremlin?) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag The closest. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred stays behind cover, letting the more skilled long-range fighters handle this for now. He keeps an eye out behind the party. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OPEN OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp Jack takes the time to line up his shots for this one. He focuses on the gremlin skipping stones on the beach. The gremlin throws the stone, but its momentum doesn't stop with the flying stone. It keeps tumbling forward, flat on its face, then disappears in a puff of smoke. Jack blows the steam rising from his pistols and admires his handiwork (both shots hit, -2 HP). The gremlin standing on the rock overlooking the rocky beach jumps when Jack's guns go off. Then points and yells with the usual round of insults and colourful imagery, but Kangala counters with a watery insult of her own, and the gremlin is blasted clear off the rock and into the ocean. "They are very irritating," Kangala mutters, then asks for Talbott's assistance in climbing the rocks. When the group reaches the rocky beach, a wave splashes over their feet and covers the enter beach in water. Kangala appears to welcome the water around her webbed toes, but her expression suddenly changes. "The water...it lives!" she shouts. As if on cue, many fine tendrils of water suddenly rise up and converge on a single point. In seconds, the tendrils swell into a large, vaguely humanoid shape with arms and something that looks like a head, but it has no legs. It rises out of the water and a curtain of showering water trails behind it. "Water elemental," Kangala gasps. "No...I can't feel it. Somebody else must have conjured this creature. It must be looking for the relic too." The water elemental begins to reach for the group... MAP: (You can climb onto the grey rock, but the black rock is not meant to be climbed...easily anyway) img21.imageshack.us/img21/8401/beachfight.gifSTATUS LINE: Kangala BARRIER, Jack -6 bullets Irdred Enhance Armor (Light) & Necro (1 minion) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "Fascinating," Irdred states, staring in wonder at the water elemental for a moment. When it makes a move for the group, though, he quickly gets over the novelty of the creature. He jumps back and scrambles onto the nearby gray rock, as far out of its reach as he can get. He seriously doubts that mundane weaponry will have any effect on the thing, so he Enhances his bow and gets ready to fire. (That minion is gone, right?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack moves as far away as he can, looking for cover before reloading. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Dead and gone) * * * * * * THE OPEN OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp Both Jack and Irdred both scramble for the rock on their right. Jack, despite his size, somehow manages to leap onto the rock and race up its face to a point where he can get some cover while Irdred has to take some time to carefully climb onto the rock. When he gets there, he casts a spell. Talbott moves to protect Kangala from the elemental. Its watery hands slam into the knight and cause him to stagger for a moment, but he doesn't appear to be hurt. "I shall slay this foul thing! Move to safety," the young knight shouts as he runs up to the elemental and takes a swing at it. "No, wait!" Kangala replies. She tries to grab Talbott's arm, but she nearly loses her balance. Although Talbott has little trouble striking the elemental with his morningstar, the weapon simply passes through the water with little measurable effect. He appears to be stunned by the development. In the next round, Irdred fires off an enchanted arrow while Jack works on reloading his pistols. Unfortunately, the arrow goes wide. Talbott tries to strike the elemental again, but the elemental is faster and brings its wet fists around first. Thankfully, the knight has the sense to duck just as the huge arm comes around. Kangala appears to be thinking about something. Irdred gets another arrow off and this time he hits...or at least it sticks into the creature's watery form and it appears to react to the attack. Jack finally finishes reloading his pistols while Talbott tries tackling the elemental. He ends up passing through it. The elemental turns in Irdred's direction and begins casting a spell! But just as this happens, a frosty wind strikes the elemental and it's left arm freezes. Kangala lowers her staff and appears to be the source of the cold. *ELEMENTAL -4 HP STATUS LINE: Kangala BARRIER, Jack -6 bullets Irdred Enhance Bow & Necro (1 minion), -1 arrow Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred shoots the frozen section of the elemental then looks for cover. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack fires at the frozen section as well. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp Bullets and arrows fly, weapons are swung, and spells are cast. Somehow, the elemental is the first to cast its spell, and a blast of water flies in Irdred's direct. The water connects with arrows and bullets throwing the arrow off course. Jack's aim is too good to be swayed by a spell and they strike the frozen section of the elemental. This portion shatters and the elemental dissipates into a spray of mist. As for the elemental's spell, it struck Irdred and forced him into the rock (-1 HP). "I hate magic," the young knight mumbles. "Luckily we have a way to combat them," Kangala says as she points at the pool of water that marks the elemental's passing. "But I am certain there will be more. Water elementals need water to move around. If you get cornered by one, seek a dry spot." STATUS LINE: Kangala BARRIER, Jack -8 bullets Irdred -1 HP, Enhance Bow, -2 arrow Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag Jack quickly reloads.
|
|
|
Post by TG Barighm on May 8, 2018 17:10:21 GMT -5
Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred gets up, brushes himself off, and heals up. "I don't suppose we can stay clear of the water where we're going." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp Kangala shakes her head. "I'm afraid that is impossible." The group continues on, up and over more rocks and rock formations, through rocky beaches, passed the remains of corral, and splashing through many pools of water. They eventually find themselves on top of large rock looking over another enemy occupied beach, but this encounter is more complicated... This strip of beach consists of two portions of beach area and is split by a rocky arch. Corral pops up in a few places in the water, and there are a number of smaller rocks for cover all over the beach. A couple pirates patrol the first beach, and a water elemental sits in the water. A couple gremlins are arm-wrestling under the arch, one of which has a staff at its side. This first stretch of beach is about 60 ft. long. The group can see some movement on the second stretch of beach, but they can't see far beyond the stone arch. A couple merfolk corpses dot the beach. Kangala growls at the sight of them. "Fools! I told them not to fight up here." The two black-eye pirates meet near the rock on the beach. "Hey, whaddya we doin' up here anyway? Ain't the fight below?" "You wanna hold your breath for hours? Nah, I'll stay up here. Heard a few merfolk are up here. We need to clear them out." "Clear them out? There are only a few up here!" "Boss' orders. I'm sure he knows what's going on." "Hmph. I jus' wanna get away from these hellish little jerks." The pirates didn't notice one of the gremlins have walked up to them. At the mention of "hellish jerks", the gremlin grabs its crotch, thrusts it at the pirates, and gives them the finger with an exclamation of "Hellish this!". MAP: (forthcoming...when I'm not busy) STATUS LINE: Kangala BARRIER, Jack -8 bullets Irdred Enhance Bow, -2 arrow Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag (waiting on a map, but I think Jack will target the gremlin next to the staff.) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag Irdred lets Jack shoot first, and if the staff gremlin isn't dead yet, he'll take aim at that one as well. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Suddenly not feeling too good...so I'll just post the results of actions) * * * * * Assuming Jack really wanted to kill the gremlin with the staff: misses. A little far. Irdred hits though. Staff gremlin -1 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag duck for cover, reload Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag (Feel better soon I'll wait for a map before posting further actions, but the enhanced bow should do 2 damage unless I'm missing something here.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (You're right; -2 HP) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag (I forgot to mention that I will be out of town until Wednesday afternoon or Thursday. Try not to get Jack killed.) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp The gremlin with the staff screams but does not disappear in a puff of smoke. Everyone on the beach spun to face the group when Jack's pistols went off, but they spin to look at the screaming gremlin. Kangala grumbles something about subtlety just as Talbott screams warcries and runs down the rock to the beach. The elemental nearby also begins to do spellzy like stuff. MAP: (60 ft. to the gremlins near the arch in the center of the map; "m's" stand for fallen merfolk. They're not just there for Irdred's use) img252.imageshack.us/img252/6264/bigbeach.gif*Staff Gremlin-2 HP STATUS LINE: Kangala BARRIER, Jack -8 bullets Irdred -2 arrow Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members October 2009 edited October 2009 Flag "It's better if we let them... no, nevermind, there he goes," Irdred remarks as Talbott runs into the thick of things. "That works too." He continues to fire arrows at the staff gremlin before he ducks behind cover again, hoping that Kangala will deal with that elemental. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members October 2009 edited October 2009 Flag (fire again, once reloaded) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members October 2009 edited October 2009 Flag (Sorry for the delay; some jack-off coughed in my face and the next thing I know I'm out with a fever) Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp There is a flurry of activity as everyone springs into action. The pirates and Talbott meet at the bottom of the rock and lock weapons. The swords of the pirates come around fast and hard and the young knight finds himself putting all effort into deflecting their weapons. The staff-wielding goblin dives behind the arch for cover while the other two gremlins seem content to taunt the party. Irdred's arrow tries to find the staff'er before it can flee, but the arrow shatters against the ground. When Kangala's spell finally goes off, the group witnesses a sudden surge from the sea. A powerful wave races up the beach and slaps into the rocks, taking down everything in its way. The elemental is, naturally, unaffected by the attack, while the gremlins are safe by the arch. The two pirates aren't safe; they are thrown off their feet, tossed into the rockwall, then get tossed down the beach as the faux-tidal surge recedes (-1 HP each). They're now 20 ft. away from Talbott and lying near the elemental. The elemental unleashes a watery blast of its own in Talbott's direction, but the spell is way off. *Staff Gremlin -2 HP *Pirates (both) -1 HP STATUS LINE: Kangala BARRIER, Jack -8 bullets Irdred Bow (Enhanced) -3 arrow Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Once Jack finishes reloading he will shoot at the staff goblin (if he has a clear shot) and at the pirates if not. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag If the staff gremlin pops out from behind cover, Irdred aims for him. Otherwise he aims for whatever pirate Jack is aiming at. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp The staff-wielding gremlin does not appear and remains hidden. Irdred and Jack go for the pirates instead. Kangala keeps the wizardry act going while Irdred unleashes an arrow. The elemental, with more water around due to Kangala's tidal surge, moves up the beach and draws closer to the party. The pirates scramble to their feet just as Irdred gets a shot off, but his arrow goes wide. The elemental begins to cast a spell just as Talbott quickly pulls out his crossbow and fires it one-handed at a pirate. Despite the one hand, he strikes a pirate in the back (-1 HP). Kangala unleashes a glittering array of frosty shards at the elemental just as it counters with a series of jets that leave rainbows in their mist-trails. The shards strike the elemental dead-on and freeze a portion of its torso (-2 HP) while the jets of water hammer into the group's backlines. Jack merely has to duck to avoid the water headed his way, and Kangala just gets lucky, but Irdred gets struck with the full force of the spell and gets thrown off his feet. The tilt of the rock causes him to roll down the rock face all the way to the beach below (-1 HP). His bow is left behind with the rest of the group. He lands behind a small boulder on the beach. Looks like the pirates, now uncomfortably close, have decided to turn on him. When Jack finally finishes loading his pistols, he focuses on the pirate with the bolt sticking out of its back. Both shots strike home sending the pirate flying off its feet for a second, and final, time. The remaining pirate dives in front of the boulder Irdred is using for cover (they're on opposite sides of it) and draws his own pistol, but the water that pours out of the barrel proves the weapon has been rendered useless. <span style="text-decoration:underline">MAP:</span> img32.imageshack.us/img32/6264/bigbeach.gif*Staff Gremlin -2 HP *Pirate -1 HP *Elemental -2 HP STATUS LINE: Kangala BARRIER, Jack -10 bullets Irdred Bow (Enhanced) -4 arrow, -1 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack hides and reloads. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Irdred scrambles to get back to his feet. He wagers the rock is too steep and slippery to risk climbing back up, so he draws his swordbreaker and Enhances it. "I may require some assistance!" he calls up to the group, not particularly thrilled with the situation he's ended up in. He starts to circle around south, not wanting to be trapped between the pirate and the elemental. If the pirate draws a sword, he tries to snap it in half, otherwise he just stabs at the nearest convenient vital organ. (Is the fallen pirate dead, or dying?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Deader and gone) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag (He'll run over and Animate him then, rather than casting Enhance.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp The staff-wielding gremlin finally reappears on the southern tip of the natural arch. It is currently surveying the situation, but it does appear to be readying a spell. Jack scrambles back up the rock and ducks behind the ridge just as Talbott drops his crossbow and shield and pulls out his halberd. He charges down the rock, leaps, and flies into the frozen elemental in a very similar manner to a certain spear-wielding FF class that likes to jump a lot. And just your favourite slow-mo shot of a medieval warrior leaping into a beast with its weapon raised, Talbott's halberd smashes into the elemental's frozen torso with a tremendous cracking noise. Shards of ice and wisps of water are torn free of the elemental and fly in every direction like a miniature explosion (-3 HP). This doesn't quite bring the elemental down, but many of the trailing wisps of water fueling the elemental have fallen away and the creature begins to look unstable. This doesn't stop the elemental's drive to fight. When Talbott hits the ground, it spins around and attempts to whack the young knight with a mighty fist. It does thunk Talbott hard, but the knight is merely knocked a few steps back. His armor absorbed the blow. He now stands close to where Irdred was... ...because the mage has abandoned his position and made a run for the fallen pirate. As he does so, he draws his swordbreaker. He also has to run by the remaining Black-eyed pirate, who immediately spots the mage and reaches out with his pistol's grip like a hook. The move works like a charm: the pistol hooks Irdred's ankle and sends him face-first into the pebbly beach. The gremlins continue to taunt and laugh at the group...until a wave of water crashes down on them. They're swept into the ocean. *Staff Gremlin -2 HP *Pirate -1 HP *Elemental -5 HP STATUS LINE: Kangala BARRIER, Jack -10 bullets Irdred -4 arrow, -1 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Once reloaded, Jack will fire at the Staff Gremlin. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Irdred rolls toward the dead pirate, gets up, spits out some gravel, and tries again. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp Seeing its comrades disappear, the staff wielding gremlin curses something, then unleashes a ball of fire in Irdred's direction. As the mage scrambles to his feet, he doesn't even notice the baseball-sized orb of fire until it smacks him in the chest (-1 HP). The gremlin then ducks out of sight. Cursing his luck, Irdred stumbles over to the dead pirate and tries to cast his spell, but a living pirate is right behind him. As Irdred reaches down to cast his cast his spell, the pirate pulls out a blade, comes up behind Irdred and... When Irdred looks back, he watches Talbott suddenly pop out from behind the pirate like he just hit a springboard. In reality, he ran up the small boulder and leaped towards the pirate, halberd held out and ready for blood. But that elemental doesn't forgive the young knight so easily. He brings his fist around again. Everyone gunning for the same targets in the same spot...who is the first to act? The pirate proves to be the fastest. He swings for Irdred's head, Irdred ducks, the elemental's fist comes around and bats Talbott out of the air and the knight collapses into the pebbled beach (-1 HP). A ribbon of frost snakes through the air and strikes the elemental directly in the back causing the rest of its body to freeze, fall, and smash into thousands of icey shards. With only one real target, Jack fires on the pirate. One shot strikes the pirate in the leg, but the second goes wide and hits Irdred instead (-1 HP). Irdred grimaces, but he calmly pulls away from the fallen pirate all the same. The standing pirate grasps its leg in pain and limps towards the far side of the beach, but the corpse's hand suddenly shoots up and grabs the pirate's foot. *Staff Gremlin -2 HP *Pirate -2 HP STATUS LINE: Kangala BARRIER, Jack -12 bullets, Talbott -1 HP Irdred -4 arrow, Zombie (Necro), -3 HP Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag (Just to be clear, it's Animate, not Necromancy. I didn't want to risk ending up with a 1HP minion.) The zombie bites at the pirate's leg and tries to pull him down. Irdred takes a quick slice at the pirate, but he's more concerned with moving to take cover from the staff goblin. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Eh? An animated undead creature doesn't become a minion unless you want it to be a minion) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag (?? I noticed that you wrote Necro in the status line, that's all. I just wanted to make sure there wasn't any confusion as to which spell was cast.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack reloads and tries to manuever into a position to get a shot off at the staff gremlin. He makes a mental note to appologize to Irdred later. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp The staff-gremlin remains out of sight. Irdred's new pal goes "GRAHHH!" and pulls itself up to its former comrade for a first meal. Wounded and grabbed, the pirate can't do much to pull himself free and the zombie manages to bite a nice chunk of flesh free (-1 HP). Irdred tries to finish off the pirate, but somehow manages to whiff. When Talbott finally returns to his feet, he charges the remaining pirate, but he shares Irdred's luck. He also whiffs. Two more Black-Eyed pirates suddenly appear below the arch. "What in blazes is going on out...oi! Look at this! Kill them!" They begin drawing pistols. They're focused on Kangala and Jack so they probably don't see Talbott and Irdred. Irdred also notices the other water elemental, patrolling the beach on the other side of the arch, has begun to make its way over this side.
|
|
|
Post by TG Barighm on May 8, 2018 17:10:50 GMT -5
Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag "Behind you," Irdred warns Talbott of the incoming elemental. He then moves to take cover behind the same rock as before. From there, he starts casting Heal Wounds on himself. If he's really pressed, he'll use his potion instead, but he'd like to save that for a real emergency.
The zombie tries to finish off the one pirate, then goes after the two new ones. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack shoots at the pirates from behind cover. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp
Jack jumps behind cover while Kangala finishes up a spell she had begun casting. Irdred ducks behind the nearby boulder for cover while his zombie continues to attack. The pirate tries to escape, but a second bite severs an artery and the pirate collapses to the ground. He goes unconscious. As for the zombie, it spits out the bit of leg-flesh, then begins to stumble towards the newcomers.
Talbott nods to Irdred, then runs up to the natural arch and climbs it. Just as he does that, the staff-wielding gremlin sticks its head out again, another spell prepped and ready to go. As it does that, the water elemental begins to climb the beach and the new pirates fire on Jack and Kangala.
Kangala suddenly throws up a wall of water before her just as the bullets fly. Despite the extra protection, both bullets reach the mermaid, but one is suddenly deflected by a flash of light (-1 HP). She yelps, then falls backwards and lands next to Jack. The wound completely ruins her concentration and the wall of water drops.
The gremlin can't see Talbott, so it unleashes a fireball on K and J's position. The fireball seems to home in on Kangala's position and blast her in the back (-1 HP). The elemental can see Talbott, and begins to prep a spell for the young knight.
Irdred goes about healing his wounds while Jack finally finishes reloading and fires on the pirates. This time the bullets go god knows where. Maybe his pistols are damaged.
A jet of water is unleashed on Talbott, but he ducks the blast.
*Staff Gremlin -2 HP
STATUS LINE: Kangala BARRIER -2 HP, Jack -14 bullets, Talbott -1 HP Irdred -4 arrow, Zombie (Necro), -2 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag duck and reload, move away from Kangala to a new hiding place if possible. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag The zombie keeps doing what it's doing, while Irdred Enhances his throwing knives. He prepares to attack the elemental as soon as he's done (staying behind cover, though). d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp
Jack goes back a ways the party came and hides there. Kangala looks like she is going to follow, but changes her mind when the pirates begin to reload their pistols.
Talbott ignores the elemental and jumps out and surprises the gremlin. And just like that, it goes down. This one doesn't disappear in a puff of smoke. It lies on the rocks and bleeds like a normal corpse.
The zombie charges the two pirates. They eventually spot the zombie, but they don't seem too concerned with it...until it attacks! Caught off guard, the zombie bites into an arm as the pirate shouts "What are you, nuts?". As for Irdred, he gives a knife a magical sharpening.
A wave of water suddenly appears out of nowhere and hammers into the pirates', which includes Irdred's zombie, position. One pirate somehow manages to avoid everything save a soaking, but a second gets smacked into a rock and the zombie is thrown off its feet (-1 HP)
The elemental has another jet of water prepared for Talbott, but he ducks to make sure the gremlin is dead, and he just happens to duck the water when he does so. Lucky boy!
In the next round, Irdred throws his enhanced knife at the elemental while it has its back turned. Unfortunately, the knife falls just short and clatters to the ground. His zombie struggles to his feet while a pirate takes a swing at it with the butt of a pistol before both fall back beyond the arch. Talbott also circles around the arch to get away from the elemental. After a moment, the party can hear the pirates shout a curse.
The elemental moves back down the beach to chase after Talbott, but a blast of ice nearly slows it down. I say nearly, because the blast just misses the elemental and flies over its head. It stops for a moment and looks up.
When Jack hops out to shoot something, the only target he can find is the elemental, and he knows that is a lost cause.
*Bitten pirate -1 HP *Rocky pirate -1 HP *Irdred's zombie -2 HP
STATUS LINE: Kangala BARRIER -2 HP, Jack -14 bullets, Talbott -1 HP Irdred ENHANCE (Knife) -4 arrow, Zombie (Necro), -2 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack moves slowly toward Kangala, looking for a target. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag As long as the pirates are still occupied, Irdred keeps throwing enchanted knives at the elemental from behind cover. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (This is dragging a bit too long. Wrapping up here) * * * * *
THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp
More of a quick wrap-up of the battle here:
Jack goes searching for new targets while Kangala and Irdred continue to assault the elemental. One of Irdred's daggers strike it in the back and it spins around to face this new threat.
The zombie moves around the arch. The sounds of fighting can be heard on the other side.
The elemental summons a tidal surge and floods the entire beach with seawater. Irdred gets swept up in the flow, battered around, and ends up at the head of the beach.
A frosty wind freezes the elemental and Jack shoots the frozen section. Jack's luck holds out long enough to blow the elemental into tiny shards.
There is more shouting from the other side of the arch. After a few minutes, Talbott and Irdred's zombie return. The young knight's halberd is bloodied.
"The last guy ran away. I couldn't keep up with him," Talbott lowers his head.
"Then we better move quickly. They will know we're here," Kangala replies. "The ship is not far."
Post battle actions?
<span style="text-decoration:underline">STATUS LINE:</span> Kangala BARRIER -2 HP, Jack -16 bullets, Talbott -2 HP Irdred ENHANCE (Knife) -4 arrow, Zombie (Necro), -3 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack reloads and tries to scavage ammo from the pirates. He'll also inspect the staff the staff gremlin had. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag "Don't rush me," Irdred says pointedly to Kangala. Burned, soaked, and shot, he takes the time to heal himself. He'll offer to heal Talbott and Kangala too.
After that, he picks up his bow and reclaims any arrows and throwing knives that are still usable. Finally, he converts the zombie and other dead pirates into minions with Necromancy (make one an empowered minion with the STRONG trait). He wonders briefly why the staff gremlin didn't vanish like the others, then shrugs and turns it into a minion as well. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp
"Then late us take a moment to catch our breath," Kangala replies. To Irdred's surprise, the mermaid heals her own wounds. With her help, they're able to quickly restore HP's to the entire party.
Jack discovers 30 additional bullets he can use. Will he take them all or just replace the ones he lost?
Jack takes the staff, a 3 ft. section of what appears to be a charred stick with a skull on top and wrapped with orange-coloured beads on a wire, but he doesn't know what to make of it. When Irdred is finished doing what he is doing, and creates his mini-army, he takes a quick look at the staff and realizes it is a wizard's staff. It is of no use to Irdred, but he is certain someone else may have use for it.
*Moving on, but you may rewind for more actions
When the party is finally ready to go, Kangala leads them beyond the beaches and up the path they originally used to reach the cave. It doesn't take long before they arrive at the perimeter of the ocean fortress and the series of rocks and boulders marking the end of the rocky island. The party can see the corral that was used as their prison, and a pair of ships beyond that. One ship is the queen's ship, "Love of the Sea" while the other belongs to the Black Eyed pirates. The queen's ship appears to be left to drift while the pirate ship still has a few pirates wandering on deck.
A couple rowboats have been abandoned nearby.
"That...is a lot of open water between us and the queen's ship," Talbott groans. "There is no way we can get there before they can intercept us. Even if we did, they could easily chase us down. The queen's ship isn't very fast."
"Do not worry, I have a plan to slow them down. I will call for aid, and a friend of mine will protect you," Kangala suddenly has a pained look on her face. "But I am afraid we must part here. I doubt I will be able to escape once I have begun to assault their ship, so I ask a great favour of the three of you..."
Kangala produces the doll from within her mantle and holds it out. "One of you must take this to my friend. This person will know what to do with it."
Talbott shakes his head. "I'm not touching that thing! It has trouble written all over it."
Casting a wary a glance at the zombies, Kangala also turns to Irdred. "I wish to borrow your...friends, if that is okay with you."
STATUS LINE: Kangala BARRIER, Jack -16 bullets Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 5 L.Minions (Necro)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack will take all the bullets and he hangs onto the staff as well, unless Irdred asks for it. He offers to the guard the doll as well. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag "I'll tell you what you can do with it," Irdred trails off in regards to the relic. Rather than finishing the thought, though, he just sighs when Jack accepts the doll. "Okay, okay, of course we'll do it. This 'friend' we're delivering it to... is it another merfolk?" he asks Kangala dubiously. "If that's the case, I'm not so sure we'd be welcome."
He'll also ask for a rough outline of what Kangala's plan is. Assuming the plan is sound, he'll tell her, "Use them as you will." He instructs the zombies, "Do as she says unless I tell you otherwise." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Perimeter Beaches) *************************************************** CONDITIONS: Late afternoon, cool, damp
"No. It is not a merfolk. Do not worry. This person is very trustworthy," Kangala replies.
*I'm being vague because this is a multiple choice plot option
"If it gets this cursed thing away from us, then I'm all for it," the young knight mutters.
Kangala explains her plan, which sounds like it could succeed at sinking the pirate's ship, so it sounds good. The zombies give Irdred and odd look when they're ordered to obey Kangala, as if they weren't odd looking enough as is, but they do follow their master's command. The mermaid orders the zombies to fill up a rowboat while the rest of the group takes the other boat. Kangala, of course, dives into the water. The zombies launch first and the party follows shortly after. When the two boats get close to the ships, the zombies separate from the group and approach the pirate ship.
Pirates on the boat spot the rowboat and begin to laugh at the zombies. "Look at ya! You're all bloody. Come to mend your wounds, eh? All right, you worthless girls, come and get your medicine."
A rope ladder is lowered, and the zombies climb onto the deck of the ship. While this happens, the party approaches the queen's ship where they discover another abandoned rowboat sitting next to the hull. A rope-ladder affixed to a grappling hook hangs over the side.
"Looks like there may be a few pirates onboard. Any ideas?" Talbott asks.
As he says this, the group can hear a series of yells and curses erupt aboard the pirate ship.
<span style="text-decoration:underline">STATUS LINE</span>: Kangala BARRIER Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 5 L.Minions (Necro)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (Where is the queen's ship in relation to the other ship? where is the rowboat the party is in?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (The two ships are about 100 ft. apart. The party's rowboat is 30 ft. away from the queen's ship)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (between them?) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag (How many people can fit in a rowboat? Just for a rough idea of the maximum number of pirates we're dealing with.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (The three of you don't fill the rowboat, but Jack doesn't take up much space. Based on the size of the pirates the group has seen, you estimate 5 people could squeeze into the rowboat.
The group isn't so much between the ships as they are very close to the queen's ship. It's obvious the group is approaching the queen's ship)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag jack will suggest they approach from the far side of the queen's ship, so that the distraction provided by the zombies might have any pirates on the queen's ship looking the wrong way. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag "Here goes nothing, then," Irdred agrees.
Has the party's rowboat actually been spotted yet? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (The Ships) *************************************************** CONDITIONS: Late afternoon, cool, damp
There is no indication anyone has spotted the group in their rowboat. The pirates on their ship seem too busy, and there is nobody visible on the deck of the "Love of the Sea".
You start to direct the boat around the other side of the ship, but you quickly realize the rope ladder near the bow is the only part you can climb up.
...unless you guys plan on climbing up the side of the ship, heh.
STATUS LINE: Kangala BARRIER Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 5 L.Minions (Necro) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag "bah," Jack mutters, "I guess this is the only way." Jack offers to go first because he's the smallest and most easily concealed. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag *********
Jack has little trouble making his way up the rope ladder. When he reaches the deck, he finds it is completely clear of pirates. There is a small pile of jewelry, silverware, and other valuables beside the door leading belowdecks though. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Irdred climbs up the ladder while the zombie distraction still lasts. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Queen's Ship "Love of the Sea") ********************************************************** CONDITIONS: Late afternoon, cool, damp
Jack has little trouble making his way up the rope ladder. When he reaches the deck, he finds it is completely clear of pirates. There is a small pile of jewelry, silverware, and other valuables beside the door leading belowdecks though.
Talbott follows Irdred up to the deck. As the trio regroup, they can see a handful of objects thrown through the door on top of the pile of valuables.
STATUS LINE: Kangala BARRIER Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 5 L.Minions (Necro)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack draws his blades and sneaks close to the door, trying to determine the number of pirates inside. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Irdred stays off to the side of the door, ready to throw a knife if any pirates emerge. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag *Gotta run so here's a quick update
Jack sneaks up to the door. He can clearly see 3 pirates rummaging through the queen's bedroom for treasure; however, the number of "rummaging" sounds don't quite match the number of pirates. There may be more out of sight.
Regardless, none of these pirates look special in any way.
|
|
|
Post by TG Barighm on May 8, 2018 17:11:18 GMT -5
chiapet Member Full Members November 2009 edited November 2009 Flag Jack holds up 4 fingers toward Irdred and Talbot. He waits to see what they do before he acts. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag The young knight nods and readies his shield. He produces his crossbow in his other hand. He is standing about 20 ft. behind Jack though due to the sound of his armor.
"Shall I go first?" Talbott whispers to Jack. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Irdred doesn't move from his spot near the door yet. "Bottleneck..." he murmurs. The pile of valuables would work well to disrupt the pirates' footing if they were funneled through the door. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack shrugs, then nods to Talbott. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Queen's Ship "Love of the Sea") ********************************************************** CONDITIONS: Late afternoon, cool, damp
Through the odd connection Irdred has to his minions, he can feel the terror and chaos created by his zombies, even taste the blood in their mouths. A few have fallen, but they're otherwise holding their own.
Talbott nods to Irdred and begins kicking the pile of valuables into the small space between the entry belowdecks and the queen's quarters. As he does so, his shadow spills into the room catching the attention of the pirates. He fires a crossbow bolt at the nearest (swing and a miss), then hastily switches the weapon for his morningstar. He ducks down, shield held high, and occupies a spot in the doorway.
One pirate yells while the two closest pirates scramble towards the young knight, blades ready to kill. They approach the exit to the queen's quarters at the same time and bump into eachother. One squishes through, then yelps when he steps on the items spread around the floor.
Talbott quickly takes advantage of this gaff with a defensive swing, but he whiffs.
STATUS LINE: Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 5 L.Minions (Necro)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack hangs back, willing to let Talbott and Irdred deal with the first couple pirates before moving in for those "easy" kills (distracted pirates). Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag I'm not sure about the positioning of everything, but if Irdred can throw a knife over Talbott's head and then duck back behind cover, he does.
"That mermaid better know what she's doing. The diversion isn't going to last much longer."
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Queen's Ship "Love of the Sea") ********************************************************** CONDITIONS: Late afternoon, cool, damp
Irdred quickly throws a knife over Talbott's head and strikes the pirate directly in the chest (-2 HP). It screams, then stumbles to the side and out of sight allowing the other pirate who tried to push through the door a chance at the young knight. This pirate manages to avoid tripping over the stuff on the floor and attempts to take a swing at Talbott.
The pirate's blade bounces off of Talbott's armor and his counterswing is narrowly ducked by the pirate.
Irdred enhances another knife while the pirate continues to give Talbott a hard time. He quickly blocks a slash to his head with the shield. This knife, when thrown, somehow manages to find no target and falls to the floor.
*Dagger in chest -2 HP
<span style="text-decoration:underline">STATUS LINE</span>: Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 2 L.Minions (Necro)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack continues to wait patiently. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (You are kinda the damage dealer in the group lol. It may take a bit for us to finish them off) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (can I get a map of the interior, at least what Jack can see?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Think of it as the three standing around a doorway with Talbott sitting between the frame itself. Now imagine this doorway is the upper hall of your average house. Now imagine another doorway to a different room across the hall from the group. Two of the pirates are in the "hall" in this mental picture. The rest are in the room across the "hall") Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (okay, that's what I thought.)
"Go," Jack urges Talbot. (He's trying to urge Talbot further in.) Jack will follow and attack. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag No change in tactics here. There's not much else Irdred can do until at least one of the pirates is dead. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Sorry for delays but having computer issues. This post is being made at a different computer. I'm gonna update this game for now because I really want to see this one get moving, but it's going to be a simple actions update. I doubt I can update more before I have to leave) * * * * *
THE OCEAN: Ocean Fortress (Queen's Ship "Love of the Sea") ********************************************************** CONDITIONS: Late afternoon, cool, damp
Talbott enters at Jack's urging an encouters the pirate Irdred stuck in the chest earlier hiding around the door. This attack comes from the young kight's shielded side, so the attack was doomed to failure right from the beginning. Talbott pushes this pirate back and he falls to the ground, then ducks.
The pirate on Talbott sneaks a blade under his armor while the knight deals with his chest-stucked ally (-1 HP). Jack fires his pistols at this pirate and both shots hit (-2 HP). Irdred has another enhanced dagger prepared and his dagger finishes off the pirate Jack shot.
The pirates in the queen's quarters appear to be focusing on stuffing as much loot as possible into their pants
*Dagger in chest -2 HP
STATUS LINE: Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 2 L.Minions (Necro), Talbott -1 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (Hmm, Jack was forgoing the guns at the moment.... anyhow...)
Jack moves into to kill some more pirates. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Sorry it was a rushed update) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag If Irdred can safely get over to the dead guy, he makes with the Necromancy and revives him as a zombie.
Can he sense how many of the other zombies remain? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (The number of zombies you have left is noted in the status line)
THE OCEAN: Ocean Fortress (Queen's Ship "Love of the Sea") ********************************************************** CONDITIONS: Late afternoon, cool, damp
When Talbott sees what Irdred is trying to do, he suddenly slams into the pirate in front of him and attempts to push him, but the pirate ends up slipping past the young knight sending him crashing to the floor in the queen's quarters. One of the pirates there draws a sword and tries to hack at the knight as he goes down. With Talbott's back exposed, it proves to be a simple task of finding a weak spot (-1 HP).
Unfortunately, this means one of the pirates have gotten through Talbott's bottleneck and is now behind the young knight. Jack and Irdred try to rush in, but they're immediately stopped by the pirate "who got away". It growls at the two and takes a hack at Irdred, who just happens to be closer, but the mage just narrowly evades the slash.
Jack and Irdred back out of the door and onto the deck of the ship and the pirate presses them. He emerges from the doorway while Talbott struggles to get back on his feet amidst hacks to his head. He fends them off.
As for Jack and Irdred, Jack has his pistols in hand and Irdred a throwing dagger.
<span style="text-decoration:underline">STATUS LINE</span>: Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 2 L.Minions (Necro), Talbott -2 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag .... Jack puts the pistols away and draws his daggers. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag (So, the pirate is flanked now, right? I'm picturing that Jack and Irdred moved off to either side of the door and the pirate stepped between them. Is this "dagger in chest", or is it a different pirate?)
Irdred switches to his swordbreaker and, with Jack's help, tries to finish this pirate off. The quicker the better, in order to secure an escape route for Talbott. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag ("Dagger in chest" is dead)
THE OCEAN: Ocean Fortress (Queen's Ship "Love of the Sea") ********************************************************** CONDITIONS: Late afternoon, cool, damp
Irdred turns a bad situation into something much better when he teams up with Jack to flank the pirate threatening the two. Weapons drawn, the two flank the pirate and attack. The pirate is momentarily taken aback as the two get serious, and just like that, the pirate is given the stabbity treatment (-3 HP; all attacks landed).
The pirate manages a half-hearted stab at Jack who easily Dodges the attack.
Talbott is back on his feet, and seeing the others doing just fine on their own, focuses on keeping the other pirates distracted. He clubs the guy who stabbed him in the back (-1 HP).
*Backstabber! -1 HP *Stabbity stabbed -3 HP
<span style="text-decoration:underline">STATUS LINE</span>: Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 2 L.Minions (Necro), Talbott -2 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag stabbity stabbity! again! Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Ditto! d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Ocean Fortress (Queen's Ship "Love of the Sea") ********************************************************** CONDITIONS: Late afternoon, cool, damp
Everything must be kept in balance...which is probably why Jack and Irdred's incredible good luck is followed by a round of incredibly bad luck: all attacks miss. The target of this stabbity action is confused by all this, and being wounded, uses this chance to back away from the two and leap overboard.
As for Talbott, he deflects another slash with his shield before hammering the pirate before him again (-1 HP).
*Backstabber! -2 HP
STATUS LINE: Irdred ENHANCE (Knife) -4 arrow, Zombie (STRONG) & 2 L.Minions (Necro), Talbott -2 HP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (just one pirate left?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Two, both in the queen's quarters. One is fighting Talbott, the other is stuffing his pants with loot) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (did the escaping pirate go overboard on the same side of the ship as our rowboat?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Yep) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack will run back out and if he has a shot at the pirate, reload and fire.
|
|
|
Post by TG Barighm on May 8, 2018 17:11:47 GMT -5
Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Leaving the escapee to jack, Irdred enters the doorway and tries again to create some zombie minions. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Meh. I didn't really want to do this fight. I just didn't think it would make much sense to have the pirates leave this ship abandoned. I really want to move on to more interesting things. I'm gonna wrap this one up) * * * * *
THE OCEAN: Ocean Fortress (Queen's Ship "Love of the Sea") ********************************************************** CONDITIONS: Late afternoon, cool, damp
Jack reloads his guns while Irdred animates a new friend, but to do so, he has to give up control of his current zombie. That's okay because the old zombie is on the other ship. As this happens, Talbott delivers a head-splitting blow unto the pirate he is fighting, and when Jack is finished reloading, he finishes the fleeing pirate.
That leaves the one pirate filling his pants with loot. He raises his hands when he spots Talbott approaching him, but there is nothing the young knight can do before the ship suddenly begins to sway.
Looking back at the pirate ship, Jack can see a huge whirlpool has suddenly formed around the enemy ship and begun to spin it around. The disturbance has caused the queen's ship to rock a little. This gives the looting pirate just enough time to drop his loot-laden trousers, dash past Talbott, flash Irdred, then leap off the deck.
Talbott disappears below deck just as Irdred's newest addition rises to its feet . He doesn't feel any of his former minions now. When Talbott reappears, the oars of "Love of the Sea" extend and begin redirecting the ship towards the open ocean. It begins to move with surprising speed, turning the pirate ship into a toy-like version in seconds.
As they move, Jack thinks he can see Kangala in the distance waving at them.
"I don't know how to work the damned thing that controls this ship," Talbott mutters to Irdred. "I told it to take us anywhere away from here, and quickly."
That leaves the trio alone, on the ship, in the middle of nowhere...
STATUS LINE: Irdred ENHANCE (Knife), Zombie, Talbott -2 HP
Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag <span style="text-decoration:underline">STORY</span>
The Love of the Sea, moving at incredible speed, turns into a dot on the horizon in seconds. The man wearing the leather mask scowls as the distance between the ships grow, but his expression changes when he finds himself fighting to regain his balance. Tired of fighting for his footing, he casts a spell that causes him to float a few feet in the air.
The pirate ship isn't being battered by the whirlpool anymore, but it still rocks and sways. The zombies that appeared out of nowhere have been disposed, and the few pirate remaining on deck are now tending to their wounds.
"Stop crying about your wounds and raise the sails! We have to capture that ship!" the masked man yells, but he is stopped by another mysterious man, this one wrapped from head to toe in a thick, glittering robe. A long staff wrapped in gemstone-studded chains is supported with one hand.
"Stand down, servant of the queen. That is not necessary," the mysterious man's voice is deep and cold. The masked man can't help shivering.
"But...they will escape! We can't allow them to take the relic."
The mysterious robed man laughs in reply. "It is not a problem. I know where they go. I know what the mermaid intended to do. I will take care of the relic. Your queen has more important tasks for you."
The masked man hides a burning rage, but he nods. He does not wish to test this robed man, and he certainly does not wish to upset his queen. He allows the floatation spell to carry him high into the air, then speeds away into the horizon.
The robed man chuckles to himself. "This will get very interesting before it is all over." Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Queen's Ship "Love of the Sea" ********************************************************** CONDITIONS: Late afternoon, cool, damp
It is now just the three of you, on a ship, relic in hand going god knows where. Talbott has parked himself in the queen's quarters to guard it; otherwise, the entire ship is open to you.
Actions?
STATUS LINE: Irdred ENHANCE (Knife), Zombie Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag -Firstly, Irdred will have tried to grab some of the valuables from the loot pile while Talbott was distracted with the ship's controls. He tends toward small, lightweight, easily concealable objects, like gems or rings. ...He avoids the items that spent time in anyone's pants.
-When Talbott mentions the ship's controls, Irdred waves him out of the way irritably and goes to inpect the "navigation system" himself. Can he tell where the ship is taking them? And can he give it new directions, if he were so inclined?
-Did Talbott leave the loot pile unguarded out in the hall? If so, Irdred considers it free for the taking and helps himself to more, using the zombie as a pack mule. "It's for a noble cause," he assures the zombie. Then he catches himself, and laughs at his slip. "But why am I telling you? You're an inanimate object."
Are there any functional items among the goods (like a spyglass, or magical items)?
-While Talbott is holed up in the queen's quarters, Irdred says in passing to Jack, "You know, at some point, that knight is going to have to choose between his loyalty to the queen and his loyalty to us. Hmmm... I wonder which he'll choose..."
-He spends most of the rest of his time scanning the horizon behind the ship for any sign of pursuit. Occasionally, he'll curse the sea, blaming it for getting him into this situation. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack will search for guns. Big guns, little guns, medium sized guns... as long as they go boom and kill things, he cares not.
"I beleive he will choose the queen," Jack says. "We will need to tread carefully with that one, in order to know when his usefulness is at an end." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (I'm gonna start showing the results of rolls again) * * * * *
THE OCEAN: Queen's Ship "Love of the Sea" ********************************************************** CONDITIONS: Late afternoon, cool, damp
Irdred does a remarkable job recovering loot from the piles before Talbott returns. He does so well, he actually has to empty his pockets a bit because they bulge as much as the pirate's did (Success on 3; general scavange check). He gathers about 1000 gold pieces worth of loot.
Irdred then goes deep into the ship's hull to examine the navigational entity controlling the ship's heading. He discovers it is an extroardinarly complicated automaton guided by a series of animated mechanisms and a "motherbrain" crystal at the center of the device. Although Irdred's skill in creating artificial animates isn't this good, he does know enough about animation to figure out how to read the device (Success on 2; positive for knowing a relevant spell). When he begins to examine Talbott's coordinates, he realizes the ship is returning to the royal capital, or the queen's home city (Success on 3; geography). It's actually not that hard to figure out how to input new directions to the navigational entity (Success on 3; spell knowledge), but it doesn't respond to Irdred's commands. There must be some kind of password in effect, although it must be easily breakable if Kangala was able to change the ship's heading. Talbott should know the password. Irdred also discovers a standing mirror that is clearly magical. This must be the "emergency escape" system Talbott mentioned, although Irdred doesn't even know how to begin working it (Failure on 1; spell knowledge).
Unfortunately, Talbott was quick to return the pirates' loot pile to the queen's quarters. Some nautical items were part of the loot pile. Perhaps he can convince Talbott to part with them while they need the queen's ship (and then sell them later, heh).
Jack searches every square inch of the ship for guns. The pirates were pretty thorough in picking the queen's ship clean as part of her rouse, but he does manage to discover a few weapons. A crossbow fell behind a bed, and a pistol was left within a barrel. He also discovers a bag of gun ammo tucked into a corner. But that's nothing compared to his biggest find. Someone managed to cram a Blunderbuss into a hole (Success on 3; search, then another Success on 3 for "exceptional" finds). A blunderbuss always deals 2 HP damage from point-blank range...assuming it doesn't misfire! It ignores armor and shields. It is a short-ranged (30 ft) weapon and takes 5 lead bullets per shot. As usual, it only fires once.
Any other actions?
STATUS LINE: Irdred ENHANCE (Knife), Zombie
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack grabs the blunderbuss, the pistol and the ammo.
(Does Jack have to use two hands to fire the blunderbuss?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Oh yeah. Hell, he's even at risk of falling whenever it goes off) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack gives the blunderbuss to Irdred. "This is a bit too big for me," he explains. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Irdred hides some of the valuables in the zombie's pockets for now, at least enough so that his own pockets aren't so obviously full. It wouldn't do to be caught red-handed with the stuff. Even if Irdred doesn't see anything wrong with stealing from a criminal queen, certain other people might not feel the same way...
****************
Can Irdred tell how long the journey will take?
Quote: wrote: he realizes the ship is returning to the royal capital, or the queen's home city
He stares at these coordinates for a good minute. Did Talbott choose this destination intentionally and then lie about it? Or was the knight really as clueless as he acted?
Irdred debates whether he should even do anything about it. After all, he has his own reasons for wanting to return to the capital. But in the end, he concludes that that would not be the most rational course of action right now... seeing how the queen wants him and Jack dead, and all. He realizes that he most likely won't be able to return home safely for some time. Maybe not even until after the queen dies. If only he were allowed to continue his research elsewhere...
But first things first. He needs that password.
**************
Quote: wrote: We will need to tread carefully with that one, in order to know when his usefulness is at an end.
"It's funny you should say that, because he just might be thinking the same thing about us." He tells Jack where the ship is headed. "Maybe he intends to turn us in, along with the relic. ...Or maybe I'm just being paranoid." That last part might not be such a stretch.
Quote: wrote: This is a bit too big for me
Irdred looks at the hand-held cannon, then looks at Jack. "You're right about that," he agrees with the halfling. "Although it won't be much better in my hands." He takes the weapon, then inquires, "Ammunition?" Since he's not planning on using the blunderbuss very often, just a few shots' worth should be enough for now.
************
When Irdred goes to ask Talbott for the password, he's fairly straightforward about it. He knocks on the door to the queen's chambers and says directly, "I need the command word for the ship." He gauges Talbott's response carefully. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (how many bullets were in the pouch Jack found?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Queen's Ship "Love of the Sea" ********************************************************** CONDITIONS: Evening, cool, damp
The setting sun has now dipped below the horizon and the day has moved into the evening.
There are 50 bullets in the bag Jack found.
Irdred is very direct with Talbott.
"Why? You don't like where the ship is going now?" he suddenly looks frustrated. "I don't even know where the damn thing is going. How can you? Unless...the ship is like a well-trained horse. When parted with its owner it returns to its stable, so..."
Talbott seems to be struggling with this last point even though the answer is obvious to Irdred. When he finally answers, he will say "You want to go somewhere else? Like where?"
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack will count out 15 bullets and hands them to Irdred. "Will this be enough?"
Then he turns to the zombie. "Those are pretty useful. Could you teach me how to do that?" Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (I was hoping to advance the "plot", whatever that may be, before the holiday rolls around, so I'm hoping for Irdred's reply soon; otherwise, I'll update later tonight.
Shall I assume you guys will be away Thursday and Friday?) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (I can be around friday. Jill has to work so I won't be doing anything until evening. I might be around thursday evening as well.) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag 15 bullets is plenty.
Regarding necromancy, Irdred raises an eyebrow at the request. He answers Jack's question with a question. "That depends. Do you believe in the soul?"
Regardless of Jack's answer, "It's not an art to be taken up lightly. You'll be hated by the simple, superstitious folk of the world. Do you still want me to teach you?"
(Speaking of which, when do we get to learn new abilities? ^_^ )
***********
Okay, so maybe Talbott really doesn't know the ship's heading. But that doesn't make it any safer to go to the capital. "What if I told you it's going back to the pirate cove?" Irdred lies in a last-ditch effort to get the password.
Quote: wrote: You want to go somewhere else? Like where?
He answers tactlessly with, "I don't have to tell you that." In truth, he doesn't know where else to go; Kangala gave them no indication of where to meet her friend, and Irdred isn't very familiar with the world outside of the queendom. Can he think of a place that would harbor fugitives?
*********
(Thursday's right out for me, yeah. I'm not sure about Friday yet.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag (Rewards await when the party reaches their next destination very soon) * * * * *
THE OCEAN: Queen's Ship "Love of the Sea" ********************************************************** CONDITIONS: Evening, cool, damp
Irdred doesn't know much about criminal organizations like pirates and bandits, but he does remember something about a prison island north of the royal capital. It may be full of criminals, but nobody will expect a fugitive to hide there.
At the mention of the ship returning to the cove, Talbott blinks. "But...why? That doesn't make sense! Oh, geez...okay, you seem to know how to work this thing. I'll go down with you and provide the password and you set the heading."
Looks like Talbott doesn't trust Irdred. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members November 2009 edited November 2009 Flag Irdred's not sure about the prison island, so he admits, "Alright. I don't have any idea where to go. So where would you tell the ship to go?" He figures once he gets the password and inputs Talbott's coordinates, he could always change it later. Maybe Jack knows of a safe place. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag (Does Jack know of a safe place?)
"The soul?" Jack asks. "Well, I wake up sometimes at night sweaty with fear about what might happen to me when I'm dead. Does that count?"
(Sorry about being out, I've been battling a nasty virus since thursday morning.) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members November 2009 edited November 2009 Flag THE OCEAN: Queen's Ship "Love of the Sea" ********************************************************** CONDITIONS: Morning
Jack thinks of a place to go, but he just doesn't know enough about the sea to figure out a location (Failure on 1; -1 penalty applied, sea knowledge check).
Talbott leads Irdred down to the navigational automaton's controls. When he gets there, he announces the password to the crystal (apparently the queen's childhood nickname and maiden name), but then he stops Irdred from saying anything. "I know! Let's return to the capital. Why didn't I think of it earlier?"
Regardless, it is now late and the group decides to turn in for the night (but if you want to do something during the night, now is the time to say something).
In the morning, anyone who goes out on deck will see the ship is still in the middle of the ocean and seemingly far from everything. As you wait for the ship to reach it's destination, you spot an odd object approaching on the horizon. It is closing in fast. As it draws closer, you realize what it is:
MULTIPLE CHOICE!
a) A ship flying unusual colours and trailing a long tail of sparkles.
b) An airship supported by three balloons and propelled by magic.
c) A small, grassy island featuring megaliths and standing rune-stones that appears to be moving
d) A massive turtle wearing a funny hat and sporting a little hut on its shell.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members November 2009 edited November 2009 Flag Jack will wake up at some point, sweaty with fear about what will happen to him when he dies, and goes for a walk out on the deck.
(C!) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag
Quote: wrote: Does that count?
"So in other words, you don't know. A good answer. But fear of the unknown is a barrier to knowledge, and the sooner you rid yourself of it, the better," Irdred says to Jack brusquely, as if it really were that simple. He doesn't bother to explain why he asked the question or what it has to do with creating zombies.
Quote: wrote: apparently the queen's childhood nickname and maiden name
"Why do you know her childhood nickname?" No matter. Irdred commits the password to memory and makes a show of "changing" the ship's destination. As he's doing this, he asks Talbott carefully, "So how well do you really know the queen?"
(Both A and C sound good to me, so we'll go C.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag THE OCEAN: Queen's Ship "Love of the Sea" ********************************************************** CONDITIONS: Morning, clear skies, calm seas, ocean breeze
In response to Irdred's comment about the queen, Talbott shrugs. "I am just a lowly, but loyal, knight. I do not personally know the queen, but her kind and merciful reputation is legendary among the populace, and she has performed many acts of charity for the sick and poor. It is even rumoured she dressed up like a commoner and personally assisted in the clean-up when the Lowlands flooded last summer. Why, the day her heir was born, it is said the servants of the gods witnessed the event in person and blessed the child! If that is not a righteous and compassionate queen, then no such thing exists."
* * * * *
The mysterious island is moving and it seemingly drifts closer to the queen's ship with surprising, but not obvious, speed. The island leaves no wake. It looks like the world itself is shifting to bring the ship closer to the island. As the rest of the group arrive on deck to witness the curious object, the island finally moves within a few hundred feet of the queen's ship.
The ship suddenly quiets and stops. The oars fall lifelessly into the sea. If Irdred had a zombie animated, it also smacks into the deck. Irdred can feel all trace of magic disappearing from himself and the ship. It's like the island has sucked it all up.
The mysterious island now approaches the side of the ship and comes to a stop. There is no peir or obvious way to disembark, so the group will probably have to get into a boat (or swim).
Talbott looks down at the ship's oars, then to the island, then to the ship's oars again. "Why have we stopped? I thought we gave the ship the new coordinates. Shouldn't we be moving away from this queer island?" Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack takes a moment to study the island, looking for any sign of movement (animal or other wise). "We seem to be stuck here," he says to Talbott after a moment. "Maybe this is where we are to take the relic?" Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Irdred looks down at the zombie in dismay. In his eyes, an island without magic is even worse than going back to the capital. But soon his curiosity about the island overpowers his concern. "It seems to have pulled us here by some force other than magic. Whatever it is, it's more powerful than the force that drives the ship. We have no choice but to go see if there's a way to make it release us." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag THE OCEAN: A Mysterious Island ********************************************************** CONDITIONS: Morning, clear skies, calm seas, ocean breeze
There is a sudden gust that causes the young knight's tunic to flutter. "Some force other than magic? Oh gods, what have we gotten into now? Is it not enough that we've been assaulted by merfolk and pirates..." Talbott trails off. He eventually mutters something about the relic not being safe here and suggests hiding it in a chest within the queen's quarters, although he doubts a mysterious island wouldn't go to all the trouble of chasing the group down for nothing.
With that cheery thought, Jack begins to examine the island while Talbott looks for a rowboat. The halfling doesn't spot any movement whatsoever. He does not spot any creatures flitting about the sandy beaches at the edge of the island, nor does he spot anything other than fish circling the strange pair of stones poking out of the water. There are many more stones like those in the water and they march out of the water, up the beach and all the way up a small rise to the crown of a hill in the distance to form a road of sorts. Jack also doesn't make out any animals frolicking in the swaying grasses and flowers dotting the hillside or the strange ring of monoliths sitting atop the hill.
The island isn't very large. Roughly the length of a football field and just as wide. It's about 60 ft. away from the ship.
"I can't find a boat. I think the pirates got rid of them," Talbott reports. "Looks like we will have to swim there. Water looks warm though. Shouldn't be a big deal."
Talbott looks up at the circle of monoliths crowning the hilltop. "What'cha suppose those are all about? Perhaps that's the source of this queerness?"
Despite his earlier suspicions, Talbott seems happy to leave his shield and crossbow behind. Who first to leave the ship? How will the rest of the group tackle the island?
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Irdred suddenly looks doubtful when Talbott mentions there is no rowboat. He finds a length of rope and ties one end of it to the ship's railing. He hands the other end to Talbott. "Here. When you get down there, tie this around one of the standing-stones." The idea being that Irdred could then use the trail of rope to stay afloat without worrying about swimming.
In the meantime, he looks for some kind of watertight bag. Although he'll leave the blunderbuss, powderhorns, and bow and arrows behind, he's reluctant to leave the rest of his stuff. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack also looks for a way to keep his guns and ammo dry, as well as the relic. He thinks his blades aren't very adequate for protection, but are better than nothing if he can't find anything to secure the guns and ammo. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag THE OCEAN: A Mysterious Island ********************************************************** CONDITIONS: Morning, clear skies, calm seas, ocean breeze
There is no shortage of rope on the ship, so Talbott takes the rope from Irdred and jumps into the water. He has a moment of insecurity now that he's all alone in the water with nothing between him and the island, but he eventually forces himself to swim. When he approaches a standing-stone closer to the beach, he ties it to the stone while Irdred takes care of his end on the ship. When the rope is taut and secure, he tries climbing it to the beach below (he can't find anything that would gaurantee water resistence).
Despite the gear clanging around Irdred's character and his relatively wimpy build, the necromancer manages to climb down the rope, one hand over the other, to the beach below without much difficulty (Success on 3; strength).
The same can't be said for his knots. About 10 ft. out from the end of his climb, both ends of the rope loosen causing the rope to grow slack and Irdred finds himself splashing into the water up to his chest (Both Irdred and Talbott failure on 1; handle rope).
Seeing Irdred's plan go awry, and no way to protect his ammo, Jack leaves all firearms-related gear on the ship. He jumps into the water and swims to shore.
|
|
|
Post by TG Barighm on May 8, 2018 17:12:16 GMT -5
chiapet Member Full Members December 2009 edited December 2009 Flag Jack will search for any tracks on the beach. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag Jack looks around for tracks when he reaches the beach, but he doesn't see any. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag "I don't see any tracks," Jack announces. "I guess we just follow the road." Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Irdred makes his way dourly up to the shore. The first thing he does is take out his journal, leave it open out in the sun to dry, and set a rock on top of it so the wind doesn't take it. "Will this miserable ocean stop at nothing to ruin my life...?"
With the rope gone, is there any way to get back onto the ship now?
Whether the answer is yes or no, there's nothing to do but follow the "road" and see where it takes them. He advances cautiously, eying the flowers and grass with obvious distrust.
Can he identify any alchemy ingredients among the plants? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (are the rocks big enough for Jack to hide behind?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag THE OCEAN: A Mysterious Island ********************************************************** CONDITIONS: Morning, clear skies, calm seas, ocean breeze
Thankfully, Talbott forgot to remove the rope ladder the trio used to climb up to the ship in the first place. They can still return to the ship.
And yes, Jack is small enough to hide behind the rocks.
When the trio is finished looking around the beach, they gather themselves up and begin to make their way up the path defined by the pairs of standing stones. The hill is pretty steep, so the climb is pretty tiring. Once they get about half way up the hill, they discover the higher standing stones have strange runes carved into them.
Irdred examines the grasses and flowers littering the hill. The flowers are pretty common, but he doesn't know enough about Alchemy to pick out any particularly useful ones (Failure on 2; -1 penalty applied, specialized knowledge).
The top of the hill is crowned by a ring of monoliths. The ground has been smoothed into a flat circle for the monoliths. Dominating this unusual arrangement of stones is two large arches, looking north and south, and a second much smaller circle of round boulders sitting within the ring of monoliths. Another standing stone, about waist high, sits within the boulders. A concave indention in the top of the waist-high stone gives the impression it once held something.
Talbott examines the monoliths with awe for a few minutes before looking out over the ocean. The hill isn't very high, but it still grants a nice view of the surrounding area. "It appears safe. It will be nice to relax for a change." Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack studies the runes, although he doubts he'll recognize anything. Then he studies the indentation. Can he tell what used to sit there, or its general shape? Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag Jack can't make heads or tails of the runes (Another specialized field of knowledge).
The indentation is bowl-shaped, so it probably once, or can be used to, hold something. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Can Irdred make anything of the runes?
"There's something very wrong with you if you find this place relaxing," he says matter-of-factly to Talbott.
He heads over to the central stone. "Blood sacrifice?" is his first impression of the bowl's purpose. Reluctant to try out that theory, though, he instead suggests to Jack, "Try putting the relic in there. I have a hunch that that's what pulled us here to begin with."
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack shrugs, and places the relic on the central stone. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag THE OCEAN: A Mysterious Island ********************************************************** CONDITIONS: Morning, clear skies, calm seas, ocean breeze
Irdred thinks about the runes for a bit. He's no expert (Success on 2; -1 penalty applied; positive factor for being a mage), but he remembers seeing wizards using these runes. Whoever carved them was probably a member of a common wizard order.
Jack places the relic on the stone. Nothing happens.
Someone bursts out laughing. Jack blushes and looks back to see who it is, but discovers Irdred and Talbott are just as confused as he is. Looking around, he eventually spots the owner of the laughter, a person with a vial in hand.
"Try this," this person says.
Who is this person?
a) A wise old man wearing robes and using a staff as a walking stick.
b) A young woman wearing glasses and supporting a large book in one hand
c) A boy wearing robes far too large for him
d) Your mom
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (my mom or Jack's mom?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (That will be decided by another MC tounge2.gif) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (hmm, d!) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag (Umm, as curious as I am, I'm still going to vote A.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Attempt to come to a consenus or shall I intervene?) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (intervene!) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Just fyi, "D" choices are always goofy, so I generally won't favour them) * * * * *
THE OCEAN: A Mysterious Island ********************************************************** CONDITIONS: Morning, clear skies, calm seas, ocean breeze
The owner of the vial is an older man, with grey hair and beard and wizened features. His robes are distinctly arcane in nature, and his staff, a gnarled wooden thing wrapped in thickly leaved vines, supports some of his weight. He stepped out from behind a monolith, but nobody has any idea how he got there without being spotted earlier.
The old man steps past Jack and pours the vial of pinkish liquid into the central stone's bowl-like indentation. He begins to trace something in the liquid with his finger, but it's hard to make out what.
"I trust you three are the people Kangala told me about," the old man explains as he pokes at the liquid. "Not many of your type manning magical ships out here, yes?"
"Wait! What are you doing, old man? Who are you?" Talbott demands. He appears to be reaching for his weapon.
The old man glances at the morningstar at Talbott's side, but he doesn't appear to be concerned with the young knight's show of aggression. "Oh, calm down young man! I'm nobody of importance, at least not enough to bother explaining who I am, but I will say I am a wizard. One of many inhabiting Spellmount. Kangala didn't tell me much about this...relic you have, but based on the trouble it has caused, I'm certain somebody in my order will want to see it. I am taking you to Spellmount now. Do not worry about your ship. It will be safe. Now, unless you have some pressing concerns or business on my island, I suggest we be on our way."
Talbott looks stunned. "Spellmount? But...I thought that place was just a legend! Stories for the children."
The old man laughs. "Oh, come now! Where do you think wizards gather? Around a cauldron in the middle of forests at midnight? Spellmount is just one of many places where we gather and learn more about our craft. There are some smaller orders, yes, but we don't appear out of nowhere...unless we want to. No, my good knight, our homes are just as real as yours...well, mostly real anyway."
The old man laughs again. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack relaxes somewhat at the site of the old man and tucks the relic away. Then he shudders. For a moment there he thought he had seen his mother. Killing her again isn't really a task Jack is looking forward to. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Wait...wha?) * * * * *
THE OCEAN: A Mysterious Island ********************************************************** CONDITIONS: Morning, clear skies, calm seas, ocean breeze
"Oh, well, it's not like you will have time to do anything else. I suggest you hold on," the old man's face splits into a wide smile. He suddenly spins around with surprising speed and whacks one of the larger monoliths with his staff. The monolith vibrates for a second...then begins to vibrate even more. The vibrating stone begins to emit an eerie tone like a pitchfork. The sound spreads to the rest of the stones and soon the entire hilltop is vibrating with this strange song.
And then it suddenly stops.
The trio give eachother curious glances, but a sudden trembling sensation causes the group to stumble and sway. The old man begins to cackle while the shaking persists...
Looking down to the ship, they can see it suddenly begin to drift into the island. A sudden surge of water forces the ship onto the beach. Moments later they can see the water around the island begin to recede...and recede and recede! The water has rolled well beyond the edges of the beach to expose the rocky crags of the island's foundation.
They trio eventually realizes the ocean isn't receding. The island is rising out of the ocean!
Cackling like a mad man, the old wizard thoroughly enjoys watching the trio squirm as the island rises out of the ocean and into the air. It continues to rise for a good bit until the individual waves of the ocean below fade into a smooth, almost featureless blue surface. The winds pick up quite a bit at this height causing clothes and grasses to flap in the strong breeze.
Talbott collapses to the ground and grabs the soil of the airborne island like he is holding on for dear life.
"Oh, don't be so dramatic! You're perfectly safe up here...unless you wander too close to the edge. I advise you don't do that," the old wizard continues to sport a goofy grin. "Now, how about we all enjoy a nice cup of tea, yes? We've got quite a bit of time together until we reach Atlas'Baerone, more commonly known as Spellmount to the lay folk, so I suggest we get to know eachother a bit. As the young man suggested, we should relax for a spell, yes?"
The old wizard produces a pouch about the size of his head. It doesn't look like it's possible to produce a tea set from the pouch, but when one is riding a flying island, it is hard to be surprised when the wizard pulls a large tea pot out of the pouch. He also pulls out 4 mugs, a silver tray, a bowl full of ginger cookies and sugar. Without any obvious sign of preparation whatsoever, the wizard pours steaming hot tea out of the teapot into a mug, then takes a seat on one of the three boulders circling the central stone. He places the platter on the central stone. Oddly, the wind doesn't seem to have the slightest bit of impact on the tea set, nor does it mute the wizard's voice.
"Go ahead. Help yourself. It's perfectly safe and nutritious. Now then, how is the mermaid these days? I haven't heard from Kangala in years, but she seems to be in a spot of trouble, yes?"
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag (Hmm! Kind of wish I picked D, now, just to see how that would turn out.)
***********
"How...?" Irdred starts to ask the old man, but his brain is moving faster than his mouth. He thinks of a different question before he's even finished with the first one. "Why...?" He stops again. He finally settles for, "...Is that really tea?" He inspects the teapot to make sure it's not some cruel trick. It does cross his mind that there is no reason for him to trust this old codger or the mysterious tea he's conjured up, but he can't help himself. He pours himself a mug and downs it all. And for a moment, he doesn't look like he hates everyone in the world.
It is a moment does not last long. "Stop showing off, old man. I want answers. How is it that you can cast spells on this island, yet I am unable? And how were you able to find us so easily?" He's not interested in talking about Kangala until these matters are explained. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag The old wizard laughs again. "Curious, aren't you? And distrusting. That's all right. I understand. Finding a queen's ship is easy. A simple scrying, is all. That ship stands out like a sore thumb. And you have been able to cast magic for awhile now. I only dampened the magic around the island to make sure you guys didn't try to run away. That ship can fly like the winds if you know how and I had to be sure."
The old wizard motions towards one of the monoliths. "Think of them as very big wands."
Irdred takes a moment to concentrate...and begins to feel the magic flooding into him.
"Is that all you can think about?" Talbott whines. "Oh gods...I think I'm going to be sick."
"That's what the tea is for," the old wizard chuckles.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack glances at the tea, then at the old man, one hand resting on the hilt of a dagger. Wishing desperately that he still had his guns, Jack finally takes a cup of the tea, and sips slowly.
"What's this relic for, anyhow?" he finally asks. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag SPELLMOUNT: Spellmount Inn ********************************************************** CONDITIONS: Afternoon, clear skies
The old wizard shrugs at Jack. "I don't know, but you will find out soon enough."
The small talk continues for a good while. The wizard appears to be little more than a ferryman of sorts and doesn't know much about the trio's fortunes. Hours later, not long after a lunch of cheese and biscuits produced from an equally mysterious basket, the island approaches a cluster of mountains dominating another isolated island in the middle of the ocean, this one a normal water-bound island. The mountains are topped by a series of awesome towers and buildings reaching into the sky, and numerous bridges stretch between nearly every gap, canyon, and pass separating the mountains. Dwarven-style windows and housing built into the mountains themselves are also present, and it's no surprise when dwarven architecture is plainly visible. A harbour at the base of the mountains nearly circle the entire island.
"Welcome to Atlas'Baerone," the old wizard smiles. "I suggest certain wizards don't go casting spells willy-nilly while you're here. I'm afraid only those taught in the schools here have the license to do so, but you can purchase a temporary license at the inn if you want."
The old wizard's floating island approaches a spot on a nearby mountain that looks like a huge chunk has been scooped out. The island settles down into this depression like it was made for it. The queen's ship, still beached, leans a bit as the island comes to a stop. The old wizard rises from his boulder and points at a tunnel marked with bright, magical lamps and purple flags.
"Now then, I hope you enjoyed your flight. Don't worry about the fare. I'll add it to Kangala's tab. I've taken the liberty of booking you a room at the Spellmount Inn, it's just outside that tunnel so you can't miss it, and I'll have your ship transferred to the harbour below. Gather your belongings and move along. I am wanted somewhere else. Good luck to you all, and wait at the inn for someone to contact you."
The old wizard steps behind a monolith and disappears. With little other choice, the party gathers their belongings and steps off the island. The little tunnel they're directed to enter leads to a tourist area of sorts within the mountain. The cramped road is surrounded by taverns, restaurants, gift shops, market stalls, and all that stuff, and its filled with all sorts of different people of many different races, although dwarves, elves, and humans are the most common. The items on display are both magical on mundane, useful and purely for fun. It's not a very large area, and when they exit the mountain they find themselves standing on a huge platform hugging the side of the mountain. More shops and buildings are found here, as is the Spellmount Inn.
Looking up, the party can see a huge tower dominating the largest of the mountains. Huge runes cover the sides of the towers, and massive creatures the party can't quite make out circle the tower. Purples and blues are the most common colours used on the tower. When they enter the Spellmount Inn, they discover an old fashioned tavern accented with a series of magical luxuries, like sparkling lamps, a mailbox that can carry a message anywhere in an instant, and an animated broom going about keeping the place tidy. The highlight of the inn is a huge window lining one side of the inn to provide a nice view of the mountains.
Irdred also discovers a Magical License vendor at the inn. Turns all out he has to do is write a letter marked "Temporary License" and provide a fee of 50 gold coins and stick both in the magical mailbox. The license is good for a week.
"This is all so overwhelming," Talbott moans as he takes a seat with the trio at a table. "And expensive! Looks like the inn doesn't cover Kangala's tab. It's 100 bloody gold pieces just to check in! How will we pay for this? Even split?"
The party is also free to explore the city for the next little while. Practically everything you can think of is available in shops.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (Can Jack have recovered his guns from the ship?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Yes, you can assume everything was gathered before leaving) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag (Ooh, there's lots to go over here. I'll try to post some actions tomorrow.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag "Who am I supposed to give this relic to," Jack starts to ask, but then realizes the wizard has vanished.
"Great," he mutters.
Jack is a bit overwhelmed with the city, plus he's still a bit shaken, thinking his mother might reappear at any moment. He agrees with splitting the tab. When he has a moment alone with Irdred, he'll suggest they stay together while exploring the city. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag Splitting the Inn fee will cost 33gp each (and Talbott will cover the odd coin). Talbott thinks Irdred shouldn't bother with the license and should just avoid casting spells entirely during their visit.
Talbott is not sure where they should hide the relic. Yes, it's potentially a dangerous item that should be kept well hidden, but it still looks like a harmless doll.
And now I want to know why Jack killed his mother. Wonder how I'm gonna work that in... Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag "Fascinating," Irdred says as the island approaches the mythical city. "When that old coot said we were going to Spellmount, I thought he had lost his grip on reality." Nevermind that the guy is standing right there. "It looks like I was happily mistaken!"
Indeed, he can't think of a better place they could have ended up. When they arrive at the mountain port, he's so busy studying his surroundings that he's oblivious to the old wizard's departure. When he finally turns around, he's dismayed to find him gone. "Wait, how do we go about contacting you again...?" he asks the air. "Damn. Wizards..." It's vital that he speak to the old man later... that is, when Talbott's not around. But there's nothing to be done about it right now. With no other choice, he gathers his things and heads to the inn with the others.
As loathe as he is to share a room, he'll still agree to split the cost with Jack and Talbott, at least for one night.
Quote: wrote: Talbott thinks Irdred shouldn't bother with the license and should just avoid casting spells entirely during their visit.
An amused expression crosses Irdred's face. "Why is that? Does my magic... bother you?" He's fairly certain that the real reason Talbott is discouraging him is because the knight doesn't want to share a room with a reanimated corpse. And that is just irrational superstition as far as Irdred is concerned. "I didn't hear you complaining about my spells when I was healing you."
He does apply for a license. In fact, he asks the vendor, "How do I get a more permanent license?" If Atlas'Baerone is the city of enlightenment that Irdred imagines it to be, then he can see himself spending longer than a week here...
He takes an acute interest in the magic mailbox and proceeds to bother the innkeeper with a multitude of questions about it. How does it work, how does it know where to send things, could letters be traced or intercepted? Finally, he runs out of questions and takes the time to pen a short letter. He stares at the letter for a long time, as if debating something. Then he sends it.
Quote: wrote: he'll suggest they stay together while exploring the city.
"Follow me if you must," Irdred replies.
-Was Irdred allowed to bring the zombie into the city without a magic license? If not, he goes to fetch the zombie now. -That bottomless bag that the old wizard was using is intriguing to Irdred, and he wouldn't mind having one of his own. He tries to find out how much one of those goes for. -How much for his own flying island? biggrin.gif -At some point when Jack is not around (Irdred will make up an excuse to get away if he has to), he looks for a place to sell the gems and jewels he got from the queen's ship, exchanging them for something less incriminating. -He revisits the flying island to see if the old wizard has returned yet. If he hasn't returned, he asks one of the dock workers (?) if they know where to find him. In any case, if Irdred succeeds in tracking the old man down, he'll want to discuss the events that led Jack and himself to Kangala and the relic. More specifically, now that Talbott is not present, they can speak openly about the queen's involvement in all this. Irdred expresses his concerns that since the old man was able to track the queen's ship so easily, the queen's forces may be able to do the same. "Is it possible to cloak the ship against scrying?" he asks. "The last thing this city needs is to be discovered by the likes of them."
|
|
|
Post by TG Barighm on May 8, 2018 17:12:46 GMT -5
TGBarighm Member Full Members December 2009 edited December 2009 Flag (If anyone is curious, I'm shooting for a combination of FF12's Rabanastre, minus the tropical feel, and a Harry Potter theme. Btw, it may be difficult to tell but your choices so far have radically altered the direction of the game) * * * * * SPELLMOUNT: Spellmount Inn ********************************************************** CONDITIONS: Afternoon, clear skies, mountain breeze When nobody responds to Talbott's concerns about the doll, he offers to hold onto it, although it quickly becomes apparent he plans to take it no matter what anyone else thinks. IRDRED: With regards to the license... "Well...I just don't see a need to...you know, we'll be safe here and all and I just wanted to save some money..." the young knight stammers, but it's obvious to Irdred he struck the nail on the head. Irdred then assaults a man handling check-ins for the inn with questions. The tirade causes the poor guy to cry. "I...I don't know! We just put the mailbox here because we thought patrons would appreciate it. I don't know how it works. Please don't ask me anymore questions..." He also doesn't know anything about the licenses, although it looks like you can't just buy one. Perhaps if Irdred asked around a bit more... Irdred then goes about paying for the license and sending his letter. As promised, his letter is instantly sent upon closing the mailbox. He opens it again moments later to find a reply hasn't arrived, so he sits down with Talbott and Jack for moment and enjoys a drink. Looks like drinks and an evening meal are included with the costs of checking in. Eventually the man Irdred emotionally beat'up arrives with a letter for Irdred-he cringes at the sight of the necromancer-and Irdred has his temporary license. The license includes a list of contract-like conditions that explains how and when Irdred can use his magic and all that. Long story short, he can use his magic for personal uses, such as animating familiars to carry his gear, and in emergencies, either to protect himself or others. He can't use his magic for offensive purposes such as casting spells on others unless that person allows him to. As an added note, people agreeing to have magic cast on them, then turning around and saying they were "enchanted unwillingly", is a common problem in the city, and such cases are clogging up the courts. It's best Irdred doesn't cast spells on anyone he doesn't trust. I'll assume Irdred included a question as to how he can obtain a permanent license in the letter. An answer is provided: to get a permanent license, a wizard must be sponsored by one of the city's wizardry orders, such as a school or circle of elite wizards, and such affiliations may require some effort on Irdred's part. The sponsor must be officially recognized by the city to award a license. As a side note, the letter also adds no fake license in the city's entire history has ever lasted more than a few days. Getting caught using one will impart severe consequences. With regard to the wizard and his flying island... Irdred later returns to the flying island's resting place and discovers the old wizard is not present. Instead he finds a scroll hanging from a string on one of the standing stones. It magically unfurls on its own when Irdred approaches it and reads "Mogley's magical island ferrying service is currently accepting passengers for the night service! Please see the ticket vendor for more information, or send a letter by post addressed to 'Mogley's magical island ferrying service' with 30 GP to receive a ticket. Lycanthropes are expected to find their own means of quelling their curse before boarding. I suggest Linney's Herbal Remedies." Irdred finds the island's ticket vendor just inside the tunnel back into the city. It's a tiny little house with a small window on one side and a sign reading "Island Ferrying service 30 GP for tickets." Unfortunately, the ticket vendor is just an animated puppet of a woman talking in a programmed tone. Getting information on ports of call and traveling etiquette is easy, but any questions that stray from this get a simple response of "please direct more detailed questions to ferrymaster Mogley by way of mail". As for the queen's ship, it is no longer present on the island. With regards to Necromancy in general... Although he doesn't spot any animated corpses, he does know wizards when he sees them, and the city is crawling with them. They're so busy most just go about their business without paying attention to anything around them, and their apprentices are no better. Irdred does catch a few snippets of conversation though, especially one particular bit regarding necromancy: looks like there is an order of necromancers operating within the city. "That necromancy place" is the only title he gets. With regards to other bits... -Irdred's zombie wasn't animated when he entered the city, and I'm pretty sure Irdred didn't want to drag a dead body through the streets. It's still on the queen's ship. -Irdred doesn't have much trouble learning more about the bottomless bag. He discovers a bunch in a shop called "Mystic Moog's Bags and Bottles". When Irdred describes the bag to the shopkeeper, he discovers the bag the old wizard was using must have been a "top of the line" model, and those bags are very expensive. 10,000 gold pieces is a common price for such bags; however, there is a bag for small objects, roughly whatever you can fit in your hand like bullets and most spell components, selling for 1000 gold pieces. As Irdred explores the store, he can't help noticing a nearly endless line of dwarves staring in awe and drooling at a product known as the "Endless Pint", a refilling mug of ale that never empties and costs a small fortune. The dwarves talk about it like most humans talk of winning the lottery. -Irdred gets lucky and sells his art for the entire value selling value of 1000 gold pieces. -Looks like most people have no idea how you go about getting a flying island, but there is a nice assortment of stores that sell flying broomsticks and carpets. He can also get a flying mount, but apparently it's not worth the trouble. INVENTORY UDPATE: -33 GP to all, -50 GP to Irdred, Irdred gains Magic License (1 week), Irdred +1000 GP Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag If Talbot tries to take the doll, Jack pulls out a pistol and points it directly at Talbot's family jewels. "I'll hold onto it, if you don't mind," he says with a smile. Jack will inquire about cheaper lodging. He'll also inquire about magical enhancements for his guns. And he will also inquire about wizards who are knowledgable about ancient relics.) (do you have an updated inventory for Jack?) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag (Reading over my post again, I'm not sure it was clear that Irdred sent two letters: one for the license and one to persons unknown. I didn't go into detail because the letter's contents aren't relevant at the moment. I just wanted to leave doors open for later...) Irdred stays out of the exchange between Jack and Talbott. He glares his disapproval from afar, but even if he doesn't care for Jack's... methods, it beats handing the relic over to the knight. Re: Letters - Rolling his eyes, he doesn't harass the sensitive innkeeper anymore. When he gets back from searching for the old man, he writes a third letter, this one addressed to "Mogley's Magical Island Ferrying Service". Although he won't mention the queen's involvement in the letter, he does stress how important it is that the ship be "cloaked" against scrying. He requests another meeting with Mogley so they can discuss the more sensitive details in person. Re: The harbour - Mogley had mentioned that the queen's ship was being moved to a harbour somewhere. If Irdred can find this harbour, he goes there to retrieve the zombie. While he's at there, he also goes down to the navigation room. He tries to figure out if it's possible to change the password (though he won't actually do it just yet). He might come back here later, too. If Mogley doesn't respond to the letter within a day, Irdred may do something about the ship himself. Re: "That necromancy place" - Irdred will certainly investigate this, but it will have to be another day. Weariness from the day's events forces him back to the inn for now. (Basically I want to meet the relic guy and finish up some of these other tasks before tackling this one.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag Quote: wrote: I'm not sure it was clear that Irdred sent two letters: one for the license and one to persons unknown (I thought as much, but I didn't think it made much sense to send a letter to no one at all, in which case the letter wouldn't be sent, so I just assumed you meant to send two letters, one for the temp. license and the other asking about permanent licenses) * * * * * SPELLMOUNT: Spellmount City ********************************************************** CONDITIONS: Evening, clear skies, mountain breeze AT THE INN: Talbott backs off when Jack pulls his pistol. He growls something about "damned rogues", then mutters something about Jack making sure he keeps the relic safe. JACK: Jack asks about cheaper lodging, but it turns out the room they have now is the cheapest available. Thankfully the 100 gold pieces is good for a few days, so the trio has some time. When Jack asks about the guns, a tavern maid directs him to a gun shop on the western side of the city. Irdred seems to be focused on his own work, and the shop is well out of the wizard's way, so he is forced to part with the necromancer. Since Jack strikes me as a more hands-on kind of guy, I suspect he doesn't ask about sending a letter and just goes there himself (but you can rewind if that's what you'd prefer to do). Jack has to cross quite a few bridges to get to the shop, but he eventually finds himself in an area of the city much like that he just left except for one major difference... The place is bustling with bizarre contraptions and machines! Thick, black smoke and steam rises out of nearly every chimney, in some cases multiple chimneys, and there is even a steam-powered cart moving on its own down the street (until it crashes into some barrels; a lot of shouting follows). "Eglecarpe's Guns and Goods" is a tame place compared to the rest of the street, and it's not very busy, so he has lots of time to talk to the shopkeep, a pretty dwarven lass (Eglecarpe is out of town). Apparently there are a number of enhancements he can get for his guns, from guns that fire spells instead of bullets, to more mechanical innovations that help improve his reloading speed or the gun's accuracy. Innovative weapons are generally cheaper and cost between 500gp to 1000gp, but the enchanted guns start at 2000gp and go way, way up... When Jack asks about wizards who are knowledgeable about ancient artifacts, he gets laughed at. "Take your pick!" it is said. Apparently there are lots in the city, but where to start? It is suggested he sends a letter to the Wizardry Scholars Guild with his request. IRDRED: Irdred sends his letter to who he assumes is the old wizard, this "Mogley" character, but doesn't get an immediate reply. He checks different mailboxes as he travels through the city for a response, but he doesn't find one. When Irdred asks about the harbour, a helpful young woman dressed like an apprentice informs the mage someone should eventually send a letter to Irdred about where the ship has gone. It would be a lot easier then searching the docks. As it grows dark and the trio returns to the inn, Irdred finds two letters waiting for him: one from Mogley, and the other from the Harbour Authority. The second letter merely informs the trio that the queen's ship, "Love of the Sea", has been successfully moved to the docks and is awaiting the group's attention. Unfortunately, occupying a space in the harbour is not a free service, and the party must pay a docking fee of 200 gold pieces within a week or else the ship will be sent to another dimension. Assuming Irdred goes down to the ship the next day, he will find Talbott wishes to join him. Alas, the young knight won't allow the necromancer free access to the ship, so he must put up with him. Thankfully, it's not hard to convince the knight to do something distracting, like haggle for a better docking price, so Irdred has little trouble finding the time to inspect the navigational automaton controlling the ship. Irdred does manage to figure out how to change the password (Success on roll of 2; familiarity with Animate spell a positive factor). Unfortunately, although Irdred knows how to change the password, he doesn't have the right tools. More specifically, more advanced skill in the use of the Animate series of spells. He might be able to wing it, but that could take all day. As for the letter from Mogley... The ferrymaster Mogley does appear to be the old wizard they met on the island, and he expresses what feels like rehearsed-feeling sympathies for the trio's troubles and joy for their company during the trip. Alas, he sounds like a dwarven banker appeasing a client, and much like a dwarven banker, doesn't appear to be willing to get involved in whatever trouble the trio has found themselves in. He delivers a "cover his butt" style rant about how enchantments are not his business and how the city authorities are in a much better position to assist the group. About halfway through the letter, Irdred tosses it aside. It's obvious the old wizard won't help them. There is a silver lining though: Mogley does inform Irdred that the spell he needs to protect the ship falls within the Dispel school, something Irdred is familiar with, and any enchanter worth his salt should be able to place such a ward on the ship. Mogley also sent a letter to a friend of his who should be able to help the group out, but the guy is busy and it may take a couple days before he gets back to the group. THAT NIGHT AT THE INN: When the trio reconvene at the inn, they discover Talbott has gotten there ahead of them. He has purchased a children's toy, a top that spins on its own and emits a dazzling display of sparkling colours, that seems to please him to no end. Until Irdred informs the group about the docking fee. "200 gold pieces!? For the week? We just got here and we've already lost a third of our money!" Talbott groans. Irdred tries to take the young knight seriously, but all he can see is dazzling colours... CURRENT PRESSING ISSUES: 200 GP Docking Fee, Deal with the Relic **Ref. sheets updated Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (stupid question, where are the sheets? Jack update coming once I look at his sheet.) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (First page of the thread) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Love of the Sea: Irdred seeks out an enchanter to ward the ship against scrying. How much does a service like that run, and how long does it last? By the way, he has no intention of paying the docking fee. If the ship is sent to a different dimension, all the better. In fact, if the anti-scrying ward ends up costing more than he's willing to pay, Irdred has other ideas for getting rid of the ship a lot sooner. Necromancy: While he's out looking for enchanters, he also starts sniffing around about the order of necromancers in the city. What does it take to get sponsored by them? He's not sure how things are done here, but he expects he'll have to provide a written history of his research and wait for some kind of letter of acceptance. If so, he'll likely spend the rest of the week on this. Since his research encompasses healing as well as necromancy, so he'll search for a healer's guild as well, but this is of secondary interest. Shopping: That endless pint has given Irdred an idea. Is there such a thing as an endless brace of throwing knives, or an endless quiver of arrows? (Or an endless bag of bullets, for that matter.) Is there any item that allows him to enhance all his throwing knives at once, rather than one at a time? He reasons that since an enhanced bow bestows its effects on the arrows it fires, there might be a glove that does the same for thrown weapons. Lastly, he pays a visit to Linney's Herbal Remedies. He wants to know if Spellmount has access to any types of unusual medicines or potions that aren't available elsewhere. He also wonders if this is the place to go for potion-brewing ingredients. Is there some kind of portable alchemist's lab that would allow him to brew potions out in the field? (Yeah, I know I asked this already, but I don't remember the answer.) (I see in the rules that brewing a magic potion from scratch requires 1 day and 50 gold. So how much does it cost to just buy a ready-made potion?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack smiles a big smile at the site of western district. He could definitely fall in love with all this technology. Jack sells the Arquebus and will look for two regular pistols. Instead of enchanting his guns, he'll try to find out if its possible for the wizards to enchant his bullets for cheaper than enchanted pistols. Although he's really interested in the ability to reload faster, if he only had a bit more money. Back at the inn Jack pens a letter to the Wizardry Scholars Guild, requesting a meeting with someone familiar with relics. He is careful to not mention anything specific about the relic in his letter. Afterwards, he averts his eyes from Talbots toy, and asks Irdred (quietly) if they would be better off to sell the ship. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag SPELLMOUNT: Spellmount City ********************************************************** CONDITIONS: Morning, clear skies, mountain breeze Jack thinks it may be more prudent to sell the ship then to let it get sent to another dimension. Reply from Irdred? IRDRED Love of the Sea: It doesn't take long to get a quote from an enchanter. Someone suggests just mailing a letter to an Enchanter's Guild, so he does that. The reply is prompt: placing a permanent ward on something as big as a ship is very costly, around 20,000 GP (and that's an estimate). Ridiculous prices is a common theme around here... Necromancy: It's really not that hard to find them. A couple questions to wizards directs him to the Council of Necromancy somewhere in the bowels of the mountain. Necromancy isn't illegal in Spellmount, but still frowned upon. He doesn't know who to direct the letter to, so he just sends one to the "Council of Necromancy". The response is very quick: they want to meet with Irdred as soon as possible. No other details beyond directions is provided. As for some kind of healing guild, that's as easy as finding a wandering healer and being directed to the nearest hospital. Every district of the city has one, and healers are dispatched a lot like ambulances. Irdred doesn't need to be very skilled to work at a hospital. He just needs to be good enough to stabilize an injured person, then carry them back. Skilled healers can get high paying positions. Alas, when Irdred shows up with his zombie, he gets a lot of weird looks, and is bluntly told there is no shortage of healers in the city and his services aren't needed. Shopping: There are, indeed endless quivers and bullet bags, but they're pretty expensive, although the shopkeeper tells Irdred it's cheaper to buy a Small Bottomless Bag and just fill it with as many bullets as he can get. The quiver goes for 6000 GP, and the bullet bag 4000 GP. When he gets into throwing knives, he doesn't find any enchantments. The shopkeeper says they do exist, but apparently that's "thieves gear" and he won't find that stuff in a regular shop. Linney is a short and round woman with a pleasant demeanor, and she is very happy to answer Irdred's questions. Maybe too happy for Irdred's taste. She doesn't appear to understand what Irdred means by "unusual" potions, perhaps this is blackmarket stuff or something, or she is just stupid, but there is no shortage of potions available here. Spells that mimic First Tier effects (the first in a series of spells), are the most common potions and oils available. They sell for 100 GP. Linney doesn't have ingredients though, so he is directed to a nearby Alchemy shop that does have lots of common ingredients and equipment he needs. This store is run by a hawk-nosed wizard named Norton, and he's not a very friendly chap. The slightest mention of negotiation causes him to frown in such a way as to freeze your soul. The closest thing to a "portable" alchemy set Irdred can find is a case crammed with equipment. He can carry it like luggage wherever he goes, but it's bigger than Jack and heavy. Irdred can barely lift it (thanks to the Weak trait), and it sells for 500 GP. Irdred once again notes how expensive this city is... Irdred notices writing all these letters is burning through his ink and parchment. He will need to get more. JACK Jack has little trouble selling his Arquebus. He gets a good price at 30 GP considering his is pretty lame compared to the nice ones in the shop. Jack can get every individual bullet enhanced...and discovers someone has thought of this already. He can buy 10 pre-enchanted bullets in a bag for 50 GP, or 50 bullets for 200 GP. These bullets do additional damage. Bullets that do other things generally cost twice as much (see the spells list in the 33 rules for ideas). Jack is advised not to convince an enchanter to enchant his bullets. Apparently they hate doing one bullet at a time and prefer the "bag'o'bullets" business model. It is also suggested he buy multiple pistols and just fire the bunch in sequence instead of reloading all the time. Pistols start at 50 GP, although Jack notes the cheaper pistols are kind of shoddy. Jack pens his letter to the scholars and requests a meeting. He finds a reply waiting for him at the inn. The scholars don't mind meeting Jack to examine his "trinket of curiousity"...sometime next month. We're now moving late into the second day. Let me know when you want to advance the story. INVENTORY UPDATE: Jack +30 GP sells Arquebus Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Love of the Sea: When Jack suggests selling the ship, Irdred shakes his head. He ushers him into a different room so that Talbott doesn't overhear. "That would not solve the bigger problem." He relays his suspicions that the queen's lackeys could track the ship in the same way Mogley did. So even if they sold it, it could still be tracked to Spellmount. "Unless... yes, it might work. If we can find a buyer who's moving away from here and never coming back, that would lead our pursuers away from Spellmount, and away from us." Quote: wrote: placing a permanent ward on something as big as a ship is very costly, around 20,000 GP How about a very short-term ward, just lasting up until the point when the ship would be sent to another dimension? Is there a per-day or weekly rate? If a short-term ward is reasonably priced, Irdred will have it done immediately. He'll then suggest to Jack that they deal with the Love of the Sea as follows: 1. Try to sell it to someone leaving Spellmount. He would more or less leave Jack in charge of this. 2. If it doesn't sell within the week, just let the ship be banished to another dimension. Problem solved. However, if a short-term ward is out of the question, Irdred suggests a different way of dealing with the ship. 1. Still let Jack try to sell it, but only allow a day or two to do so. With no anti-scrying ward, Irdred is not willing to wait around all week. 2. By this time, he expects to hear from Mogley's friend. If this guy has some better ideas, then great. 3. However, he somehow doubts that Mogley's friend will be of much help. If that's the case, Irdred wonders if it's possible to go into the ship's navigation room, input a new destination, and still have time to get off the ship and get back on dry land before it moves away from the dock. If he can do this, he'll send it to the most distant, dangerous place he can think of. Necromancy: Quote: wrote: is bluntly told there is no shortage of healers in the city and his services aren't needed. Irdred follows the healer's gaze to the zombie, quickly figuring out what the problem is. Glowering at the healer, he agrees, "You're right -- this is no place for someone of my talents. I don't need narrow-minded imbeciles like you holding me back!" He storms off, muttering, "Even in Spellmount, of all places..." Since he's gone and alienated himself from the healers' guild, he'll be focusing on the Council of Necromancy from now on. He'll head over there the next day. Shopping: Irdred will restock on ink and parchment. That can't be too expensive, right? As for the rest of the stuff, he's mostly just scouting for prices right now. He won't buy anything else just yet. ((I'll probably be ready to move on with the story once the ship situation is dealt with.)) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: 200 GP Docking Fee, Deal with the Relic Will Jack go with Irdred's idea of how to sell the ship? IRDRED: Regarding the ship... Looks like it is possible to get a temporary ward. This can be done by finding a wizard who knows the Dispel spell and just casting the spell on the ship every day. Unfortunately, because this requires a degree of concentration, the wizard would have to concentrate on the spell all day and the enchanter is far too busy to devote such time to a simple job like that; however, Irdred could probably get an apprentice to do. He could randomly ask apprentices about the job or request an ad in the city's main newspaper by way of mail, but it wouldn't be printed until tomorrow and there is a fee of 10 GP. There is ALWAYS a fee... Irdred thinks about it a bit and realizes that sending the ship somewhere is probably the simplest and easiest way to solve this problem. Sometime later in the day, Irdred is surprised to find a letter in his pocket. He has no idea how it got there. It is simply marked "Someone who knows things" and it reads: "Dear newcomer to Spellmount, I would like to congratulate you for successfully...finding royal property. Alas, you may have drawn too much attention to yourself because the port authority has begun investigating your ship for possible theft. It is known to authorities that ship was captured by pirates and now it is within your hands. You will likely be charged for piracy and I'm sure you know what happens to pirates... But that does not need to happen. I can make this problem 'go away' for a very reasonable sum of 1000 gold pieces. Just visit a bank, purchase a 'ticket of value' worth 1000 gold pieces, then send it with a letter to 'Someone who knows things' and I'll be sure to resolve your problem." Regarding Necromancy... Nobody tries to stop Irdred when he storms out of the hospital. He later learns the hospitals in the city have had problems with necromancers in the past. Some have stolen corpses or killed dying patients to further their own research. The hospitals no longer employ necromancers to avoid further problems. Irdred intends to visit the Council of Necromancers the next day, but circumstances shaped by the party's actions stand in the way. It's all up to Jack to change the group's fate... Regarding purchases... He purchases more ink and parchment for 5gp. A little costly, but at least he's wealthy enough to dismiss it. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack agrees with Irdred's plan of selling the ship, and will go to the port to find out how to go about selling it, preferably to someone preparing to leave Spellmount. Jack will also buy some pistols. Not the super cheap kind, but spending no more than 200gp a piece. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: 200 GP Docking Fee, Deal with the Relic Jack discovers a dwarven brand of pistols that are butt-ugly, but crafted from very sturdy materials and accurate. They're only 100 GP each. Everything else is on the cheap side. Will Jack buy the dwarven pistols? How many? Irdred doesn't explain to Jack how to go about selling the ship, so the next day, he ends up wandering around the city asking random people. Some people direct him to the market district which turns out to be a rather large bridge covered in shops, and there he stands around looking for interested buyers. A few people say they're interested and plan to visit the ship the next day. Jack arrives the next day. Whether or not Irdred arrived to meet Jack there is up to Soulweaver, but the halfling finds the first of the three interested buyers already present. The first buyer is a man dressed in expensive silks. He doesn't seem too willing to talk about himself, so Jack doesn't know if the man plans to leave Spellmount any time soon. He says he will think about it and return tomorrow. The second potential buyer is a thin man who looks very wealthy. This guy is very talkative and reveals the ship is "the kind of thing my wife would love to have", but he will need to show the ship to his wife before he will make a decision. This guy has no need to leave the city. He will come back tomorrow. By around noon the third potential buyer shows up, another shorter man wearing plain clothes, although he sports a bit of nice jewelry. This man is very shrewd and examines the ship top to bottom. Turns out this guy is a merchant, and he travels a lot. He plans to leave the city in the next few weeks, but he may leave a lot sooner. He can definitely see a use for a ship like this and eventually offers Jack 30,000 GP (to be paid tomorrow). Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag If Jack can find a belt that will accomodate the pistols, he will buy 4, otherwise he just buys 2. Jack will tell the third man that he must discuss the offer with his business partner, and will contact him by letter that evening. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: 200 GP Docking Fee, Deal with the Relic JACK: The storekeeper is willing to throw in the belt for free. Jack buys 4 pistols. *Can I get a response from Irdred regarding the letter in his pocket? I can move on then. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag ((I've thought about it, and... I do believe we're screwed no matter what we do. sad.gif )) "The situation has changed," Irdred says to Jack without even hearing about the offer on the ship. He doesn't tell Jack about the mysterious letter, but does mention that the authorities are now investigating the ship. Oh, and there is a distinct possibility that they could be tried as pirates; he mentions that part too. Sure, they could claim they only took the ship to save themselves... but if they then turned around and sold it, that claim wouldn't hold much water. "In light of this, do you agree that selling the ship now would be... ill-advised?" As for the letter: After some deliberation, Irdred follows its instructions. But instead of paying 1000GP, he sends 500. When I see evidence that the problem has gone away, he writes, you will see the other half. I trust your services are well worth the cost. He is confident that Someone Who Knows Things is the type of person who will not pass up the chance at the other 500 gold. Irdred grimaces as he writes this; the whole idea of fraternizing with this crook leaves a bad taste in his mouth. This is what he's been pushed to, thanks to the queen's treachery... Other stuff: Irdred pays the 10GP for the newspaper ad, hoping to find an apprentice to ward the ship on a per-day basis. He also starts researching how much it would cost to have a scrying spell cast on an object for a short period (lasting for perhaps an hour, and certainly no longer than a day). d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack thinks about all the money they're losing and sighs. "I just hope we can get rid of this relic and get out of hear before I have to resort to killing people for money again," he mutters, a bit louder than he intended (but just loud enough for Irdred to hear). "Maybe we should look into getting some jobs," he says. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (I'm not trying to be mean here, the costs and problems just kinda happened) * * * * * SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: 200 GP Docking Fee, Deal with the Relic IRDRED: Regarding the ship... Irdred does create the letter and sends the money. Later the next day, Irdred finds a rolled up scroll waiting for him in the mail. The scroll turns out to be a very official looking document covered in signs and arcane seals and titled "Arcane Atlas'Baerone Authority". When he reads the scroll, he realizes it is an official report on the ship's theft filed by the queen's royal guard to officials in Spellmount's navy. At the bottom of the scroll, he sees a series of lines marking the ship's last known whereabouts. Another line drawn in fresh ink reads "Recently spotted south of known pirate den" which "proves" the ship in the party's position can't possibly be the same as the queen's because it is still in the hands of a known group of pirates. An official stamp has been placed next to this line. There is also a note: "The ship is now yours and you may do with it as you will; however, if you conveniently forget the rest of my payment, a certain someone will be quick to note this sighting is a mistake. I am also aware of your activities surrounding the ship. Instead of arcane wards, you may want to consider a complete dispelling of the entire ship, exempting those enchantments you wish to keep. Hidden runes are frequently used on these type of ships to signify ownership and this ship likely has many. A wizard involved in the investigation would have found those, but they will look for them anyway at the end of the week when it is time to check a ship's docking registration. I'm also aware of a certain wealthy person who has great need of a ship like this and would gladly pay a great deal for it. This person does not ask questions and is good at making suspicious things go away. For 33% of the final sale, I will gladly send this person your way. Regardless, I'm pleased to do business with you. If you ever need to know a little something, I will gladly provide such information for 50 GP." Regarding the Council of Necromancers... Because certain things were resolved before they became a problem, Irdred is able to visit the Council of Necromancers the next morning as he planned. It takes a good bit of time to reach it. He has to travel all the way to the base of the mountain, nearly to the harbour, then back into the mountain to search for the Council. This area of the city is almost entirely dwarven wrought. Dwarven style and architecture is present nearly everywhere, from the arches to the grand buildings carved out of the mountain's rock, to large stone and iron sculptures of hammers and anvils. Despite the grand feel of this section of the city, it looks run down, almost ghetto-like. It's generally dark and damp, with mysterious vents of steam and other coloured smoke rising out of grates set into the streets and only a few brightly lit lamps. The chromatic and brightly coloured clothes of the people in the wealthy sections of the city are replaced with dark, bulky clothing that hides faces and hands. Good thing too, because a good many people give Irdred evil looking grins. The Council of Necromancers is a circular dwarven building set apart from the island's bedrock. It is completely ringed by a thick and tall wrought-iron fence, and there are quite a few intimidating Gothic features present. The entire courtyard of the building appears to be a cemetery filled with all manner of headstones. Cement gargoyles perch on nearly every pole, beam, or wall with enough space to fit them, as do creepy versions of ravens and some kind of serpant. When Irdred approaches the gate to the building, he discovers a living raven perched on the top of the gate. At the sight of Irdred, it caws and flies away. Moments later, the gate swings open. When Irdred walks up to the building, the large door swings open as if on its own to admit him, and he finds himself standing in a circular room paved with marble and lit with a haunting blue light. A single desk sits in the center of the room and it is manned by a man with a twisted face wearing dark robes. "Your business please," the man asks as he raises an eyeglass to one beady eye. Irdred produces the letter he got from the Council. "Ah, yes," the man allows his words to hang for a moment before he references a book sitting before him. He scans its passages with a feathered pen before returning his gaze to Irdred. "We have been expecting you. Pity you did not arrive sooner. Please be seated." Irdred has no idea where it came from, but a chair suddenly appears behind the mage. His zombie doesn't get the same treatment and is forced to stand. It doesn't take long for a young woman in equally dark robes to appear and whisper something in the twisted man's ear before scurrying off. "They are ready to see you," the man points and equally twisted finger down a dark corridor Irdred didn't notice before. "Last door on your left." Following instructions, Irdred eventually finds himself in a torchlit room occupied by a very tall man. He is currently sitting at a large, stonework desk covered in dwarven runes. One wall is lined with books, another a cabinet, and the last a series of stone slabs covered in corpses of both animals and humanoids. "Ah, here is today's hopeful, yes?" the man announces at the sight of the mage. He is noticeably more cheerful then the cleric in the lobby, and his long, pointed face is somewhat grandfatherly in tone. His robes aren't dark or gloomy, but colourful and more akin to the fashion of other wizards. They're brown, trimmed with gold, and numerous runes line the cuffs and collars. "My name is Aigon. I am the dean of admissions for this misunderstood field of knowledge. Don't mind the gloom of this place. It frightens the ignorant away and keeps the insane at bay," this Aigon explains as he rises to his feet. "Tell me young man, what do you see when you behold a corpse such as this one, yes?" Aigon motions to a corpse on a nearby slab. It's a dwarf. Regarding other stuff... Irdred puts his ad in the newspaper and gets a response the next day. Looks like a young apprentice wouldn't mind the extra pocket money and wants to know how much Irdred will pay. After some research, Irdred determines casting a temporary spell for an hour or a day is basically the same amount of effort. What matters is how long the wizard is willing to concentrate to maintain the spell. Ensuring a wizard maintains the spell for the full time allotted could cost a bit much, maybe 30 to 100 GP, but convincing an apprentice with a "Wanna make a quick buck?" line should work just as well, although the apprentice may rip you off or forget. JACK: In the morning of the day Jack showed the ship to potential buyers, Irdred visited the Council of Necromancers. When Irdred shows up later to meet with Jack, the necromancer explains the difficult situation. Jack isn't too sure what to do about the ship now. He has to turn down the 30k GP offered by the third buyer, who then takes off and tells Jack to "think about it". The other two buyers will return tomorrow, and one has a good chance of making an offer. As Jack thinks about these things, he wanders into the city and eventually finds himself standing near the Spellmount Inn. As he approaches the inn, Talbott exits and immediately walks up to the halfling. "There you are! I just found out the queen's guard is in the city. We can get this mess worked out now. Come with me. I think I know where..." Talbott is interrupted. His gaze is fixed on something just beyond Jack's shoulder. Curious, Jack looks up...just in time to see a red and green parrot perch on his shoulder. Jack is about to jump, but the parrot looks straight into the halfling's eyes like it knows what Jack is thinking. "SQUAWK! Got a message! Got a message," the parrot squawks. "Wizard can see you now. Up at the school! Up at the school! Ask for Swan, squawk!" Talbott stares at the parrot for a moment, then shakes his head. "No! We need to see the royal guard first." Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (Question: Are all of Jack's bullets in one bag?) Jack tells Irdred that it seems like it would be best to let the mystery person handle it, if Irdred thinks they can be trusted. "Go back inside, and stay low," Jack orders Talbott. "I'll be back." "Can you deliver a message?" Jack asks the parrot. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (I have them placed in two different bags) * * * * * The parrot squawks at Jack. That appears to be a "yes". Talbott blinks at Jack. "Why would I do that? Let's just meet with the guard and end this now!" Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack will have tried to find some smaller bags that holds say 25-50 bullets. He will also try to send a message to Irdred via the parrot. "The bee is looking for her hive." "Talbot, I don't know how many times I have to tell you this, but your Queen cannot be trusted." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag Instead of spending money, Jack just grabs a few unwatched pouches filled with random nick-nacks, empties the contents, and uses those for his bullets. He manages to nab 6 pouches (enough?). The parrot seems happy to send the message to Irdred (and he gets it). Talbot, on the other hand, gives Jack a face that clearly states his stubborn intentions. "Okay. Fine. You can't trust her. I'm not going to attempt to change your mind anymore, but I'm not about to give up my loyalties for someone like you. Good luck with your future endeavors." And with that, Talbot turns up his nose at Jack, spins on his heel and marches away. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Quote: wrote: I just hope we can get rid of this relic and get out of hear before I have to resort to killing people for money again Irdred wonders if he heard that last part right. He narrows his eyes calculatingly, but decides not to broach the subject. Instead, he acts like he only heard the first part. "You want to get out of here? Where exactly do you think you can go where the queen won't find you?" He also shows the document from the Arcane Atlas'Baerone Authority to Jack, saying that it's now safe to sell the ship again. Re: ward Since the royal guard is already here, it's obviously too late for an anti-scrying ward to do any good on the ship. Whenever Irdred gets Jack's message, he discontinues his search for an enchanter... for the moment, anyway. Re: dispelling With the royal guard in town, this is priority one. Irdred takes all the necessary steps to immediately rid the ship of those hidden runes that Someone mentioned... and also change the password. Whatever it takes, he hires a wizard (or multiple wizards) to have it done (though he'll at least try to talk the price down, since he's now losing money at an alarming rate). Re: Someone Who Knows Things Irdred sends the remaining 500 gold to Someone. In the attached letter, he agrees to meet with this "certain wealthy person" who is interested in the ship. Now stop spying on me, he concludes the letter. Re: Necromancy ((I'll get to this soon.)) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (six bags is enough. Jack will (when he has time) put 20 bullets into each bag.) Talbott: Jack momentarily thinks about putting two bullets into the back of Talbott's head, but decides there's just too many people around to get away with it. Not to mention all the wizards. To Irdred: "I'm not opposed to staying in Spellmount, perse," Jack says, measuring his words carefully. "I just don't like staying at this inn, or with Talbott. I don't trust him. Plus, it seems rather expensive here, and I would just like some place quiet and cheap. But yes, as long as we have the Relic, I can't imagine us having much freedom." Jack will begin moving around the city by trying to stay as much as possible to the side roads and shadows. He would rather see the royal guards before they see him. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag "It's not just the relic. We witnessed the queen's alliance with the pirates. She doesn't want us to damage her squeaky-clean image," Irdred says to Jack with no small amount of disgust. "We'll be in danger until she's deposed or dead." As for the inn, "I know I'm going to be looking for new lodgings." Especially after he learns that Talbott has left to go fetch the royal guard. Irdred does not return to the Spellmount Inn after that, and urges Jack to do the same. Re: Necromancy Irdred introduces himself to Aigon, but his gaze keeps drifting back toward the objects in the room as he talks. Quote: wrote: Don't mind the gloom of this place. It frightens the ignorant away "Good." Quote: wrote: what do you see when you behold a corpse such as this one If he can determine the cause of death, how long it's been dead, and other clinical details, he announces it in a detached sort of way, as if he were reading off a shopping list. For a moment after that, he wonders if he's said enough. Then, on second thought, he goes ahead and states what he really sees. "It's a broken-down machine that was once a dwarf. When I see it, I can't help but notice how physiologically similar it is to a human cadaver. And yet there is some critical difference, some internal mechanism that allows a dwarf to live far longer. I want to know how that mechanism works. What determines whether a thing lives or dies? And the same with reanimation -- why can the primitive brain be revived with necromancy, yet the cerebrum remains dead? It's all connected..." At this point, he wonders if he's gotten ahead of himself. He stops speaking before he really starts rambling. ((I'm running with the assumption that there is no known spell that can extend someone's natural life-span, since it isn't listed in the rules. But correct me if I'm wrong.)) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag Quote: wrote: there is no known spell that can extend someone's natural life-span, since it isn't listed in the rules (That is really one of those things better left out of the rules. It very rarely becomes an issue and is probably better served as the subject of an epic quest or something. That said, I could make it a legendary-grade Defining Trait. Btw, I didn't think you guys would spend this much time just exploring the city, so fyi, the "rewards" I mentioned before depend on you meeting with Swan. Of course, selling the Love of the Sea is probably quite a nice reward in itself. Whatever, this is not meant to be a linear game) * * * * * SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: 200 GP Docking Fee, Deal with the Relic, Meet with Swan IRDRED: Regarding the Council of Mages... Looks like Irdred is right. Aigon's reaction to Irdred's initial answer is one of disappointment, but his second answers sees Aigon blink and bob his head like Irdred said something of value, but it wasn't exactly what Aigon was looking for. "I'll tell you what I see," Aigon replies. "I see waste. A complete and utter waste of perfectly good matter. Why allow a perfectly good tool be lost to worms and the elements? But that's what I see. What truly matters to a necromancer is not what lies on the table, but what lies beyond the table. I'm glad to see you think beyond a simple corpse." Aigon returns to his place at the desk and opens a book. "I was once like you. Alone in the world. I was surrounded by many, but shunned by all. I practised my art like any other, and I allowed the small corruptions those who acquire any degree of power eventually gain to twist my methods. I stole corpses of homeless people and animated dead pets for little boys and girls. But I was young then. I make mistakes. No, I did not raise an army to terrorize the people, I was merely looking for an easier way. But who doesn't search for an easier way? Is the doctor who allows a little girl to die over an injured old man because of triage any less corrupted? Or the wizard who has the power to save a poor town with a simple enchantment, but chooses not to for the greater good of the economy? No, my friend, there is nothing more immoral about what we do, it's just a little more disgusting. This is a place where those like us can practise our art in peace. It is not perfect, but it's probably the best place you will find, and we could always use more people to advance our studies. Students are few and we're always looking for rogue necromancers in the wild. You're definitely not an amateur, but I would still like you to come back tomorrow morning so I can properly test the extent of your abilities. If you are deemed worthy, I will enter your name into this book here, and you will officially become an associate of the council. Does this arrangement please you?" Regarding the dispelling... As said before, Irdred can't figure out how to change the navigational automaton's password, but he doesn't have any trouble finding someone who can dispel magic. These wizards are practically a dime a dozen. That said, their services are not inexpensive. The best price Irdred can get is 1000 GP. Irdred tries to negotiate the price down to 800 GP, since he and Jack have that much, but the wizard refuses (Failure on 1; bartering) and Irdred has to settle on a deal that requires him to purchase some kind of "guarantee of purchase" for the remaining 200 GP at the bank. Regarding Someone... He quickly replies: "I will stop spying when you no longer exist to be spied on. The man will be at the harbour tomorrow. Again, if I do not receive my share of payment, the investigation will resume." *Note: The test at the Council of Necromancers would also occur tomorrow morning. Regarding the Inn... Looks like the Spellmount Inn is the least expensive place in the upper city. The area around the Council of Necromancers is a lot cheaper, but these inns seem a lot less secure. JACK: *Sorry I gotta make this quick Jack turns away from the Spellmount Inn and leaves Talbot behind, but because of this, he doesn't notice the brightly dressed young man entering the inn. He also doesn't hear him introduce himself as a messenger from the arcane council to the innkeeper, nor does Jack hear the man has a message for a halfling, necromancer, and young knight. INVENTORY UPDATE: Jack's six bags Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Quote: wrote: Irdred can't figure out how to change the navigational automaton's password (I thought he figured out that it required more advanced Animate spells. He was intending to pay for the casting of the spell, not do it himself. Of course, I was not anticipating that the dispelling would eat up all the money by itself. With Talbott off finding the royal guard, is there now any reason that Jack and Irdred can't sell some of the items from the queen's quarters for some extra money? Not so much as to attract attention, but enough for the dispelling and password change, at least...) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Okay, I had to type that very quickly. Yes, Irdred can hire someone to change the password, but it will cost another 500 GP. Wizards sure are greedy. Unfortunately, you've picked the queen's quarters clean...well, with regards to loose items. You could strip the ship itself, but that could ruin the sale) Will Jack agree to give Irdred the money he needs to dispel the seals on the ship? Will he spend his time selling the ship or will he meet with Swan? Does Irdred wait for "someone's" mystery buyer or will he visit the council of necromancers first? Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag ((But hey, what happened to the loot pile that the pirates were in the process of stealing when we took the ship? I thought Talbott moved it back to the queen's quarters. Has it mysteriously vanished, perhaps for the sake of game balance? wink.gif )) ***************** Irdred listens attentively to Aigon. He decides that he likes this person, a rare thing indeed. "I couldn't agree more. You know, there are those in the world outside of Atlas'Baerone who would rather see me burned at the stake than listen to what I just told you." His gaze darkens at the memory of that whole ordeal. "It's refreshing to be in the company of like-minded individuals. I will be here tomorrow." As for all the other events going on, Irdred's proposed course of action goes something like this: either set aside enough money for an inn in the Council of Necromancers area, or plan to spend the night on the Love of the Sea -> use all remaining money to dispel the runes of ownership, if Jack agrees -> meet with this Swan person before the end of the day -> go back to the inn/ship to sleep -> next morning, have Jack sell the ship while Irdred goes to the necromancy test -> pay Someone their commission -> use the "guarantee of purchase" to pay the balance of the dispelling fee, and... I think that's everything. ((It's kind of cool having so much stuff to do, but it sure is easy to lose track...)) No matter where they spend the night, it's not going to be perfectly safe. In the Council of Necromancers area, they have to worry about security (not that they have any money to steal), while the ship is going to be a magnet for the royal guard (not that Jack and Irdred are going to leave any easy way for the guards to board the ship). Wherever they end up that night, Irdred instructs the zombie to stand guard and wake them up if anyone tries to get into the room/onto the ship. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack agrees with Irdred. Jack will buy a cheap cloak to hide himself as well when moving about the city.
|
|
|
Post by TG Barighm on May 8, 2018 17:13:23 GMT -5
TGBarighm Member Full Members December 2009 edited December 2009 Flag (It's nice to see someone looking for something to do. I didn't plan the city stuff to take this long, so it's all you guys)
SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: 200 GP Docking Fee, Deal with the Relic, Meet with Swan
JACK:
Jack is able to convince a child with a cloak to give it up for 5 GP. The parents yell at Jack, but he easily evades them.
While he is hiding in the back-alleys and side-streets, he comes across a mugging. Three men, a human, dwarf, and halfling beat the crap out of some other guy and steal his coin purse. When they're finished, the muggers mysteriously disappear in a flash of light.
"Those damn Shadow Rat bastards!" the mugged man yells. He spots Jack. "Hey, you! Help me out here."
Jack also discovers an old flier in the alley. It talks about a tournament hosted by the Spellmount Rifle Association. The date of this tournament has long passed, but perhaps they will hold more tournaments in the future, maybe for pistols too.
Regarding the ship...
Jack agrees to be the one to do the sale. He is at the docks the next morning and is the one to meet an oddly dressed man wearing a funny hat. The man looks the ship up and down, and after Jack explains its "features", turns to the halfling and makes an offer of 150k gold pieces, paid in gold bars.
Does Jack accept the offer?
IRDRED:
Jack doesn't have nearly as much money on hand as Irdred thought, so he's forced to purchase a loan from the bank to cover the dispelling costs. He ends up sleeping on the Love of the Sea with Jack. As for the dispelling, the whole process goes smoothly and the wizard doesn't ask any questions.
Regarding the Council of Necromancers...
Irdred goes to take the tests and discovers the entire process to be painless and quick. Aigon just wanted to see what level of competency Irdred has achieved. He ended up mostly using the Necromancy spell.
"Good news," Aigon announces when the tests are complete. "You are definitely not an amateur. Many self-taught wizards are little better than apprentices, but you're beyond them. Now, to discuss your association with the council. As an associate, you have a few more benefits than an apprentice, but not as much as a council member. You may use our halls to conduct your research, provided you book a room in advance, and you may shelter here in our public rooms. You will be able to purchase supplies from our storeroom, but your access is limited and I can't guarantee the price won't be steep. It depends a lot on how much the vaultkeeper likes you. Don't attempt to bribe him. He's fiercely loyal to the council and is only interested in your deeds, not your money. If you'd like to advance your standing with the council, you need to prove your loyalty to the council and your passion for our art. Perform well and you will be given the full privileges of the council. Finally, as you may imagine, we're not fond of anyone who attempts to betray or steal from us. Hurt or steal from any council member, and you will be removed and your name stricken from our records. Also, try to avoid tarnishing our image. We really don't need any more bad publicity. Let's start with something simple, shall we? We can always use help in disposing corpses. Head down to the crematorium and see what you can do. It's apprentice work, but we all have to start somewhere, yes?"
Regarding the ship...
When Irdred is able to see Jack again, he finishes up all remaining business. Assuming Jack takes the offer he got, Irdred will finish up repaying the loan he purchased, giving Someone money, and all that other stuff.
*I wanna save the visit to Swan for when Jack and Irdred are available to meet him at the same time. That will be possible on the night of the ship's sale.
Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag STORY
Talbot grumbles to himself as he marches away from the Spellmount Inn. He is not too sure where the queen's Royal Guards are staying, but he is certain he needs to find them before that pair of mongrels sells the relic to some evil party that knows how to use it. There is no doubt in Talbot's mind that the queen must need the mermaid's relic for something of great importance even if the halfling and necromancer can't see what.
Talbot suddenly chuckles to himself. A halfling pirate of some sort and a necromancer. No fool would ever trust the likes of them alone let alone in a pair. There is no way those two have good intentions for the relic, so of course they can't trust the queen. They would be the ones who stand to get in trouble if they're caught.
But a nagging doubt tickles the back of Talbot's mind. There is nothing suspicious about the idea of the queen trying to dispatch those two, and yet...they could have attacked Talbot at any time. He is certain he could fend them off, but they never tried. They are allowing themselves to be directed by others, and that Kangala appeared to trust them. Perhaps the mermaid is a fool, or maybe just desperate, to leave the relic with them, but so far those two rogues have been willing to be manipulated like puppets on a string.
Talbot has no intention of being manipulated. He wants this whole situation settled now. Best to leave it to the guards to figure out the situation. If the queen wants the relic, there must be a good reason.
Talbot begins to ask around for the queen's royal guards. He eventually discovers they were spotted staying at a particularly wealthy and well-guarded compound in the wealthiest part of the city. It takes him a bit of time to get there, and when he does, he earns no shortage of odd and disgusted looks from the quarter's inhabitants, but his mind is focused and he ignores all.
Talbot eventually finds himself standing before the gates to a huge mansion. It appears to be an extra fancy inn of some sort and it is swarming with security of all types. The standard guard stands at the gate and patrols the grounds, but there is also flying troops circling the rooftops, and Talbot is willing to bet that sneezing gargoyle wasn't just his imagination.
"You there, gate man! Inform the queen's guard I am a knight of her order and wish to speak with them," Talbot shouts as he approaches the gate.
The guard, a tall man wearing a creepy looking helmet that completely covers his head and face, turns to Talbot and freezes for a moment. It takes him a moment to respond.
"A queen's knight needs to send a message through me? You can't be a very important knight if you're out here and not in there."
Talbot frowns. "Be that as it may, I need to send a message to the royal guard. Just send them the message. That is all I need."
The guard sighs, then pulls out a small feathered pen and scribbles something on a scrap of paper. He throws it in a nearby mailbox, then waits. After a moment, he produces another piece of paper from the mailbox.
"Looks like you've caught their attention. Someone will see you in a minute."
Talbot nods, then sits on the ground. He didn't expect this to be easy, but he is a knight of the order. They will listen to him. They must!
After a few minutes, another man appears at the gate. The gate is opened just enough to allow a tall man equipped with an impressive sword and thick set of armour to exit. He scowls at Talbot the moment he spots the young knight.
"You? You are the reason I am out here? You are but a boy!" the heavily armoured man growls.
Talbot rises to his feet and salutes the man. This is the captain of the royal guard! What is he doing here?
"Captain, Sir Talbot of the queen's knights! I have returned from my mission and wish to report. I survived the pirate raid on the queen's vessel and I have disturbing news for you."
The captain of the royal guard raises an eyebrow at Talbot. "Did you now? That's funny. I specifically remember reading over the report of that raid's survivors, and I don't remember anyone named Talbot."
Puzzled, Talbot blinks, but he doesn't let that deter him. "I have my shield right here, and the armorments of the knights with me. I assure you sir, I am a knight of the order."
Now it's the captain's turn to stick a piece of paper in the mailbox. "So you do. Many good men were killed in that raid. I suppose their armor made a fine reward for the pirates. Perhaps you purchased that armor somewhere, or you're part of some bizarre scheme to get more out of the queen."
"I-I assure you, sir, this is nothing like that," Talbot stammers.
"We'll see. There is an easy way to determine if you're lying or not. Now, sit here and wait," the captain orders.
"But sir! I have important news for the queen. The relic she wanted is now in the hands of the worst sort."
"Relic? I have no idea what you're talking about," the captain frowns. "Now, sit still and be quiet."
It doesn't take too long for the information the captain was waiting for to arrive. "Now, let's see if your prattling has any merit...oh, this is interesting, but not unexpected. Not only was there no 'Talbot' serving aboard the queen's ship that day, but there hasn't been a Talbot serving with the knights for decades, and he died in battle a long time ago."
"Yes, my grandfather. Just talk to my parents, I'm sure they will..." Talbot interrupts, but the captain does not stop.
"They searched for a record of your parents, and it turns there isn't one. Sir Talbot had two sons, died, and his wife moved with them to another town. No other member of the Talbot clan currently lives in the city."
Talbot's jaw drops. He is stunned. "My...parents? Where...?"
The captain of the royal guard draws his sword. "Now, let's find out where you got that armor from...whoever you are. If you would just come with me." Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Irdred has a few questions for Aigon. "Where does the Council acquire corpses from?"
"Do I have free access to these corpses?"
"When do I get my magic license?"
Quote: wrote: We can always use help in disposing corpses.
"Garbage duty?" Irdred responds dryly to Aigon's assignment. "This is a task better suited to a mindless zombie." Despite his complaints, though, he'll try to find time to do this and explore the compound after the Swan meeting. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack approaches the man who was mugged.
"Who were those guys? And how do you expect me to help you against them?"
Jack puts the flyer in his pocket and continues along his way. He'll check on the tournament later, if he's still in Spellmount.
As for the buyer, Jack asks if the man might be able to pay in another form. He explains that gold bars is a bit much for a halfling to have to carry around, unless they were to make the exchange at a bank. Otherwise, he happily accepts the offer. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: Deal with the Relic, Meet with Swan
IRDRED:
Aigon explains: most of the corpses are actually lab animals. They're bred and raised on a ranch on the northern side of the island. The city also occasionally donates bodies of the homeless and of those who willingly wish to contribute their remains for "science". These resources are limited and many necromancers have to wait to obtain them, but it's the best the council has right now. Looks like the license may be a bit of an issue. Necromancers have a bad habit of doing shady things, so the council will not risk sponsoring Irdred until he has proven his loyalty to the council, and to do that, Irdred has to advance his standing until he can become a full member. He can use magic within the council's halls for now, and he will have to earn an income to keep his temporary license. If Irdred does enough good work for the council, he will advance in standing (there's a job in the next mission). If he can solve the limited resources problem, his standing will skyrocket (but that's a very tough and complicated problem).
That said, Aigon does see fit to award Irdred.
"How can you call yourself a mage and not carry a staff?" Aigon asks. He pulls out a long, plain staff made of a dark wood. It's topped with a smoky quartz crystal. "This is the staff I received when my apprenticeship was completed. I used it for a long time, but when you become as experienced as I am, you don't need the aid of a staff anymore. I have decided to give it away, and you're lucky enough to be the first to arrive who doesn't have one. So, you're the one who gets it."
Necromancer's Basic Staff gained. Increases the damage of your Necromantic Touch by 1 HP damage.
MAGICAL STAVES: Warriors have enchanted weapons, mages have staves. Add more gems, tassels, and other enchanted decorations to your staff to gain more enchantments that improve your spellcasting!
JACK:
"What? I just want you to help me up, shorty!" the now older man cackles. "But if you're offerin', I'd appreciate it if you put a dent in their numbers. They're the Shadow Rats, a guild of failed apprentices who found the lesser magical arts useful for petty thievery. There is a reward for the capture of any member. I don't care about the bit of gold they stole from me, but if you can take them down, that's enough. Besides, the city will also appreciate it. I hear there is a lot of benefit in impressing the city's authority."
As for the ship's buyer, he agrees the gold bars are cumbersome, but very large transactions such as this one tends to attract unwanted attention, not to mention the bank fees and city taxes will take quite a chunk out of the sale. It's better to keep the exchange quiet and personal between just him and Jack. The buyer eventually agrees to pay in gemstones instead, the total value of which will cover the buying price and only occupy a sack Jack can carry, but he will need another day to gather the gems. In the meantime, he decides to pay Jack a "good faith" payment just to prove he does have gems: he gives Jack 500 GP's worth of valuable stones.
*Next post for story; don't post yet
Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag MEETING WITH SWAN:
Jack and Irdred eventually find time to meet and decide to go see this Swan character. By now the sun has set and darkness has begun to sweep over the city. The numerous magical lamps and candles scattered around the wealthy district of the city double in brightness and intensity as it gets darker, and the streets become a lot less crowded. When they approach the bridge to the "school", they discover exactly where they are headed.
The "school" is none other than the enormous tower dominating the tallest mountain in the entire city, the University of Arcana and Natural Mysteries, or "U of An'M" as the students like to call it. The huge bridge climbing up the university's perch is stepped and lined with statues of famous wizards. When they reach the university itself, they discover another gigantic statue of a dragon, to life-like scale, facing another wizard in "commemoration of the pact between the mortal races and the creatures of the arcane".
This is where they discover Talbot. He is sitting on one of many benches ringing the statue. His armor no longer bears any insignias of the queen's knights. It's not even the same armor.
As Jack and Irdred approach, he rises to his feet and approaches the two. There doesn't appear to be a queen's guard anywhere in sight.
"Don't say anything. Let's just say I want to stay incognito for awhile," Talbot explains. "I still trust the queen, but there is something fishy going on here and I'm sure it has something to do with that relic. Let's go visit Swan."
As Talbot finishes explaining, the parrot who first informed the group of the meeting lands on Jack's shoulder. "SQUAWK! You are late!"
Jack tries to shoo it away, but the parrot seems quite happy on Jack's shoulder. Regardless of everyone's feeling towards eachother or annoying parrots, they eventually enter the university.
Here they discover a receptionist, much like Irdred encountered in the Council of Necromancers, except this receptionist sits at a much larger stone desk on a pedestal and it is covered in a stack of papers. The receptionist, a small woman wearing thick glasses, looks stressed. A number of apprentices run here and there with more papers in hand, some depositing the papers on the desk. Every additional paper added to the desk causes the woman's eye to twitch. It turns out Swan is, indeed, expecting the trio, but they need to wait for a bit. They are directed to wait in a lobby full of marbled floors and columns that rise to a ceiling so high they trio can't see where the column ends.
They are not alone. They are joined by a tall man surrounded by a cluster of guards. He appears to be royalty of some sort. He doesn't look very happy. In another corner is a tall, thin woman with blue skin and no hair. She is covered in odd jewelry, a thin, wispy material that wraps around her character. Her bodyguards wear very little except togas and a waistband, but their body-length double-spears aren't nearly as modest. In another corner is a group of able-bodied catfolk, all with tiger-like colours, but it's hard to identify the leader among them.
Whatever the trio talk about during this time, they are eventually interrupted by the arrival of the queen's royal guard being led by none other than:
A) The queen herself!
B) A tall, slender young man with blonde hair and dressed in royal finery
C) A young boy escorted by a guard
D) The captain of the royal guard
*It may not seem like it, but this choice will have huge implications on the plot
NEW DEFINING TRAIT!
Because we're a bit behind and because there is no telling when everyone will take off for the Christmas break, and for how long, I'm going to award you with the Defining Trait you will gain after visiting Swan now (you're left to stew for awhile and during this time you learn one). You can take whatever Defining Trait you want, but I HIGHLY suggest you take a dungeoneering trait. Anything that could help you in one. Knowledge traits, some kind of acrobatics, whatever...there is a dungeon coming up and I assure you, you will want to be prepared.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (Trait: I'm not sure what to take here. I'm leaning toward Acrobatic, but would a combat enhancing trait be okay, or is the dungeoneering aspect more of a skills thing?)
Choice: C) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (I've mostly done combat testing so far, so I want to test some dungeoneering stuff. You can take whatever you want, but since I want to see how the rules handle dungeons, I will be throwing quite a bit of skills-orientated challenges at you as opposed to just straight combat)
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag (I'm looking at the Smart trait, but I'm unclear as to what its use is. If it can't be applied toward knowledge skills, when would it actually grant a benefit?
Oh, and C.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Smart applies to more generalized knowledge or the "first step" leading to specialized knowledge. For example, you might not know secretive alchemy formulas, but you would know there is an alchemy lab in town and where it is. Or like those flowers back on the flying island. Irdred couldn't know what their alchemical use is, but with the Smart trait, he would have a better chance of knowing what the flowers are, then he could research their alchemical use later. Another example: you could identify common ores like iron or tell the difference between gold and fool's gold, but not exactly how to process those materials.
But it also applies to logic. Stumbling upon the answer to a puzzle, or figuring out how gear A, B, and C interact with eachother would also apply. Oh, and you learn another language.
Yeah, there are specialized fields of knowledge, but if it's something any person could learn on the street, a Smart PC has a good chance of knowing it. Of course, testing may prove otherwise, but I'm certain it's a very useful trait)
Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: Deal with the Relic, Meet with Swan
**The entire party is now recognized by the University of Arcana and Natural Mysteries. Your introductory rank is that of "Guest". Faction info. will be added to the next ref. sheet update (once we've dealt with the sale of the ship)
The procession of guards completely surround the young boy. His hair is blonde and he's dressed in royal-finery. His hand is held by the captain of the royal guards. This causes Talbot to cringe and hide his face, but the captain doesn't even look in Talbot's direction. The captain leads the boy to an empty set of chairs in the lobby.
"Okay, just sit here. We'll wait for our audience, then you will have to visit the grandmaster," the captain explains to the boy. The boy doesn't seem too happy with this arrangement, so the captain continues. "When we're finished, I promise to buy you candy."
That perks the boy right up and he grins at the captain who then rubs the boy's head. "I'm sorry to take you away from the palace and your mother for so long, but we need to see the grandmaster about your predicament. Don't be afraid of him. I know he smells funny, but he's a good man and I'm sure he can help us."
The boy giggles at the "smell funny" comment, then nods.
Talbot blinks in confusion at the exchange. "That's the prince! I wonder what he is doing here? Visit the grandmaster about a 'predicament'? I didn't realize he was in any trouble unless...maybe the relic has something to do with it?"
"Excuse me, but the chamberlain will see you now," a young apprentice interrupts. This causes Talbot to gasp, but he doesn't say anything else while the apprentice guides the trio through more corridors with vaulted ceilings and impossibly high columns, past numerous wonders of magical engineering and students running to and fro from lessons. As they pass the grand sights, the parrot on Jack's shoulder flies away.
The walk doesn't last very long and they soon find themselves in a large room lined with bookcases and cluttered with books and papers. In the back of the room is a room-spanning chalkboard covered in hundreds of runs. The chamberlain himself, a funny looking older man with spiky tufts of hair stretching past his ears and a big, round nose is currently busying himself with examining a orb ringed with measuring equipment. It's supported by a silvery stand.
"Chamberlain? That crazy old man from the island knows the chamberlain of the university?" Talbot exclaims and shakes his head.
"Is that so odd?" the chamberlain replies, then looks up at the trio. "So, you're the lot with the funny doll. Mogley didn't say much about you, just how you got that doll. And yes, I'm chamberlain Swan. Please, take a seat. Let's talk about this doll, shall we."
The trio look around, but they don't see any chairs that aren't currently occupied by a column of books, weird machines, or whatever.
Swan has little trouble finding a chair. He lifts his green robes over the high chair before taking a seat. "Of course, I doubt Mogley learned everything there is to know about this doll. Why don't you guys tell me everything that happened since you found the thing. Oh, while we talk, can I see this doll?" Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (I'll go with Acrobatic then. How would Jack go about learning trick shooting?)
Jack hands the doll over. He then proceeds to tell Swan about their trip on the ship and the flying island. He leaves out trying to sale the ship, unless Swan brings it up. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Is that like ricocheting bullets?) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag (Okay, I'll take Smart. I get just one language with that, right? I'm thinking Elven for backstory reasons, but are there any other significant languages in this setting I should know about? Like anything that would commonly appear in old magic texts?)
When they meet Swan, Irdred is more or less content to let Jack do all the explaining. He eyes the orb on the silver stand idly, absently reaching toward it like he might prod it. "Have you ever encountered a relic shaped as a children's toy?" he asks. "I can't make sense of it." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Well, regardless of whatever you wish to do with a weapon, Weapon Expertise covers every trick or special technique you may attempt to pull off with a weapon, from disarms to whirlwind attacks and whatever else you may think of. I may apply a negative factor if it seems like a tough trick, but the positive factors you gain from the Weapon Expertise trait will negate them.
And since this setting is ad-hoc, I can't say about any other languages. I never meant for this game to be that long or complicated; however, I can say learning how to read and write Arcane Runes should prove very useful. I've been using them a lot lately) * * * * *
SPELLMOUNT: Spellmount City ********************************************************** CURRENT PRESSING ISSUES: Deal with the Relic
*Based on Keno's post, it sounds like Jack only tells Swan about the doll and their travels on the ship, not the encounter with the queen or the merfolk.
When Irdred reaches for the orb, a perfectly normal looking book suddenly jumps up and slaps his hand away.
Chamberlain Swan listens intently to Jack's story as he eyes the doll. "Fascinating. No, I've never encountered anything like this. I have encountered enchanted toys, yes, but they always had an obvious purpose, but nothing worth fighting over. Perhaps you should tell me more about these merfolk. Mogley told me his old friend Kangala felt it was necessary someone in the university should see this, although I can't quite place why. It is an odd doll, but nothing particularly noteworthy.
Perhaps there is some enchantment on it I haven't yet discerned, but by the sound of things, this sounds worthy of some investigation. Now, is there anything else you'd like to tell me?"
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag (richocets, etc. Jack only told him what he asked for.)
"I'm sure you are aware already," Jack begins, "but there are agents of the Queen in the city, the Royal Guard, to be exact. The queen is in cahoots with the pirates that attacked the merfolk, and cannot be trusted. I fear for our safety while they are here. What can you do to ensure our protection?" Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag (Ah, yes. Arcane Runes it is, then. Does that have a spoken form?)
"The merfolk weren't even aware of the relic's existence until they found out it had been stolen," Irdred says, shaking off his stung hand. "Of course, that didn't stop them from waging war over the thing."
It occurs to Irdred that he's never really given the doll a good look. For awhile, he had wanted nothing to do with it. But he studies it more closely now. Is there anything to indicate that it is something more than just a doll?
Quote: wrote: I fear for our safety while they are here.
"If they were after us, they would have paid more attention to us," he ponders aloud. In fact, when the Royal Guard showed up in the lobby, he had thought for sure that Talbot had set up a trap... but then that proved not to be the case. At least, not yet.
If Talbot tries to contradict what Jack is saying about the queen, Irdred figures this is a good time to ask him, "Do you know a Sir Bryant?" d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (
Quote: wrote: (Ah, yes. Arcane Runes it is, then. Does that have a spoken form?)
Yes. The physical manifestation of energy known as magic, lol) * * * * *
SPELLMOUNT: University of An'M ********************************************************** CURRENT PRESSING ISSUES: Deal with the Relic
"The queen? Pirates? Well, this just got more interesting," Swan looks up as if to ponder something. He tosses the doll up and down as he does. "I can assure you, the queen's guard is here to see the grandmaster regarding a completely different matter. Their business shouldn't interfere with yours, but...I suppose it couldn't hurt to move you to a more secure facility. The university has a very safe and reliable inn for visiting parents. The innkeeper owes me a favour. You won't have to worry about the costs. I will take care of everything."
Although Swan is holding the doll, Irdred is close enough to examine it. He carefully runs his eyes over the thing, and yet...there is no obvious indication the doll is anything more than a toy. It's a basic yarn-woven doll with few details besides buttons for eyes and a stitched mouth.
Woven...threads...(Success on 2; prior experience)
Irdred is no seamstress, but he has seen enough clothes to have a general idea of how thread should be woven. The pattern of the doll's weaves aren't...quite right. Looking closer, Irdred notices the weaves have a striking similarity to the various spell runes he has been seeing lately. Perhaps the doll's weaves represents a spell of some sort, like a woven scroll instead of written.
"This certainly warrants more investigation. I'll be sure to make this my top priority this week," Swan adds.
"Wait, we can't be so certain of the queen's role in this yet. You don't have any proof," Talbot interrupts, so Irdred adds his bit and asks about Bryant.
Talbot blinks. "Uh...yes, Sir Bryant was one of the senior knights serving aboard the queen's ship. Why do you ask about him?" Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag "The queen ordered him executed," Jack says calmly. "He was with us fighting against the pirates while you were hiding in a closet on the ship." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag "What? Wait...no, not Sir Bryant!" Talbot blinks and shakes his head. "He is a good man. A very loyal knight. This doesn't make any sense..."
Talbot's head lowers. When he looks up, Jack is expecting another explosion from the young knight, but he instead gives the halfling a worried look. "Where...where is Sir Bryant now?" Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag "The last time I saw him, he was fighting to cover our escape in the pirates den," Jack says. "I... I don't know if he survived or not." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag Talbot sighs, then slumps into a chair. He knocks over a pile of books as he does so. The young knight's spirit has clearly deflated.
Chamberlain Swan nods, then places the doll on his desk. "I'm a little busy at the moment, but I should have an answer for you in a week. I'm sure you could find something to do the next few days. Train a bit or study the books in our library. The public portion of our library is available to all. Now, is there anything else you want to talk about?"
**And that's it for the Holidays. Things have changed so I'll be taking off for Christmas tomorrow and won't be back until Monday or Tuesday. Happy Holidays and a Merry Christmas to you!
This is normally the part where I hand out gifts in the form of GP, items, and such, but the sale of the ship will net you guys so much money there is really no need, is there? heh. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag "I have a question," Jack says. "I don't know much about magic, or anything like that, but I'm pretty handy with guns. Do you know anyone who could use a gunner?" Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Can Irdred tell what types of spells the stitches represent? Whatever they are, he points them out to Swan.
When Swan leaves the relic laying on the desk, Irdred says grimly, "Maybe you don't appreciate the gravity of the situation, Chamberlain. Many lives have been lost in the queen's wake as she pursues that relic... and you're just going to leave it there for the whole world to see? Just... put it somewhere safe, would you?" d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (I've changed the Spellmount Rifle Assocation to the Spellmount Firearms Guild. Just fyi. * * * * *
SPELLMOUNT: University of An'M ********************************************************** CURRENT PRESSING ISSUES: Meet with the Chamberlain in a Week
The stitching is awfully strange, even as a spell, so Irdred can't quite determine what spells they are. He points them out, and Swan nods, but the chamberlain dismisses the observation with a nod. Perhaps he already noticed.
Swan laughs at Irdred's concern. "Yes, I'm certain the students will warily eye this thing and wonder what trick I have up my sleeve today. It is so threatening, is it not?"
Swan picks up the doll by its arms and has it dance around for a bit. He even directs the arm to wave at Irdred.
"But if it will make you feel better..." Swan tosses the doll in an empty box nearby. Swan closes the box, then holds it directly in front of him. He counts to "3", then opens the box for Irdred to see. The box is now empty.
"What's really amazing is...the doll is still in the box," Swan turns the box upside down and shakes it, but nothing appears to happen. "Or is it? Do not worry, young man, nothing I've chosen to protect will come to any harm. Not in this university. I have personally overseen the tower's defenses. Rest assured nothing that intends to steal the doll, hidden or unhidden, will succeed at doing so...unless it considers a terrible and slow death 'victory'."
Swan cackles again. Suddenly the warm old wizard doesn't look so welcoming.
Swan now turns to Jack. "A gun? Firearms...spells applied to scientific principles...well, I can think of a few things you can do. A simpler job involves ridding the island of those magical bats infesting the caves near the coastline. Mated with some of our familiars. They're terrorizing the villages there. Normally we leave the matter to our apprentices, it's a nice test for them, but the locals have been very vocal of late, so it could be worth your time to help them out.
Another thing you can do is explore the dwarven catacombs beneath the city. The damn place is infested with undead and other dwarven contraptions. The things occasionally enter the city and cause some trouble. We have no idea why those defenses are in place, but there have been whispers of them guarding some great treasure left behind by the dwarves or some such. I say it's just a silly story, but adventurers routinely find valuables down there and it's probably a great way to pass the week.
Finally, you can visit those crazy Spellmount Firearms Guild guys. They're always dueling and competing with eachother."
*I'm moving on in the next update. If you got anything else for Swan, now is the time. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag Irdred is not at all amused by Swan's antics. But he's more or less satisfied when the doll disappears into the box. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack makes a mental note to get information about the villages and head over there at some point. He'll also check out the guild after he leaves Swan. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag SPELLMOUNT: University of An'M ********************************************************** CURRENT PRESSING ISSUES: Meet with the Chamberlain in a Week
"Now, with our business concluded, I shall begin examining that doll. I'll let you know when I'm finished. Off with you!" Swan shoos the trio out of his study. They then check into this University inn the chamberlain talked about. As promised, their room is paid to the end of the week, although it's not a very good room. It's kind of small and cramped, but it's as nice as their room at the Spellmount Inn.
Talbot appears to be depressed. He checks into the room and doesn't leave, although he reminds the two to call him if they need his help for anything.
IRDRED:
With the meeting concluded, Irdred returns to the Council of Necromancers and goes about the business of cremating bodies. It's about as gross and exhausting as it sounds, but at least he gets a lot of amusing looks from other apprentices who don't have the aid of a zombie.
JACK:
Turns out the route to the villages in the north is quite a hike, so Jack leaves that job for another day. He visits the Spellmount Firearms Guild instead. He finds it in the district full of weird inventions where he bought his guns, and after asking for directions, eventually discovers the guild.
Maybe he was expecting to find something more grand, but the guild hall is somewhat disappointing. The entire guild compound consists of a couple normal looking houses and a barn surrounded by a funny looking cement wall. A soft, earth-like material covers the walls. When Jack passes the gate, he finds the inner side of the wall riddled with a countless number of tiny holes. He also spots a lot of painted-haystacks being used as targets and a number of men and women firing at them.
Jack follows the signs directing him to "registration" in the closest of the two houses. Inside, he discovers it more or less looks like any other house, except a lot of furniture is absent in favour of dozens of small chairs. The house is filled with people of nearly every race (not many elves for some reason), and it's very crowded. The lady at the registration desk, a young woman wearing small glasses with her hair done up in a bun, looks tired and stressed. At the sight of Jack, she sighs and prepares a bunch of papers.
"Please don't tell me you're looking to join the guild. We already have too many people as it is, but I can't turn you away," the woman sighs again.
BOTH:
The next day is the big day: Jack and Irdred head down to the docks to collect their payment. The buyer of the ship is waiting for them. He hands Jack a surprisingly small sack. When the halfling peers inside, he discovers the thing is filled with far more glittering gems than is possible for the bag to hold. It must be one of those magical sacks he has heard about.
"If that is all, then I will take my ship and be on my way. Just sign this agreement that proves you have, in fact, sold this ship to me, and we're done," the buyer pulls out a scroll and unfurls it. The words "Proof of Sale" is clearly visible at the top of the scroll along with a seal of the Atlas' Baerone Banking Authority. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag Jack gives the lady his most charming look, "Yes, yes I am."
The next day
Jack reaches in the bag and pulls out a random gem. He holds it up to his eye and inspects it, trying to give an impression that he does know what he is doing. Finally he will nod to Irdred and then sign the paper.
"It's a pleasure doing business with you." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag Jack is now recognized by the Spellmount Firearms Guild. His status with them is classified as "Member".
JACK:
The lady groans. "All right, all right. Just sign here. You are now a new member of the guild. You do not have to pay any guild dues, but there is a fee for any tournament you wish to sign up for, and we charge a tax on any goods you purchase through us. In return for this slight inconvenience, you will have full sponsorship for tournaments and no paperwork to fill out, and the goods we offer to fellow firearms enthusiasts are currently second to none. If you wish to become famous and wealthy through us, win tournaments, gain advanced sponsorship, and you will be on your way in no time.
We are mostly a competitive guild, but there are those who have a need for skilled gunfighters and occasionally post their jobs on our bulletin board. We take a cut of any reward you receive, but in return you get discounts and fame is never a bad thing. The guild also posts jobs. These will earn you the most respect, so keep an eye out for those."
The young lady suddenly leans close to Jack's ear and begins to whisper. "I don't know why I'm telling you this, but I have a good feeling about you. If you really want to impress the guildmaster, find a better guild hall for our members or anything that may help improve what we have now. The guildmaster is way too trusting of random fools off the street, and without guild dues we have no way to keep the growth in check. The man thinks rapid growth is the best thing for us! Gods help us, most of these louts do little more than duel eachother for money and drink our ale. I never thought I'd say this, but we're actually running low on ammunition."
**Similar to Irdred's big job, random jobs are okay, but completing this quest will net Jack the most respect he can possibly earn in one shot (no pun intended). It's a very difficult job, one I don't even have a solution for, and it's unlikely you will solve it before the game ends. But if you wish to give it a go, you can.
|
|
|
Post by TG Barighm on May 8, 2018 17:14:07 GMT -5
Soulweaver Artist - 6 Eyes Studio OrlandoFull Members December 2009 edited December 2009 Flag "What are you going to do now?" Irdred asks Talbot bluntly. It's not clear why he's even asking, because his voice is devoid of any sympathy for the knight.
The Ship: Is just Jack's signature enough on the proof of sale? Irdred doesn't bother to put his own signature on it unless he has to, though he does scrutinize the document first to make sure there's nothing suspicious about it. So that's 50k gold for each of them and then 50k to Someone, correct?
Irdred watches the buyer go, then allows himself a sigh of relief. "You almost looked like you knew what you were doing there," Irdred comments to Jack.
Now, the bottomless bag that the gems came in... does this particular bag only hold items about the size of a gem, or can it accommodate larger objects? (If it's only for tiny objects, Jack could probably make good use of it for ammunition. But if it could, say, hold the items that make up that portable alchemist's lab, then Irdred would probably be interested in it.)
Necromancy: -Partway through his task, Irdred leaves the crematorium, but not because it's gross or exhausting. He looks like he might reenter once or twice, but he appears to be struggling with the simple act of stepping back through the door. He never actually goes back inside. He ends up leaving the rest of his workload for the zombie.
Once that's done, are there any other minor tasks for Irdred to do around here? How about a paying job?
-Aigon had mentioned that the Council has access to lab animal corpses. So that begs the question, can a bird zombie still fly? Does a snake zombie keep its venom? And is it possible to make a functional hybrid zombie by stitching two corpses together? Yes, Irdred intends to put these and other questions to the test. For science. ghostface.gif
-As for the "big job" of solving the Council's shortage of corpses... it's a longshot, but Irdred is not without ideas.
1. If Jack goes to the dwarven catacombs at any time during the week, Irdred offers to go along, if just to check it out. There must be loads of corpses down there, and Irdred wonders why the Council isn't already taking advantage of this resource.
2. His other idea is more complex... but it worked back home, so maybe it will work here as well. Back home, a certain member of the queen's court would occasionally provide Irdred and other researchers with "guinea pigs"... in the form of condemned criminals. These people have given up their right to a proper burial as far as he's concerned, but they're good enough for zombie stock.
But what of the condemned here in Spellmount? The authorities here may not necessarily agree with Irdred's way of thinking, and that's what he needs to find out before this idea can even be considered. He starts his search for information in the library at first, but will seek out an area of town with a courthouse/prison/gallows/whatever if he has to.
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members December 2009 edited December 2009 Flag At the Guild:
Jack will inquire if it is possible for him to meet the guild master.
After selling the ship:
Jack will suggest they take the gems and store them in a bank, cashing in what's necessary for the writ to pay "someone". He'll then revisit the gun shops, looking over the enhanced guns again. Finally, he'll see how much it would cost to take a taxi to the village with the bat problem. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members December 2009 edited December 2009 Flag (Hey, quote-boxing is a pretty nifty way to split a post) * * * * *
Quote: wrote:
SPELLMOUNT: University of An'M ********************************************************** CURRENT PRESSING ISSUES: Meet with the Chamberlain in a Week
Regarding the ship...
Jack's signature is enough to secure the sale, so Irdred doesn't bother signing. He does peruse the proof of sale though, but he doesn't see anything bad. Everything looks good.
Unfortunately, the bottomless bag is meant for smaller goods-most of the gems are the size of small stones.
With everyone happy, the buyer jumps on the ship. The magical oars extend and begin rowing, and the ship disappears around a bend in the island.
The two then head to a bank to secure their newfound wealth. The dwarven lady manning the withdrawal window inside, a rather ornate place with marble floors and gold-trimmed everything, is happy to assist the two. She takes Jack and Irdred into a back room where a couple of men with eyeglasses begin counting the gems within the bag.
But something is not right. As they pour the gems onto the table, they discover the gems on the top consist of precious gems, but the majority of the gems below the precious gems are of the common quality. When the counters are finished appraising, they estimate the total value of the gems to be at 61,982 gold pieces (evened out at 60k for the party; the rest is taken by the bank as a fee for their services), far below the agreed upon 150k.
*Who gets the Bottomless Bag?
Quote: wrote: JACK:
*Jack can get a taxi to the edge of the city, but it's just a ride in a cart.
"It is my duty to inform you that the guildmaster is not in. He is currently meeting with important clients," a mischievous smile crosses the young lady's face. "Now that I've done my duty, I can tell you he is drinking tea upstairs. Go on up."
Jack follows the woman's directions up the stairs and into a rather large room. Nearly every square-inch of the wall is covered in some kind of animal's head, from the mundane deer and boars to the bizarre like gorgons (its eyes are covered with eyepatches) and a strange creature with crystal-like skin. A bearskin rug dominates the center of the floor, and a warm fire burns in a huge stone hearth to the side. Guns of every make and type fill whatever niche the animal heads don't occupy. A particular rifle over the hearth, crafted from mythril and larger than any gun Jack has ever seen, strikes the halfling as the most interesting.
Sitting in a large chair before the fire is an enormous man with massive shoulders and an equally massive gut. He's wearing a fur sable hat (those huge Russian hats), a heavy leather coat and boots big enough to envelope Jack's head. When the man turns to see the intruder, the heavyset-face frowns at the halfling. A funny brown tattoo encircles his right eye and cheek.
"That damned girl," the man groans. "All right, come in. Have a seat, drink some tea or spirits or whatever tickles your fancy. My daughter is a good judge of character, so I suppose I can trust you. Not like you could harm me unless you've got a dragon hidden in your pocket."
The large man laughs, a heavy-bass sound that vibrates through the floors and causes the man's enormous gut to bounce. "In case you don't know, I am Guildmaster Roann. My daughter downstairs is Simone. Now, what in the blazes do you want? Can't you see I'm busy?"
The white porcelain tea-set sits abandoned on a chair next to the fire.
Quote: wrote: IRDRED:
Talbot sighs in response to Irdred's question. "I'm going to find a way home. I have some business to attend to, but first, I want to make sure that doll is safe."
Regarding the Council of Necromancers...
Most of the mundane jobs available are apprentice stuff: deliver this, fetch that, sort this, shelf that, etc. There are even a few jobs as a professor's aid. Irdred has heard a bit about more experienced necromancers teaching magic, but nobody has talked to Irdred about it. The council must not trust him enough yet. The few council members who have talked to him were merely looking for introductions or trying to satisfy curiosity.
The paying jobs are more interesting. Not many though:
1) Anyone who performs University of An'M jobs and represents a specific school will earn recognition for both the university and the school itself. Not much, but it's a way to kill two birds with one stone.
2) Necromancy is banned, by threat of death, in the queen's capital. The council is trying to set up as many safe havens for necromancers as possible there. They are willing to provide 10k GP to any necromancer willing to buy property and convert it into a safe haven. They will pay even more if you can convert the property into a working necromancy lab and still remain incognito. This job is obviously very dangerous.
3) The council is not a very popular guild, so it doesn't have as much coin as the other schools. Money makes the world go round, and this applies to magical schools as well. Securing reliable and consistent streams of revenue for the council will be greatly appreciated. The most common way is to enchant items, sell them, and give a cut to the council. Another way is to secure funds from wealthy sponsors (many successful wizards donate to the schools where they were trained). You could also donate money to the council, but unless you donate a lot, it won't help much.
4) Finding talented young necromancers, magicians, or convincing apprentices to leave their schools in favour of necromancy is always appreciated by the council, and they will reward you for exceptionally talented individuals. Starting a school elsewhere, although dangerous, can prove to be very rewarding.
5) Yeah, the above jobs are what is needed, but if you're just looking for something simpler, it looks like Irdred's suspicions regarding the dwarven catacombs are half-right. The council is aware of the catacombs, but because they're so old there is little left besides skeletons. Not much use for skeletons, but one council member is doing an experiment with the skeletons of great heroes. Try to find a dwarven hero in the catacombs and you will be paid (I don't want this to turn into a complicated search, so I will go with a simple "the deeper you go, the better chances of finding a hero" system. Mind you, those catacombs are very, very deep...).
6) Finally, discovering new spells or new ways to apply necromancy is worth a lot of renown.
Regarding the "big job" and experiments...
Irdred books a room to perform his experiments. It will be available tomorrow. Unfortunately, the council is only willing to supply small corpses like birds, snakes, and rats. Apparently there is a nearly endless supply of rats. Irdred will have to buy larger corpses (again, he's not trusted enough to secure something as valuable to the other necromancers as a large corpse).
As for the "big job", Irdred checks out the council's library. With a bit of help, he finds a book about the council's previous efforts securing corpses (Success on 3; search). Looks like they did take condemned criminals at one time, and they used to be allowed to clear battlefields of enemy corpses...about 3000 years ago. Then the more recent incarnations of the "holy light" took over and necromancy became banned or frowned upon. It's now considered a "worse than death" fate to submit a condemned criminal to necromancy, even in Atlas'Baerone.
Of course, this doesn't mean he still can't secure the corpses of criminals, it just means the council has already tried in the past. Perhaps Irdred will have more luck.
And yes, there are courthouses and jails in Spellmount.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag (Aw, we really had to specify that we counted the money? Seriously?
Quote: wrote: This is normally the part where I hand out gifts in the form of GP, items, and such, but the sale of the ship will net you guys so much money there is really no need, is there? heh.
That was an evil laugh at the end there, wasn't it? Eeevil.)
**************
"Yeah? That sounds like a fantastic plan," Irdred replies dryly to Talbot. "...Except that I don't think the queen will respond well to your miraculous return, after she had ordered you and your fellows killed. But what do I know..." He leaves Talbot to stew after that. He may dislike the knight, but he still doesn't see the point in the guy getting himself needlessly captured or killed.
The Ship:
Obviously Irdred is not happy with the gems' appraised value, but then again, he's just glad that the ship is finally gone.
Necromancy: -The big job: Sounds like Irdred just has to initiate an upheaval of Atlas'Baerone's legal system, while at the same time making necromancy a socially acceptable practice. He'll, er, get back to that later.
-He'll check out the U of An'M jobs, as those might be simpler than the others in the short term.
Quote: wrote: Necromancy is banned, by threat of death, in the queen's capital.
(That's a pretty important detail for backstory purposes. Is this just true in the capital, or everywhere in the queen's domain?)
By the way, this whole time, I've been under the impression that Spellmount is independent and isolated. But a couple things you've said lately have had me wondering otherwise. Is Spellmount part of the queen's domain?
Oh, and happy new year!)
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (I guess I could have just awarded you a huge sum of money, but I don't think I would have been doing a good job of providing adventure opportunities if I did. Is revenge in the offering? lol.
And no, Spellmount is not part of the queen's domain, but they are allies. Necromancy is banned everywhere in the queen's domain, but it's obviously much harder to enforce in the countryside. Perhaps Irdred intercepted the corpses on their way to a cemetery outside the city) * * * * *
Unversity of An'M jobs:
1) Kill magical bats as Swan explained
2) Convince those with magical talent to attend the university.
3) Investigate and discover why ghosts haunt the dwarven catacombs. Ghosts can be banished, but this is only temporary and they always return until their unfinished business is complete.
4) A wizard at the university needs fresh sea kelp and a type of rock that can only be found on the island's east coast. The beach where these things are found are inhabited by dangerous sea creatures, but it's not that bad. This is meant to be a job for apprentices.
5) A wizard at the university needs volcanic rock found deep within the interior of the island. A cave to the north leads to the chamber where igneous rocks can be found. This job shouldn't be too difficult for a skilled apprentice.
6) The students have organized a small wizardry tournament. It's not official and the challenges aren't complicated, but you might be able to win the hearts of the students if you put on a good show.
*And ref. sheets updated
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag (Then why even get our hopes up in the first place with the high price tag? Like I said, evil!)
Quote: wrote: it's obviously much harder to enforce in the countryside.
(My thoughts exactly.
By the way, I like that we didn't need to have our backstories set in stone before the game began. Sometimes you think of something better as you go along. )
****************
Jobs:
-Sounds like Irdred will have time for several tasks over the course of the week. After his experiments, he'll start with the the kelp/rock fetch quest on the east coast. And whatever these "dangerous sea creatures" are, he's hoping to gather one or two of them (dead, preferably) for study. Since this task is meant for an apprentice, they can't be too dangerous, right?
-He wouldn't mind working as a professor's aide in order to advance his standing with the Council.
-The big job: Since the skeletons in the catacombs are useless to the Council, Irdred researches whether any ancient cultures went to the trouble of embalming their dead. Those might be of more interest.
-As for discovering new spells or new ways to apply necromancy... we're getting into long-term goals now. He focuses his research on developing a life-extending spell, but he anticipates that he'll need some specimens of longer-lived races before he can get anywhere with this.
On a related note... Irdred had never heard of the words "lich" or "phylactery" back home. If he stumbles across these words in his research, well, let's just say he's very, very intrigued. (Of course, in a world so hostile toward necromancy, I wouldn't be surprised if liches were never allowed to exist at all. I'm just going out on a limb here.)
Shopping:
Price check on: 1. an item that wards a person against scrying 2. staff accessories (something that could turn the Necromantic Touch into a ranged attack would be grand, but I'm not expecting that to happen) 3. some kind of spring-loaded mechanism for the bottom of the staff. In a nutshell, Irdred wants to have the swordbreaker blade installed in a hidden compartment in the bottom... sort of a switchblade/staff.
Other:
-Irdred keeps his ears open around the university about the queen's son. What was he doing there? Is there something wrong with him?
-When Jack is least expecting it (and when Talbot is not around), Irdred asks out of the blue, "So, what sorts of people did you kill for money?" d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag (Well, I never expected us to get the full amount.)
Ship:
Jack takes the bag. "Do we still owe 'someone' 50K?" Jack asks Irdred when they get a moment alone.
At the Guildhouse (didn't actually want to go meet him at the moment, but oh well):
"Name's Jack," Jack says to the man. "I just wanted to say hi. Your daughter mentioned that the guild to use a new headquarters. Anything in particular?"
Other:
Jack'll take a taxi ride to the edge of the city than proceed to the village on foot. Once there, he'll inquire about the bats. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag "I hardly think that 'Someone' deserves even one copper from us," Irdred frowns. "But, a deal is a deal. He gets a third of what we got. If he wants the rest, he can go chasing after the Love of the Sea himself." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (I figured getting revenge on the buyer and seeking out your money would be much more interesting. If not, you still got a nice sum. Oh, and I know Jack didn't mean to see the GM, but I never intended to have all these little side-jobs, so I wanted to get it out of the way. And as long as you don't start altering history to avoid in-game contradictions, I don't mind what you do to your backstories. I kind of enjoy creating new settings, like a special cemetery for the condemned, to help support the backstory) * * * * *
Quote: wrote: SPELLMOUNT: In the City (Days after meeting Swan) ********************************************************** CURRENT PRESSING ISSUES: Meet with the Chamberlain in a Week
JACK:
Regarding the Firearms Guild...
"That girl," Roann the guildmaster mutters before replying to Jack. "Yeah, as you can see, it's a little cramped around here. And I never expected our supplies to get strained so quickly, but I just don't believe in guild dues. They're a pain to collect, and a lot of good people have been lost due to a 'lost' payment and so have you. The money we do have is barely keeping this place running.
A proper guild hall would be nice, but real estate prices around here are ridiculous! If we could earn some real money, from sponsors or from a hero who won lots of tournaments, maybe find some inexpensive property, we would be in business."
Regarding the Taxi Ride...
Jack gets a cart ride to the edge of the city. The cart has to enter a place on the northern side of the city called "Switchback Village", and extraordinarily long switchback road running down the northern side of Spellmount. Numerous shops and houses are inset within the side of the mountain. At the bottom of this road, they cross a bridge over a gully and enter another dwarven district, this one much different from those beneath the cities. It's built into a long tunnel through a rocky hill. The buildings are small, round structures with copper-made rooftops. Mining girders support the walls, and there are very few humans in sight. It's mostly dwarves, halflings, and the occasional gnome.
As the cart moves, they eventually reach the far side of this dwarven district, suitably named "Coppertop", where Jack encounters a larger number of guards. Looks like the bats have appeared here too, but they probably have it under control judging by the number of apprentices in this area. This is where the cart ride ends. It's pretty pricey at 20gp, but the halfling has to admit it was a long ride.
Now on foot, Jack passes the outer gate of Coppertop and steps onto the road leading deeper into the caverns. The roads are heavily patrolled by passing guards, so he doesn't encounter any problems. The tunnel road eventually ends, and Jack finds himself standing on a rise looking down on a windswept plain. He can see the ocean in the distance, and a large group of houses near the shore.
Oddly, the guards from Coppertop refuse to leave the tunnel. As Jack begins treading down the sandy, rock-lined road towards the village, he discovers an entirely new set of guards patrolling the area, albeit much fewer in number. These guards appear to be militia: their armor consists of rusty chainmail or worn leather armor, their weapons appear to be cheap and poorly maintained, and many of the guards appear nervous.
The ocean winds pick up quite a bit as he crosses the plain. It takes him another hour to reach the village, so by the afternoon, he finds himself in the little village of Windhelm. It's a simple little town consisting of very plain homes and shacks. Everything looks a little worn or rundown, and there is no trace of magic anywhere save for one magical mailbox. After a bit of quick investigation, Jack discovers there is another, much larger town to the east called North Harbour. As for the bats, all he has to do is go to a place called the Scallous caverns and collect their paws.
This is basic information only. He may want to ask around a bit more.
IRDRED:
Irdred sends "someone" his third. He quickly gets a response:
"Thank you for honouring our deal. I'm aware of your difficulties and we did agree to a third of your payment and not the offer itself. If you ever wish to exact your revenge, I can provide the information you need to find this man for my usual fee of 50gp."
Regarding Jobs...
Looks like Irdred can't get direct travel to the east coast due to terrain. He can get a boat to ferry him to the beach where the rock and kelp are for about 10 GP, but if he gets in trouble he's on a boat, so that could be dangerous. He could also travel northeast to North Harbour, then proceed to the beach on foot. A much longer and more arduous trip in general, but at least he will be approaching the beach from dry land.
Irdred asks a few professors if he could be an aid. They all politely tell him they don't need an aid at the moment, even though he has heard more than a few teachers grumble about their workload. Looks like they don't trust him yet.
Irdred has little trouble finding information about ancient cultures that embalmed their dead (Success on 2; circumstance bonus). Looks like the council has lots of information about every kind of burial practice you can think of. Unfortunately, none of these particular cultures are situated nearby; however, Irdred discovers an interesting bit about how dwarves would honour "their greatest heroes" by encasing them in molten iron, then seal the corpse with steel plates. No such thing has ever been discovered so it is considered to be a myth, "but if they do exist", the author reasons, "then they must lie in the most ancient of dwarven tombs."
Irdred does a little research on life-extending spells. He is not the first wizard to do so. He finds numerous stories of other wizards trying to do the same (Failure on 2; search). Some are funny, some are epic, but all end the same way: in failure. That said, Irdred does learn about Liches during his time in the library. Apparently some necromancers have achieved a form of immortality by transforming into liches, but many wizards don't feel the trade-off is worth it, nor do liches ever actually live that long (there is always some goody-goody out there to hunt them down and kill them). The actual process is never mentioned, but Irdred discovers a section of the library only full council members may enter...
Regarding Shopping...
1. He can purchase a permanent Dispel enchantment, focused on warding off harmful spells, to one of his body armour slots, for 2000 GP.
2. The Council of Necromancers has all the cool necromancy related stuff you can ever need, and yes, there IS a staff upgrade, in the form of a series of black-iron caltrops linked onto a fine chain that is meant to be wrapped around the staff, that can turn your Necromantic touch into a ranged attack. 2000 GP.
Irdred also discovers Spell Tomes that add additional versatility to your existing Necromancy spells. One of the more powerful tomes allow you to "fuse" multiple corpses and skeletons into a single, much larger undead creature without the need for surgery. Need a big, hulking corpse? Don't find one, fuse one together! Still limited by the maximum amount of undead you can control at one time. Alas, the price of tomes are tied to your standing with the council. This baby is worth 18,000 GP.
I could go on forever here with all the ideas I have for staff enhancements and spell tomes, but I do want to leave my computer at some point, heh.
3. Irdred finds an inventor specializing in weapon alterations in both the dwarven ghetto near the council and one in the fancy district Jack tends to frequent. The ghetto inventor is used to creating stuff like that for thieves and promises to have the job done quickly and for a low price of 100 GP, but Irdred will have to leave the staff with the guy for a few days. Irdred has seen a few stolen wizard staves for sale around the ghetto, so the prospect scares him a bit. The wealthy inventor will do it for 500 GP and his reputation is too big to risk stealing a staff, but he's so busy it may take a week before he gets around to working on Irdred's staff.
OTHER: Nobody seems to know the prince is in the city, let alone why.
BLACK ADAM:
You find a letter waiting for you in your mailbox:
"I need your particular talents for a job. Very dangerous, as always. I will pay in advance. Contact me if interested.
C.S."
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag "Dangerous," Adam says as he downs the last of his ale. "Just the way I like them." Across from him is a skinny, scruffy haired young man in a brown robe drinking the lightest ale they serve at the establishment. "Do you really have to go on such dangerous assignments, B.A.? Can't you be satisfied with a simple, stable job in town?"
"Simple and stable doesn't go together in this world. They tend to create much chaos." He sets down his empty glass and asks the young man, "Why aren't you in school, Kensey? You should be trying to make something of yourself."
"You may not believe this, but teachers hate me." Kensey flips back a strand of hair. "I do whatever they ask me to do. The end result just never turns out to be what they want. Like the time I was asked to demonstrate a summoning spell to the class. She didn't specify "what" to summon so....*poof*....Hellhound. Right in the middle of class." Kensey laughs as he finishes his drink. "I figured the teacher knew how to get rid of it since I...forgot...how to dismiss it. Needless to say a few of the other students went home smelling of hellfire."
"Heh. Funny." Adam tosses Kensey a bag of money as he stands up to leave. "You know where that goes."
"Yeah, yeah. I'm sure your wife appreciates these anonymous money drops, especially now that she has an armed guard around all the time. She's going to figure out who it is that's sending her money."
"Do your magic. Just get it to her." Adam says as he walks away, "I'll summon you when I need your assistance next. Stay out of trouble." Kensey puts the money away and says in a low voice, "Same to you, B.A."
Taking his weapon at the door, he emerges on the street to feel the heat of the sun on his face. Noting the location described in the letter, he heads for his destination to the next job. "Another day, another coin."
(Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag
Quote: wrote: ADAM'S QUEST: Spellmount **********************************************************
It's one of those mornings. Warm and sunny, with a slight mountain breeze. Smoke from the morning's breakfast fires fill the air carrying with them the smell of eggs and bacon. The sound of feet slapping flagstone is already the loudest thing that can be heard on the street even at this early hour. Apprentices, many with bags under their eyes, huff and puff as they run by, and some people mutter greetings or curse those who bumped them.
It's a day like any other in Spellmount. One full of opportunity and adventure. And maybe a little coin. The gold flows in Spellmount, you just need to know who has it and who doesn't have the time to get off his or her lazy butt to do anything. Many men and women can get rich working for the slothful, and Adam is one of those men. Knowing where to find this "C.S." he sets off towards the center of the city.
He soon finds himself standing within the grand halls of the University of Arcana and Natural Mysteries (description provided in the last few pages), but he has long since grown bored of the luxurious marble floors and magical eye-candy filling the university. The only eye-candy he likes to see fits in his coin purse.
He walks alone, without escort, to his destination. The students and wizards he passes give him rude glances, but he ignores them. It's part of his life now. The occasional young lady, interested in the dangerous, mysterious type, gives him a much more approving look, but he doesn't stop. He doesn't stop until he is standing in a small room lined with books and dominated by a large desk in the center of the room.
"I trust you had little trouble getting to me?" Swan, the university chamberlain, a grandfatherly type of guy with a cheerful demeanor, is standing by a chalkboard. Oddly, he is holding a funny looking doll in his hand, and he's not very cheerful right now.
Before Adam has time to wonder what a grown man wants with a girl's doll, a bag of gold coins is plopped into his lap.
"2500 gold pieces, all in advance. The same upon completion of the job," Swan explains. "You might want to use it to arm yourself with more...magical protection.
I have recently obtained a very valuable artifact," Swan explains as he tucks the doll just behind his person as if to shield it from Adam, "but I'm concerned it may have been stolen. I have performed many auguries and I sense something very powerful is lurking in the shadows. Something is not right here. The appearance of this artifact was too simple, too quiet. An entity of infinite wisdom may be at work here. I must learn more about those who acquired the artifact."
Swan suddenly tosses a strange wooden coin to Adam. It's about as wide as a tea-cup, and a series of scratches form a sinister looking image of an eye and a jagged knife. "I need someone who does not know magic. We go to Helcath, the Devil's Library. Prepare appropriately."
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag Irdred renews his magic license before going anywhere. (-50gp)
-He's had quite enough of riding around on boats for the time being. He opts to avoid the ferry and instead goes to the east coast via North Harbour. -So that armor enchantment would have a 33% chance to cancel any harmful magic, as the Dispel spell? That sounds super useful, but it's not quite what he had in mind. He holds off on having it done for now. -He does buy the caltrop chain accessory. (-2,000gp) -Irdred's a little short on trust at the moment, so he definitely stays away from the ghetto inventor. (But I'm not clear on whether Irdred has to leave the staff with the wealthy inventor for the entire week?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag At the Guild:
Jack taps his finger on his chin. "I'll keep my eye out for anything suitable. I have to make a trip outside the city soon, are you looking for something inside the city limits, or would something in one of the surrounding villages work. You know, with less crowding, there would be less chance of "accidents"."
"I'm looking for some enhanced pistols. Who do you recommend for those?"
Taxi Ride:
Jack pays the 20gp, then after a moments thought tips the driver two extra gp.
Patrols:
Noting the difference in dress and action, Jack stops to chat a bit with the "militia". He'll ask about the bats, and the village in general, and try to gauge the general mood of the militia-men. He remains wary, figuring if the guards are nervous, there might be danger nearby.
Windhelm:
Being a bit hungry, Jack will look for a tavern or inn. He'll ask what the patrons know about the bats before moving on to the caverns. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag
Quote: wrote: SPELLMOUNT: North of the City (Days after meeting Swan) ********************************************************** CURRENT PRESSING ISSUES: Meet with the Chamberlain in a Week
JACK:
Roann shrugs. "Oh, hell, I don't care. As long as it's on the island. Might be able to keep the pretenders away if we open outside the city.
And if you're looking for enhanced pistols, we've got the best you can find. You're new here, so don't expect any favours, but you can check out our selection. If you need a little extra money, try dueling one of those louts in the common room. Most of them have no skill. You might want to do that anyway just to make your name known around here. And we will have an organized dueling tournament at the end of the week. Every Friday and Saturday."
Roann suddenly looks around as if to confirm he is alone with Jack, then bends close and speaks in a low voice. "Don't tell anyone I said this because the gods know I trust my guy in the barn, but if you want some real power, look for an orc gunsmith on the far side of town named Oglish. He doesn't do anything fancy like the dwarves. All he cares about is power. He is a bit of a jerk, but if you can get by that and let him know I sent you, you won't be disappointed. Most of the fools downstairs refuse to believe an orc can craft a good gun. For all the talk about dwarven fire arms, it's the orcs who took to guns more than anyone else."
A dwarf in the barn is responsible for the guild's inventory. Many pistols and rifles are on display. The dwarf also pulls out some leather trunks full of rare guns, and there is one trunk sporting a Damascus steel rifle (the dwarf doesn't know where it came from. They found it in the house and Roann thought it was a good sign. The gun will never break or misfire).
Regarding Windhelm...
Jack discovers the militia aren't just jumpy about the bats, they're also jumpy because of him. They don't trust anyone from the city. It takes awhile before he can find anyone willing to talk to him, an old geezer who retired from the militia, and this is where Jack learns the people of Windhelm and North Harbour hate magic. They've been living outside the city for centuries and few ever gather enough money to leave the island. Every person's reason for hating magic is different, but in the end, they all consider it unnatural or too dangerous for human hands, and every wizard is considered an enemy. Apprentices and students aren't "too far gone", as the geezer puts it, so they're tolerated.
Jack notices a lot of people spitting on the magical mailbox as they walk past it.
The appearance of the bats, and other magical creatures escaping the city and terrorizing the coast, is nothing new to the residents of Windhelm and certainly doesn't improve their mood about wizards. The city rarely sends anyone to deal with the creatures, at least not enough people to actually eradicate the problem. Jack could get work killing off a number of different creatures if he wants. There is this weird cross between a horse and a rhino that's causing trouble, dangerous fish that assault fishing boats, and purple seagulls that attack anyone who gets near their nesting grounds...which is getting bigger and bigger every day.
When Jack gets to the tavern, the mood is still somewhat hostile and the halfling feels tolerated, but it doesn't take long before the patrons realize he's not a wizard. They're still not too friendly, but at least he's being treated like everyone else. The prices in Windhelm are quite low, right where they should be for a normal village, and a single gold piece buys a huge meal.
Jack tries to strike up a conversation, but he can't get anyone to say more than a bit about the weather (Failure on 1).
IRDRED:
Magic license renewed!
-If you prefer, you could have the enchantment specifically ward Irdred from scrying, but the Dispel enchantment would do just that and nothing else and still cost 2000gp (but you might be able to haggle it down on a 3). And yeah, Dispel Ward is like a spell-only version of Dodge. -Irdred still has to leave his staff with the wealthy inventor, yes.
Regarding the trip to North Harbour...
The journey to North Harbour is not the same as Jack's trip to Windhelm. Irdred has to ask for a lot of directions and he eventually finds himself within a tower that descends into another corner of the mountain on the eastern side of the city. The tower acts as a bazaar of sorts: every major landing of the great staircase descending through the interior is packed with shops and stands selling everything you can imagine. At the bottom of the tower, there is another tunnel road heading northeast. He now finds himself in the city's mining district: nearly every hut or house burrowed into the rock consists of miners. The tunnel road has to share space with a railroad track for carts carrying ores. At the edge of this area, Irdred finds the mines themselves.
Irdred needs to take a short break when he finally leaves the mining district and approaches the end of the tunnel. When he resumes his journey and exits a cavern opening framed with unnecessary supports, he finds himself standing on a rise overlooking a windswept plain littered with boulders of all shapes and sizes. The town of North Harbour is clearly visible in the distance, but it's not too far from the tunnel.
Once again, the patrols on the road are quite different from anything seen in the city, although the North Harbour guards do not appear to be militia, and every guard appears to belong to a different organization. Some guards ride on horseback and wear impressive armor not unlike Talbot's, other guards travel on foot and wield guns, still others wear light armor and have huge bows and swords slung onto their backs. When he arrives at the edge of the town, he discovers the foundations of what appears to be a wall currently being built around the town. Labourers of many different races are busy placing mortar and bricks. This edge of the town looks rundown, but Irdred can see better looking houses down the road, and the tall masts of ships in the distance.
He can also see the people are very rude to him. Nearly everyone he passes spits on his zombie. Many people give him the finger or shout some insult in his direction about "vile wizards". It doesn't take a genius to figure out these people have something against wizards, which is kind of odd to Irdred considering the place, so the necromancer stops short of actually entering the town.
Will Irdred enter the town or proceed to the beach? On foot, Irdred's journey was significantly longer than Jack's. It's now sunset. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag (How far is it to the beach, and how far back to the mining district?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag At the Guild:
Jack will take a look at the dwarves wares, then make his way to visit Oglish as well, if he has time.
Back at the village:
Jack will try to find out some more info about the purple seagulls.
(what time is it?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag
Quote: wrote: SPELLMOUNT: North of the City (Days after meeting Swan) ********************************************************** CURRENT PRESSING ISSUES: Meet with the Chamberlain in a Week
IRDRED: It's an hour's walk from North Harbour to the mines. It's about a 3 hour hike to the beach, mostly due to rough terrain.
JACK:
There are both mundane and magical guns for sale. A lot of the more impressive mundane guns are crafted out of heavier and more durable materials. These tend to run the price into the 400 GP range. Many of these guns also have useful additions, like sights and magnifying lenses (nothing exceptional, mind you), reusable black powder and cottons to reduce reload time, a handy device for storing 3 bullets at once and a tube to take black powder directly for more reduce reloading time, a "quick draw" gun that can be easily removed from the belt, club guns with extra weight in the stock for melee, or just plain ol' bayonets, and rifles with shield-like plates that help with blocking attacks (counts as a shield, but you can't fire your gun in a round you use it to block attacks). All of these guns costs about 800 to 1200 GP. The "quick reload" supreme, with all available quick-reload options in place, costs 3400 GP (a sneer the dwarf barely manages to hide shows this price may be inflated due to Jack's low status).
Magical weapons are also available (see the 33 rules for magical enchantments).
Regarding Purple Seagulls...
It was just after noon when Jack arrived in Windhelm. It's now getting late in the afternoon.
Once again, Jack can't get anyone to share any information about the seagulls other than he can collect their heads and turn them in for a reward at the sheriff's office. He tries the old geezer, but the old man didn't realize the purple seagulls were magical. He thought his eyes were just going. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam leaves Swan in his office without a word and heads to the nearest magic shop (or shops). He picks up a few items:
Mithral Shirt (-1,100gp) Mage Armor (Potion, -50gp) Cure Light Wounds x4 (Potion, -200gp) Protection from Evil (Potion, -50gp) Cat's Grace (Potion, -300gp) Greater Magic Weapon (Oil, -750gp)
He holds the wooden coin up to the magic shop keep and asks what it is, what the symbols mean, and where that type of currency comes from. He offers an additional 50g for the information.
He puts on the Mithral Shirt underneath his padded leather jacket. Afterwards, Adam returns to Swan prepared to go to Helcath. "Shall we?" (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag
Quote: wrote:
ADAM'S QUEST: Spellmount **********************************************************
**Fyi for all: all potions have a base cost of 100 GP x3 per additional grade of spell they mimic, so 300 GP for the next grade, 900 GP for the next, and 2700 GP for legendary grade (assuming I allow such a thing)
A number of things on this list work differently in the 33 rules. You might want to adjust your purchases:
Mithral Shirt (-1,100gp): Mythril is still a very light material, but an armor's protective ability is entirely dependent on whether it's light or heavy, and I still haven't figured out a way to make light armor more useful without Defining Traits. It might be more cost effective to buy something cheap like leather armor and save the rest of the money for enchantments, maybe the one that treats armor like heavy armor.
Mage Armor (Potion, -50gp): The 33 version is the Barrier spell and it costs 100 GP.
Cure Light Wounds x4 (Potion, -200gp): The 33 version is the Heal Wounds spell and it costs 400 GP for 4 potions.
Protection from Evil (Potion, -50gp): I have no plans whatsoever to include alignments as an offensive/defensive category. Other GM's can if they want, but I never really liked it. No such potion exists in this game.
Cat's Grace (Potion, -300gp): There are no traits in the 33 rules that act like Dexterity and it would be a major headache to include one. I suggest you try the Empower Self spell potion (100 GP) that allows you to choose a physical trait to boost (like STRONG or TOUGH).
Greater Magic Weapon (Oil, -750gp): The 33 version is Enhance Equipment. Allows you to improve damage of weapons or effectiveness of light armors. 100 GP.
Regarding the wooden coin...
Nobody has any idea what the coin is, so Adam can save his 50 GP.
Regarding Helcath...
Adam finds Swan sitting on a bench in the lobby when he returns to the university. Swan then leads Adam through the marbled corridors filled with magical oddities until they stop at a small door tucked beneath the staircase. This drab and worn wooden door looks out of place in the glitzy halls of the university, and it's well out of sight of prying eyes. Swan opens this door, then motions for Adam to step inside. Swan soon follows and closes the door.
It's a broom closet. And it's very small.
Swan pushes past Adam, and he has to because it wasn't meant for more than one person, until he stands in the center of the closet. "Please close your eyes until I say otherwise," Swan instructs. Adam isn't about to risk a high-paying job, so he does as he is told. What follows is a series of noises that sound like Swan is rummaging through the various brooms and tools within the closet. After a few moments of this noise, Swan informs Adam he can open his eyes.
Nothing has changed. The broom closet is still...just a closet.
Swan grins at Adam. He must have noticed his look of disappointment. Swan then opens the closet's door and steps outside. He beckons for Adam to follow...
...and they're no longer in the university. At least, it doesn't look like the university. The marble floors and magical toys have been replaced with dull grey stone brick. Torches burning with a blue-flame are the only source of light, and there are numerous doors running the length of a circular corridor.
Swan now leads Adam through this transformed version of the university...or so Adam assumes. They don't walk very far before Swan stops before a door marked with magical runes. Swan somehow produces a key seemingly from nowhere, presses the key against the runes on the door-there is no keyhole or door handle of any kind-and then pushes the door open like it was always meant to be this easily bypassed.
The two now stand in a small, square room. Dominating the room is a single object: what appears to be an extraordinarily large wooden casket propped against the wall. The casket is covered in all sorts of scratches and dents that form a rough picture-just like the wooden coin in Adam's pocket-of a grotesque eye surrounded by tentacle-like things.
Swan walks up to the casket and opens the lid like he has done so one-hundred times before, then directs Adam to step inside.
"Walk through it like there is nothing there. Do not stop," Swan directs.
Adam can't help gulping. Adam has done a few jobs for Swan in the past. University wizards always need something done, and they always pay well, but Adam has never done anything like this. He knew he'd have to deal with some magical oddity eventually, it's hard to avoid when you live around wizards, but he considered himself lucky up to this point.
But fear is not the mark of a good mercenary, not even in the face of such queerness, and Adam isn't about to let a big wooden box undo his career. He steps into the casket like he fully plans to walk through the other side...
...and suddenly finds himself within a nightmare.
Quote: wrote:
ADAM'S QUEST: HELCATH, Domain of the Damned **********************************************************
The first thing Adam sees is an odd, reddish haze in the distance. The first thing he feels is a suffocating, humid heat. The first thing his feet touch is a soft, muddy substance that is nearly hot enough to burn his feet.
The first thing he realizes is...he is in some hellish world, although he's not quite sure which one.
He is standing on some kind of island, but it does not occupy a position in an ocean. It is sky bound and supported by some mysterious force Adam can't identify. Many more islands, some small, some large, float in the air before him and as far as his eyes can see. That's not saying much due to the reddish haze that masks his view of anything in the distance, but it's not enough to hide what appears to be a massive structure of some sort. Many rope bridges connect the islands, some passing by an enormous black waterfall. The dark, thick substance oozes out of the sky seemingly in slow motion, and pulses of purple electricity occasionally shoot up its length. Where the oozefall goes or originates is a complete mystery because the haze hides both source and destination.
At the sound of something closing, Adam spins around to find Swan stepping out of the casket which looks the same way it did in its humble little room in the university, except now it is propped up by a series of wrought-iron bars. The lid slams shut as the wizard exits.
"We need to wait here for a moment. Another person will join us. Be on your guard," Swan motions towards a spot behind Adam.
A couple odd obelisks that look like solidified dark ooze flank the rope bridge on the far side of the small island. Suspended above the obelisks is a great green orb that sheds greenish light on the bridge. On either side of the two obelisks is the weirdest trees Adam has ever seen...and he can only call them trees because they look woody. They look more like a collection of blackish-brown tentacles that reached out of the ground, had a group handshake, and then decided to go their own separate ways. The branches of these strange trees don't go up, but in every direction, including the ground. Some of the branches in the ground appear to be forming new trees.
As Adam studies the weird trees, he spots a trace of movement. One of the tentacles appear to be quivering.
"Right, then, glad you noticed one," Swan explains as he begins to clean the head of a wand. "That's probably a morp, sort of like a demented nymph. Creatures in this domain hate magic, and they have come up with all sorts of different ways to punish those who use it. But you're not a wizard, so they will fear you. They don't always attack, mostly just hurl dirt, but they will be hounding us the entire way to the library. You might want to get a little bit of practice by dealing with that one. Their claws can be nasty, but they're not too much trouble. Just don't let one get a grip on you."
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag After the first one or two rude gestures, Irdred already finds these North Harbourites so very... boring. ...But then more of a crowd begins to amass. And he hasn't even entered the town proper yet. Right. This is just an angry, stupid mob waiting to happen... It's all starting to seem too familiar.
The chances that North Harbour has anything to offer him are approximately nil. So, assuming there were inns in the mining district, Irdred would rather go back there to spend the night than set foot in North Harbour.
When he gets back to the mining district, he books a room, buys a meal, and asks around about North Harbour. What did wizards ever do to those people? What's with the wall they're building?
He'll spend the next day going down to the beach and back, bypassing North Harbour entirely if he can help it. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag IRDRED:
Irdred return's to Spellmount's mining district roughly around twilight. The inns and taverns in this area aren't designed for tourists but foreign miners and experts brought in to do a specific job. The rooms are plain and simple with just enough space for a bed and a trunk, and the food mundane but filling. On the bright side, the fee is very low at 10 GP per night.
Although the dwarves and other miners spend more time poking fun at Irdred, they're generally friendly and willing to discuss the residents of North Harbour. Turns out the town was founded by wealthy merchants who distrust wizards and their ability to see through common tricks (the miners don't seem to like the wealthy types), so the merchants created their own port where they can trade in magic-free peace. Bunch of other people who can't trust wizards joined them, and you got North Harbour.
That said, North Harbour receives the same amount of magical security the official Spellmount Harbour gets, so it's a bit of a joke to the miners. The wall is new, so the miners don't know why it's being built, but they dismiss it as another dumb fear of magic thing. It's actually not that hard to get into North Harbour. As long as you hide your obvious magic stuff, you can get in (it takes magic to detect magic, which they don't have).
Note all of the above is what the miners say. What they know is based on their opinions and observations.
I'll get to Irdred's journey in the next update.
***...and that's the last post I expect to make from this computer. The next time I post, it will be from my new one. This computer has been a part of every online RP I've been involved in since I first started Fate of the Tear. Thx for all the PC power, ol' body!
Signing off. biggrin.gif
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag (Then I will take the following:
Barrier (-100gp) Heal Wounds x4 (-400gp) Empower Self - Fast(-100gp) Enhance Equipment - Studded Leather (-100gp) Buckler (-15gp) Dodge? (-100gp)
I assume the creature is on the ground at the other end of the bridge and not in the air floating around...mocking me. You mocking tree thing you.)
Before Swan could finish his last sentence, Black Adam has already drawn his sword and quickly closes the gap between the creature and himself. He takes careful aim to relieve the creature of its claws. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (Signing on with new super kickarse computer with cool blue lights inside it. The blue lights make it special, right? RIGHT!? ...lol) * * * * *
Quote: wrote: ADAM'S QUEST: Spellmount **********************************************************
Actually, Swan identified the vibrating section on the whacky tree as the creature in question, but this doesn't stop Adam from attacking the nearby tentacle-tree (on the current floating island).
As Adam races to test the bizarre creature, the vibrating tentacle on the tree suddenly unfurls and breaks away to reveal a dark-skinned, rubbery creature with exceptionally long and flesible arms and legs. It's head is little more than a thumb-long flap of flesh, and it seems to have trouble moving on its gooey legs. The ends of its extra-long, inch wide arms sport three hair-thin claws.
As Adam approaches, the creature bends down on all fours and lets loose a tiny screech, but the merc is not the least bit impressed. His quick hands strike at the creature's claws, but the overly flexible morp proves to be a lot more agile than it looks, and jumps back onto its hind legs in a blink of the eye (Adam's first attack Failure on 1; you're much more likely to attack first, but not always).
The morp does not counter. It scrambles away from the merc and climbs up the few tree-tentacles that actually reach into the air. It screeches a few times at Adam, then attempts to leap onto his back. It's long, slender claws easily grasp some of Adam's armor (Success on 2; Morp's are good at grabbing stuff) and the morp now finds itself comfortably seated on the merc's back.
Swan actually laughs at Adam's misfortune. He's now checking his wands for damage.
*I'll get to inventory stuff tomorrow
**Btw, in case you guys haven't noticed, there is now a link to the 33 rules in my sig, just like the SRD link
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag At the guild house:
Jack examines the guns carefully, making a show of examining each feature that quickens reloading. He then carefully sets the guns down, nods to the dwarf and sets out to find the orc.
At Windhelm:
Jack scouts out the path to the cave. He's trying to get a general feel of how easy the path is to travel and how long it will take to get there. Since its late in the afternoon, he'll return to Windhelm and inquire about a place to say for the night. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag
Quote: wrote: SPELLMOUNT: North of the City (Days after meeting Swan) ********************************************************** CURRENT PRESSING ISSUES: Meet with the Chamberlain in a Week
JACK:
Jack left to Windhelm after his business at the guild was concluded. He can not see Oglish today (don't worry, you can always see him later).
Jack discovers the path to the cave is actually pretty simple. Just go down the road towards the Spellmount tunnels, then swing southeast for awhile. The terrain to the cave looks pretty tame. Jack just hopes he doesn't run into one of those rhino-horses. Apparently they're pretty tough.
It should only take an hour to reach the cave.
There is only one inn in Windhelm, and now that Jack has shown he is not a wizard, he has little trouble booking a room for a measly 5 GP.
**I never intended to spend this much time with side-jobs, so I'm just gonna get on with it.
Jack sets off the next morning to Scallous caves. As predicted, the journey is pretty easy, and the only animals he encounters are normal looking seagulls and a group of horses that run when he approaches. The caverns are found just within a v-shaped opening in the rocky wall of the mountain.
There aren't many plants on the northern side of the island beyond moss, grass, and a few shrugs, so Jack is a little surprised to find a small, thin tree growing up the mountainside. He also spots the cavern entrance, more vertical than wide, about 20 ft. beyond the v-shaped opening. The rest of the small area is surrounded by rock (good for climbing if he were so inclined). Resting in the tree is Jack's prey: three bats hang from the trees branches. They're about the size of a small cat and their wings are blue, but they're otherwise pretty plain looking bats. They appear to be sleeping, so Jack has the advantage on them. He stands about 10 ft. outside the v-shaped opening.
IRDRED:
Irdred also begins his journey, but he doesn't return to North Harbour. He decides to follow the east-branching arm of the foothills and leave the paranoid town be. Looks like these hills will take him directly to the beach he needs to reach.
Although not an exceptionally long journey, it's rough. The terrain is very rocky and littered with folds in the earth, gullys, narrow valleys, and occasionally the odd canyon and stream. He frequently has to change direction to find a shallow place to cross a stream or a safer place to climb into a gully, and his stupid zombie doesn't help. The undead companion frequently trips and falls and Irdred has to rescue his moronic ally more times than he cares to count.
After what feels like a couple hours, Irdred encounters a couple girls, apprentices, camping in the foothills. They're carrying backpacks and sipping tea warmed by a small campfire. After a bit of conversation, he discovers they aren't headed to the beach, but Irdred is on the right track. They've never been to that beach so they can't help him.
After another hour of stumbling, he eventually finds himself on a cliff overlooking the beach. He's about 60 ft. from the beach floor, a rocky beach, and two lines of rock cradle the beach to form something of a rocky lagoon. There is an obvious path to the beach about 30 ft. to his left, a little steep but doable. Irdred can also see the rocks littering on the beach look quite a bit different from anything else he has seen on the island.
The same is true for the beach's inhabitants.
Seals. Lots and lots of seals. And the odd walrus. The beach is teeming with them. Irdred can guess one of the odd rocks he needs for his job can be found anywhere on the beach, and he can see the kelp strewn around the rocks (it must be low tide), but it doesn't look like there is any spot he can go where he won't get too close to a seal or walrus.
ADAM:
**Updated inventory
*You can choose which trait Empower Self grants when you want to use it, but note it can't impart traits you already have. Oh, and in case I haven't mentioned it, that Pass without Trace potion is now a Stealth potion which grants the Stealthy trait for a bit.
*I've changed the Buckler to a Light Shield. All shields of every make work the same way in the 33 rules, but since they take quite a beating, the make mostly affects their durability
*I'm not sure what you mean by the "Dodge" thing
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag
Quote: wrote: *I'm not sure what you mean by the "Dodge" thing
(Forget the dodge. I was thinking that every trait was a substitute for any potion available in the D&D SRD.)
Adam quickly positions his sword between his bicep and his ribs and falls flat on his back, hoping to jam the sword into the morp while slamming him into the ground. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (Nah. Only spells can be made into potions. That Stealth potion you have is actually a gift) * * * * *
Quote: wrote: ADAM'S QUEST: Helcath (Casket Gateway Island) ********************************************************** IMMEDIATE CONCERNS: Safely Escort Swan to the Devil's Library
Adam attempts to trick the clingy morp by falling on his back, but it looks like the morp was about to jump off his back anyway. Adam falls down and smacks into the hot, dusty ground, but the morp jumped away and has begun to scurry towards Swan (Failure on 1; you have the right idea, but you're just not too lucky right now).
Swan isn't laughing anymore. As the rubbery creature approaches the chamberlain, he grips his wand more firmly and points it at the morp. A blast of energy shoots out and throws dirt in every direction. When the dust settles, they discover the morp, apparently unharmed, sitting in the other tentacle-like tree. It shrieks and yells, then leaps off the side of the island to...well, maybe to its doom, or it knows something they don't.
Swan sniffs, then rubs some of the dirt he sent up into the air off his shoulders. "Springy little things, aren't they? I suppose we don't all have beginner's luck, but I'm certain you will get the hang of them soon enough."
The door of the freaky casket suddenly swings open, and another wizard appears. Tall and shrouded in a black mantle, this old wizard strikes Adam as very creepy.
"Ah, Aigon, it is good to see you!" said Swan in a friendly voice, but this Aigon character does not appear to accept the chamberlain's friendship.
"Another romp in the domain of the damned, hm?" said Aigon in a dreary tone. He looks around like one does an old childhood home. "Why do you pretend the past never happened? How long do you think I will keep helping you?"
"Until you stop showing up," Swan replies with a smile. He reaches out to shake Aigon's hand, but the dark wizard looks away. Swan shrugs. "Until that day arrives, there will always be hope."
"Sentimental fool," Aigon shakes his head, but Adam can just barely make out an amused look on his face. "Let's just get this over with. Do you have the coins?"
Swan nods. "Aye. And I have one who will not be swayed by the native wildlife's charms."
"Is that what this one is for?" Aigon sighs as he glances at Adam, now back on his feet and rubbing behind his neck where the morp gripped him. "I say, I have a new prospect who could have been much more useful. Just joined and has lots of potential."
"If it is a wizard, this prospect would not be much use in this domain," Swan replies. He looks slightly irritated. "Neither would you if it weren't for your 'aids'. I trust they are present?"
Aigon stares at Swan for a moment, they pulls his bony fingers out from beneath his mantle and begins to chant something. After a few moments, the red, hazy light begins to dim, and the shadows surrounding the foreigners to the domain of Helcath begin to merge to form a new, larger shadow. The shadow grows into the shape of what appears to be an extremely tall man wearing the heaviest armor Adam has ever seen, and the hilt of a massive sword pokes out from its belt. It's legs disappears into a cloud of black vapours. Somewhat disturbingly, Adam's shadow is still merged with this shadow man.
"I'm glad I can still be useful," Aigon smirks. "He will help draw the attention of the morps away from us, being a creature of pure magic. It should help your...friend a bit. Regardless, it can't wander very far from me. Your man will have to lead the way."
"Then let us begin," Swan points at the massive structure hidden by the haze in the distance. "Just follow the bridges. It is not a far. We should be finished soon enough."
There doesn't appear to be anywhere else to go, so Adam follows the directions of the two wizards. He begins to cross the bridge off of the first island and soon finds it ends at another small island featuring a tentacle-tree and another weird goo-lamp post. Another bridge begins on this island and heads to Adam's right.
Adam is currently standing on the first bridge, about halfway, looking at this new small island and it's tree. The two wizards, and Aigon's shadow knight, stand a short distance behind him.
"There may be another morp hiding in that tree," Aigon mutters.
**There really isn't anything significant about these two particular characters. I just figured using them would make this whole thing more interesting for Keno and Soulweaver to read
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam continues forward, keeping his eye on the possible morp that was previously pointed out. He makes note of any movement as he makes his way to the next island. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag
Quote: wrote: Bunch of other people who can't trust wizards joined them, and you got North Harbour.
"What a sad state of affairs," Irdred comments. The pity in his voice is real.
Quote: wrote: As long as you hide your obvious magic stuff, you can get in
The thought had crossed his mind, but... he's stubborn. After spending most of his life in hiding, he doesn't think he should have to do it here too. Besides, the thought of playing dress-up with the zombie in order to disguise it is just absurd.
*******************
At the beach, he goes about three quarters of the way down the path, zombie in tow. Here, he fires the blunderbuss into the air to try and scare the seals into the water. (I'm assuming these are big, dangerous sea lion types, not little cute fuzzy seals.) If he successfully scares them off, he runs to claim the items (however many the job requires, plus extra for himself) before the seals come back.
If they aren't scared off by the boom, he instead sends the zombie to navigate its way past the seals to claim the items. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag IRDRED:
Irdred fires the blunderbass. It makes an enormous boom sending most of the seals within 30 ft. of the path to the beach fleeing for the water as quickly as they can. A few of the seals don't budge, and a walrus in the middle of the back barks in Irdred's direction.
There is still a little space to work with, so Irdred quickly runs down to the beach and begins looking for a suitable rock, but the walrus takes this as a hostile action and suddenly charges Irdred. It barks threateningly and shows its huge tusk-like teeth when it gets within 15 ft. of the wizard, but doesn't attack. Irdred decides this is a good time to send his zombie who gladly walks into the face of danger, but the walrus isn't impressed. It barks at the zombie, then charges it and slams the zombie to the ground.
ADAM:
Adam keeps an eye out for the morp that escaped him, but as he draws closer to the next island, he spots another bit of movement on the tentacle-like tree.
|
|
|
Post by TG Barighm on May 8, 2018 17:14:35 GMT -5
Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam throws a shuriken at the spot when he gets into range to draw whatever it is out as he continues on to the next island. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag ADAM:
Adam's shuriken doesn't hit the quivering tentacle (Failure on 2), but it does hit the tree. This causes the morp to remove itself from the tree and shriek in Adam's direction. He continues to move closer to the island. He is now leaving the bridge and stands 10 ft. away this new morp.
The wizards trail by about 20 ft. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag He makes threatening gestures at the morp to get it to back up as he waits for the others to make it to the island. If it refuses, Adam will engage the morp. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag ADAM:
Adam roars at the morp and gives it his best and most intimidating pose. The morp does not appear to enjoy Adam's display because it scrambles up and across some branches and begins to shriek well away from the mercenary (Success on 3; how many times did you successfully intimidate anything in D&D?).
Satisfied that the morp does not wish to engage Adam, he waits for the wizards to catch up with him. They do, then glance at the rubbery morp.
"Foul little things, aren't they?" Aigon sighs.
"This one appears to be afraid of my friend here," Swan chuckles. "Let us continue".
Aigon's shadow knight makes a few threatening gestures at the morp just to scare it a little more while the rest of the group move on to the second bridge. This one twists to the right to another island that appears a little unstable. It is slowly spinning. It spins until the bridge begins to resist which causes the island to spin in the other direction. There is a single lamp post this island. Another bridge continues to the left of it.
Satisfied the morp isn't going anywhere, Adam now steps onto the second bridge and begins to cross. As he does, the morp tosses a handfull of dirt at Swan's back, but a second round of intimidating gestures from the shadow knight scare it off for good (another swan dive off the island into the haze).
As Adam crosses the shifting bridge, he spots a bit of movement behind the lamp post. Looks like something is trying to hide behind it. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag (I figured I wouldn't be able to meet him before going to windhelm)
Jack checks to make sure his pistols are loaded and secure, takes careful aim, and fires at the bats (2 pistols, if both are gone, one pistol on the remaining bat (2 if multiple targets) until loaded pistols are empty (reholstering after each shot) then reloading and fireing again. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Jack readies his pistols then fires on two of the bats. Two shots, two dead bats (Success on 3 for both shots; 2 HP damage each). The bodies of the bats bounce off a few tree branches before hitting the ground while the third bat is awakened. It flies around for a second before screeching and fleeing into the cave.
Jack pulls out another pistol and fires at the fleeing bat. It doesn't get far. A third dead bat is added to the pile (Success on 2). Feeling proud of himself, Jack reloads his pistols then glances into the mouth of the cave.
The light does a decent job of illuminating the cave, but darkness still shrouds the far end of it. The first section of the cave, what appears to be an earthy plateau, stretches fairly deep into the cave before it ends. The cavern must be very large. He can't see any more bats.
Enter the caves or claim the trophies he has now? Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag (Because you skipped ahead I forgot to post that Jack would buy a lantern before leaving Windhelm. I must admit I kind of expected something to happen during the stay at the inn wink.gif I guess I'm getting paranoid.)
Jack tries to remember if anyone told him how many bats there were. He'll collect the trophies, reload his pistols, and lighting his lantern, venture into the cave. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (If you meant to buy a lantern then I'll add one to his inventory; however, instead of buying one, I'll have him steal an unattended one hanging from some building somewhere) * * * * *
JACK:
Jack collects his bat paws. He is pretty sure nobody ever mentioned how many bats there were, but he is being paid for each paw he gets so he doesn't have to kill every bat he sees.
The earthy plateau is about 20 ft. wide and 40 ft. long. When Jack finishes lighting the lantern, he can see the ceiling isn't very high, at least not high for one of the tall races, and the back of the cavern is about 20 ft. away from the end of the plateau. When he reaches the end of the plateau, he discovers someone has installed a rope ladder. There are no bats in sight, so he climbs down.
He now stands on three flat, rockey projections from the base of the earthy plateau. The rocky projections are about 10 ft. in diameter and look similar to an illustration of a "club" on a deck of cards. Jack can easily jump to any projection with minimal difficulty. There is another rope ladder at the end of one projection. Looking down this, he can see the bottom of the cavern and a tunnel leading deeper.
Jack considered listening for the bats, but being daytime, they're probably asleep and won't make any noise.
Will Jack continue to explore the cavern?
INVENTORY UPDATE: +Lantern, there is now enough stuff attached to his backpack to make a fair amount of noise as he moves
**Btw, with 6 pistols attached to Jack's belt, there is no longer enough room for his daggers. Where will he put them? Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag (Are there any distinguishing markings on the lantern? Can he put the daggers in boot sheathes?)
Jack finds it odd that there is a ladder here, so he decides to retreat back out of the cave for the moment. He'll head back to Windhelm, turn in the bats paws and ask around town about the cave (what was it previous used for, anyone known to inhabit the area or use it for storage.)
After a light lunch, he'll return to the cave area, and look for a place where he can observe the cave entrance without being easily spotted. If bats emerge and come near, he'll try knocking a few out of the sky. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
It's just a plain ol' lantern. There is nothing interesting about it.
If Jack has boot sheathes then sure, he can put his daggers in them.
Jack heads back to Windhelm and asks about the cave. A lot of people spit on his shoes when he asks, so he goes to the old geezer again who also spits, but he does explain wizards frequently send their apprentices there to do some "unnatural" work. He's not aware of anyone ever living in the cave besides those "damned bats".
Jack returns to the cave and hides behind a nearby boulder which are quite plentiful. He watches the cave until sometime after noon, but he doesn't spot anything, bat or otherwise, enter or leave the cave.
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag When Adam makes it to the next island, he will address the figure hiding behind the lamp post. "Come out from behind the post. Now." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag ADAM:
"BLAH!" the figure shouts back. Sounds like a morp. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag (ROFL! Is the lamp post between us and the next bridge/final destination?) (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (It's not blocking your path to the next bridge, but you definitely have to pass it) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag "Oh, to hell with it." After that first charge, Irdred retreats a healthy distance -- back to the steep trail where the walrus would have trouble following -- and fires a necrotic ray at the creature, courtesy of his new staff.
The zombie, er... plays dead for the moment. If the walrus backs off, great; the zombie will try to fetch the items again. If the walrus keeps up the attack, Irdred calls it back to the trail. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack returns to the cave and ventures down inside after lighting the lantern. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag
Quote: wrote: SPELLMOUNT: North of the City (Days after meeting Swan) ********************************************************** CURRENT PRESSING ISSUES: Meet with the Chamberlain in a Week
IRDRED:
Nothing plays dead better than a zombie (Success on 3; performance). It flops onto the ground, lets out one last moan of pain, then becomes silent. The walrus appears to sniff it for a moment, then begins to back away.
Irdred, now standing in a better position, unleashes pure negative energy at the walrus assaulting his deathly ally. It smacks the walrus in its hefty body (Success on 3) and causes the creature to convulse and shiver rather violently. It lets out a scared yelp and begins to retreat as far from Irdred as possible. The surrounding seals do the same allowing Irdred the freedom to collect all the stones and kelp he wants.
JACK:
Bored of watching the cave's entrance, Jack enters the cavern. No bats have appeared since he left, so he continues all the way down to the bottom of the cavern, pass the club-shaped protrusions and down another rope ladder. He realizes this must have been some kind of subterranean waterfall in the past.
As Jack makes his way to the tunnel, he spots the crumpled form of a person on the ground. It looks like a wizard's apprentice. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack draws a pair of pistols and places his back against the wall, surveying the area around the apprentice. If the coast is clear, he turns his attention to examining the body (from a distance). Can he seen any wounds, signs of life, anything obviously out of place? Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
There are no threatening creatures in sight, so he examines the apprentice.
The young man appears to be covered in cuts and scratches and numerous parts of his cloak are torn. More importantly (to him) he's still alive. Jack can see the young man is barely breathing. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Keeping an eye to ceiling (looking for bats), Jack cautiously approaches the apprentice and tries to shake him awake. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam rushes the morp in a threatening manner hoping to scare it away. He will take a few swipes at him for good measure. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Still on the look out for bats, Jack reaches down and shakes the apprentice. He pokes and prods him for a few moments and the apprentice eventually comes to.
"Oh...wha...? You are...?" said the apprentice, but he is interrupted by a bout of vomiting, something Jack (yes, I rolled it) just barely manages to avoid. After rubbing his mouth with the sleeve of his arm, he gives Jack a shameful look. "Sorry. Came very early this morning to deal with the bats. Thought a good shock wave spell would stun them, hunting by sound and all, but that idea...well..."
The apprentice points at a scratch on his hand. "They're not very fragile. I think they carry some poison that...", he vomits again, "ugh...makes you...sick. Very sick. Gah, what time is it? Have I been here long? Oh boy...I feel as bad as I did before I passed out. Ooh...I think I need to see a doctor."
ADAM:
Adam rushes the morp hiding behind the lamp post, but this time his intimidating display doesn't scare the morp (Failure on 1). It attempts to circle around Adam when he approaches the lamp post, but the mercenary planned to hack at the little bugger anyway, it's just within range now. He chops off its right foot (Success on 3) and the morp stops, grasps its foot with its wispy, claw-like fingers, and begins to hop up and down on one foot shrieking all sorts of funny sounds at Adam (it also gives him the finger). It eventually hops off the side of the island and disappears into the haze.
Aigon begins to laugh.
Adam looks to the left and the next bit of bridge. The huge structure in the distance is beginning to show through the haze now, but Adam still can't quite make it out yet. He can make out the next portion of his journey: the next bridge carries him to a long, S-shaped island. Nestled within the inner curves of the "S" shape is two islands, both sporting tentacle-trees. Adam imagines he can easily jump from the S-island to the small ones. He guesses the S-island is about 20 ft. long and 8 ft. wide. There is another bridge at the far end.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag Irdred directs the zombie over to where the stones and kelp are. It takes what is necessary plus a bit extra, then brings the items back to Irdred. With that done, they head back. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag IRDRED:
Funny looking stones and kelp in hand, Irdred departs the beach and heads back.
On his way back, he finds the little camp where the girls were earlier abandoned. He eventually runs into them in one of the gullys he navigated earlier. Instead of looking for an easier way, they're attempting to climb out at a very steep and difficult point. One girl is pushing on the rear of the second as she tries to scramble up the steep sides, but she just can't quite get over the lip of earth above her.
When they spot Irdred, standing at the top of the gully looking down on them, he can hear the first girl saying "Maybe we should ask him for help" and the second reply "No way! He's a necromancer! Our teacher will kill us if he finds out." The first girl frowns, then says "I don't see what's so bad about that."
Will Irdred help the girls out of the gully?
INVENTORY: Just wanted to note that Irdred's gear feels heavy to him now and its beginning to tire him out. It also makes quite a racket as he moves.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag Irdred has the zombie carry the throwing knives, shortbow, and blunderbuss.
He ignores the girls utterly unless one of them specifically calls him over for help. If that happens, he stops, sighs like this whole matter is just a terrible inconvenience to him, then strides over to the crest of the gully. He spares them an amused glance, then instructs the zombie to help them up. It's not that he thinks he'd have any trouble helping them up himself, but rather that he wants to see their reaction to being helped by a cadaver (apparently just for the hell of it). d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag IRDRED:
Nope. The girls don't call for his help, so he leaves them to their troubles, returns to the easier point to cross the gully and continues on his merry way. He reaches the mining district sometime in the afternoon and now has lots of time to do whatever he wishes in Spellmount.
There's a choice here: will Irdred personally deliver the rock and kelp to the wizard who posted the job, or will he send it in the mail? Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag He'll deliver it in person.
(Did he ever finish those experiments before? I take it from what you were saying about the tome that the stitching together of zombies is possible, but what about zombies keeping their flying/poison/whatever traits from life?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag "I got three of the bats earlier," Jack says. "I must've missed you coming in here when I was here this morning. Do you have any idea how many bats are left?"
(Regardless of the answer, Jack will help the apprentice leave the cave. Assuming the apprentice doesn't want to go to Windhelm, Jack will escort him to the town of his choosing, as long as it is nearby.) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (Well, in the case of the tome, you don't have to stitch them together, they sort of fuse together on casting. It's more for convenience sake since very big creatures are uncommon. Stitching corpses would just create a very big zombie, or a golem for geomancers, and animating big zombies is already supported by the Necromancy spell. As for the experiments, he would have found, for simplicity's sake, all creatures animated with the Necromancy spell become zombies and all zombies have the same basic traits. Being corpses infused with a "partial" life, they're brainless and only remember enough to move and attack; however, Irdred can create a new variation of the spell to allow zombies to use their special traits in unlife, assuming the corpse is fresh enough to do so, or just see if there's a spell tome for that. Not gonna tell you how to go about creating this variation, but I will say I will be making spell knowledge checks to determine Irdred's progress)
IRDRED:
Irdred has to go all the way to the University of An'M to deliver the kelp and rock. By the time he gets there, the sun has begun to set. Finding the wizard who offered the job is easy, and soon he finds himself in the office of a squat little wizard wearing very big, funny glasses. The wizard takes the kelp and plops it in a jar and tosses the rock out a window behind him.
This is when Irdred realizes the rock is completely unnecessary. The wizard just wanted to make sure whoever got the kelp would go to that specific beach.
The wizard doesn't notice Irdred is a mage at first, but when he does, he hands him 50 GP and asks for his school. He sneers at the mention of the council, then shoos Irdred away.
Irdred's status with the University has improved from Guest to Student. He can now purchase basic magical supplies, such as magical inks, pens, books, alchemy equipment, etc. directly from the school at a greatly reduced price. He has also gain some renown with the council.
When Irdred returns to the streets of Spellmount, he passes a person wearing a leather mask...which causes him to stop. He turns to examine this person and realizes that is the same mask the mysterious mage who attacked way back on the ship was wearing (see pg.1)! But it's not the same guy. For one thing, this is a woman, but her clothes are very similar. A pair of crossed scimitars sit on her back, and there is a wand at her side, but other then that, her dress is exactly the same. (SMART trait Success on 2) Perhaps the order responsible for the man in the leather mask can be found in Spellmount.
JACK:
The ill apprentice laughs. "Three? Oh, there are quite a few more in there...ooh, hold on I might...no, there it goes."
The apprentice doesn't seem to have much trouble getting to his feet. Good thing too, because Jack isn't sure he could support the much larger man. The apprentice grabs at his stomach when he rises, but doesn't seem to be having any trouble maintaining his balance.
"Looks like that poison just makes you feel ill...and tired...oh, boy...I don't know if I can continue on alone. I'm not going to that paranoid town. Can you help me back to...hold on....oh, whew...can you take me back to Coppertop?"
The dwarven district in the tunnel isn't that far, so Jack goes about helping the apprentice. Once the young man is moving and breathing fresh air, his illness appears to subside and he is walking normally. When they are halfway to Coppertop, the apprentice calls a halt.
"I feel pretty good now. I think I can take it from here. Thanks a lot," the apprentice produces a belt pouch and tosses it to Jack. "Here. I got a few paws before I went down. I don't care about the money, I come from a rich family. I was hoping to impress my teachers. Boy, that isn't going to happen. Jack, is it? Thanks again."
And with that, the apprentice is gone.
Jack's status with the Atlas'Baerone Wealthy has improved from Nobody to Known. The exact benefits of this improvement varies from family to family. He has also impressed a few people at the University of An'M, but because he's not a mage, there is little he can gain from this. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack takes the paws and says his farewells to the apprentice.
He decides to continue on to coppertop to look for magical potions against poison.
|
|
|
Post by TG Barighm on May 8, 2018 17:15:05 GMT -5
TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK
Jack adds 5 paws to his collection. He discovers Heal Wounds potions also remove poisons. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will buy two potions.
(Is there enough time for Jack to make it back to Windhelm before dark?) Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam decides to play it safe and stick to walking on the solid S-shaped island. He keeps an eye out for any activity that may be happening around them. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Yep. Jack purchases his potions (200 GP) and returns to Windhelm. He gets there around sunset.
ADAM:
Adam keeps an eye out for suspicious activity as he travels across the S-shaped island. He doesn't see anything unusual, so he keeps going.
That's when he hears a yelp from somewhere behind him. He spins around and spots a morp emerging from BENEATH the island, climbing up the underside, and a second already leaping at Aigon (Failure on 2; spot). The creepy shadow knight-thing has already engaged the morp attacking the wizard (and misses) but it doesn't look like anyone is paying attention to the second morp climbing up the underside of the island. It's trying to go for Swan. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will cash in the paws, if he can, and then get some sleep, returning to the cave the next morning. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag -Even as he's being pushed out the door, Irdred is asking the wizard what on earth he wanted that particular type of kelp for. Since the only answer he's likely to get is a door slammed in his face, though, he settles for studying the kelp himself. He also throws the rock away (unless he can discern something special about it that the wizard could not).
Quote: wrote: Irdred can create a new variation of the spell to allow zombies to use their special traits in unlife
-He rents out a room at the council again to do more tests to this end. (Do you want specifics, or is it all going to be determined entirely by spell knowledge checks?)
-He sells the throwing knives, bow, and arrows. When Jack returns, he asks him if he wants the blunderbuss back (maybe he can have it altered so that the recoil doesn't knock him down?).
Quote: wrote: 5) A wizard at the university needs volcanic rock found deep within the interior of the island.
-If this is the sort of thing that can be done in a day, he goes ahead and gets started on it.
-If Irdred wanted to pay the wealthy inventor a little extra, could he have the staff/swordbreaker done before the meeting with Swan at the end of the week?
-Lastly, it's about time for Irdred to write a couple letters to Someone. Both letters contain 50gp. The first asks for information about the masked society, or whatever they are (who are they, what do they do, where are they based, etc). The second asks why the prince and the royal guard are in Spellmount. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
The paws sell for 10 GP each, so he gets 80 GP.
The next day, he heads for the caverns but is stopped by an unusual number of people spitting and kicking dust at the lone magical mailbox in town. The little lever on the mailbox is signifying there is mail to be picked up. The mailbox is open and Jack can see a letter inside.
"Who is this Jack character anyway?" he can hear someone mutter. "He should know better than to bring his business with wizards to this town!"
IRDRED:
Irdred handed the rock and kelp to the wizard. He doesn't have any left to study.
Irdred goes to rent out another room at the council and is happy to discover one is available. He begins his experiments into his idea, but after spending a few hours animating snakes and birds, he can't figure out a way to make them eject venom or fly (Failure on 2; spell knowledge). And it turns out there is a spell tome he can buy that will allow him to do this (6000 GP).
Irdred can't get a decent price for his bow, arrows, and knives. They're just not in much demand in Spellmount. He gets 15 GP for them. Irdred goes back to see how much he can pay the inventor to get the job done much quicker. Unfortunately, he's not the only person looking to get a job done quickly. Some people are willing to pay as much as 5000 GP, but the inventor turns these offers down. Looks like Irdred will have to do better than 5000 GP if he wants the job done sooner rather than later (or you could talk him into it).
Regarding new Jobs...
Irdred sends his letters to 'someone'. He gets a fairly prompt reply and 50 GP back. Looks like someone doesn't know why the prince is in town.
"I have heard rumours about a curse," he writes, "but all I know is he's gone to see the big boss at the university himself. As for this 'masked society', they call themselves Windwalkers and consider themselves to be the first and 'true' guardians of the city. They're based in a school on the peak of the northwestern mountain. You can't get there without some means to fly. Watch the rooftops and you will see them."
The job to obtain the volcanic rock doesn't say whether or not the job can be done within a day. All it says is the tunnel that leads to the rock can be found in the Scallous Caverns (yes, where Jack is) and the job is meant for more "advanced" students.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag
Quote: wrote: Irdred handed the rock and kelp to the wizard. He doesn't have any left to study.
(I'll type out some proper actions later, but Irdred did take some extra kelp for himself.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack decides it would be best to avoid the mailbox for now so he continues on to the cave. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag "Swan! Get down!" Adam screams as he runs towards the morp heading in Swans direction. He tries to position himself between Swan and the morp and attack it. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag The rest of the week, Irdred will be spending a lot of time researching.
-He searches the library for information on the ghosts in the catacombs. After learning everything he can about their "unfinished business" there, he visits the catacombs in person (more to get a feel for the place than anything; he won't exactly be venturing very deep all by himself).
-He tries to figure out the costs involved in arranging an expedition to an ancient crypt site, one of those that he read about with the embalmed (or otherwise intact) corpses. He imagines he can get himself there at minimal cost, but he'd be interested in hiring an expert Teleporter who is friendly to the Council as well (so as to set up an easy way of bringing the dead back to Atlas'Baerone).
Quote: wrote: but after spending a few hours animating snakes and birds, he can't figure out a way to make them eject venom or fly
-If he has time, he keeps attempting this every day.
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag IRDRED:
Regarding research and experiments...
He books another day to do his research and tries again, but after another hour or so of animating animals, he gets frustrated and moves on to other things (Failure on 1).
When he looks into ways to reach the site of the embalmed corpses, he is surprised to discover the school has a collection of Teleportation spells to many of the sites Irdred wishes to visit. Looks like the council has already found a way to visit these locations and return corpses. When Irdred expresses his desire to organize an expedition, he is flat out denied access. Apparently once you have permission to use the runes once, you're free to use them whenever you want. The council definitely does not want a lowly associate to have free access to important school outposts. Further inquiry proves Irdred's suspicions are right: these corpses were plentiful and provided lots of insight into necromancy...key word being "were". This was 1400 years ago. Now it's just another offshoot of the school. One of these places is friendly to the necromancers, but many of the others grew hostile once they realized their dead were being plundered. But none of this means he can't find his own way to get there, just that the guild is a few steps ahead of him. He gets the name of a teleporter friendly to the school, but he won't teleport Irdred (says he can just use the runes. No? Then improve his standing). Other teleporters want a 1000 GP to teleport Irdred, but it's only for him and he can't be sent to any location the teleporter hasn't visited first.
Regarding the catacombs...
When he gets tired of doing research, he takes a break and goes to visit the catacombs. He quickly discovers there is a public entrance for tourists. For a quick feel of the place, this seems okay. He has to descend deeper into the mountain's depths to get there, but it's not a long walk and he soon finds himself standing in a glorified version of the dwarven buildings filling the district. Apparently it's some kind of old fortress, maybe guarding entrance to the catacombs. Either way, he's only allowed to wander around a small area just within the entrance. All other doors are sealed. He does find an interesting bit of info. about other entrances to the catacombs, but there is note saying these entrances are illegal (but this doesn't seem to stop many people from entering them anyway).
Irdred can't find anything to suggest why the dwarves are still haunting the catacombs besides a simplistic explanation about dwarven duty and pride (Failure on 1), but then, nobody seems to know why they are still there.
JACK:
Jack returns to the cavern. He's getting pretty good at traveling to the caverns at a quick pace. When he reaches the V-shaped entrance, he discovers 5 bats hanging in the tree outside the cavern.
ADAM:
Adam, being the speedy guy he is, somehow manages to catch up to the morp and intercept it just before it can reach Swan, but he has to swipe at its backside to slow it down. He easily hacks into its rubbery bum (Sucess on 3; -1 HP) causing the morp to stumble to the ground a mere few inches before Swan's feet.
When the wizened wizard realizes what's going on, he gasps and hops away from the fallen morp. He quickly casts a spell causing the morp's wavy limbs to flatten against its sides, then levitates the creature into the air. It's now harmless (but still has a dirty mouth).
The other morp tries to bound past the shadow knight, but the knight slices the legs out from under the morp before it can get buy and the creature collapses to the ground in a flurry of shrieks and curses. Aigon charges the fallen creature and swings his staff at the morp like a golf club. He drives the morp a good 30 ft. into the air and into the haze.
With the threat neutralized, the odd couple, and merc, convene next to the morp being levitated and bound by Swan.
"Finish it off. It's got a nasty mouth," Aigon hisses. The shadow knight appears to agree. It's giving the morp a 'thumbs down'.
"Hmm...but it doesn't seem right to kill a captured prisoner, even if it is a morp," Swan replies.
Aigon rolls his eyes. "Do something! They're going to start coming at us in droves if we stay here any longer. We must keep moving. The library isn't far now." Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam executes the morp swiftly (beheading). "We need to keep moving. We are at a disadvantage here the longer we stay." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag ADAM:
Off with its head!
Swan is taken aback slightly by Adam's demonstration of brutality, but he doesn't say anything. He simply sends the corpse into the reddish aether. Aigon grins, but turns back to the task at hand.
The trio continue their journey. They cross the S-shaped island and find themselves standing before the next bridge, but this bridge is unlike any other bridge they have crossed yet. This bridge is much heavier and is supported by huge supports and cables, all mysteriously rising out of the haze seemingly from nowhere. Every meter of the bridge is marked by a burning brazier, and a motive of tentacles and the weird eye decorate nearly every square inch of the bridge.
As the trio cross this bridge, the massive structure looms into view. It's basically a gigantic castle keep with an impossibly high door and windows stretching into the haze high above. The top of the steeples and towers are barely visible from the ground, and the door is covered in all sorts of threatening graffiti, images of the eye and dagger, and similar creepy things.
But the keep doesn't sit by itself on its own island. Its also surrounded by a forest of tentacle trees save for the area right before the door. It's a little hard to see, but there is also a bump in the dirt right before the door.
"What do you think of that, Aigon?" Swan stares uncertainly at the bump.
"Not a clue. That wasn't there last time," Aigon replies with a shake of his head. "Too bad. I actually thought this might be easy."
At the end of the bridge, they find themselves surrounded by tentacle trees. The path to the library's huge doors is flanked by the occasional pair of lamp posts. The mysterious bump sits directly before the door.
The wizards still expect Adam to lead the way. How will he proceed? Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam leads the wizards further into the island towards the tower but motions Swan and Aigon to stop when they get half way there. Adam looks at the mysterious bump to see if its breathing or any noticeable movement occurs. He then throws a shuriken at the bump to get a reaction out of it.
If still no movement, Adam will jam his sword into it. If no movement then he will motion the others to follow and proceed to the door.
If there is movement after being his by the shuriken he will rush whatever it is quickly and attack. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag (How many days left in Irdred's week now? 3 or 4?)
-Try, try again on those experiments.
-He'll then set out to the Scallous caverns to kill bats and fetch that volcanic rock. Obviously, once he figures out the sort of place that Windhelm is, he'll do his best to avoid it. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (Irdred can only perform his experiments in the council hall. If he leaves, he won't have access to corpses to experiment on. Is that okay?) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag (That's fine, though I figured he could fit in one more attempt before leaving.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack checks his guns, making sure they're loaded and clear in their holsters then approaches, firing on the bats when in range.
Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (Irdred, when he's finished for the day and goes to the Scallous caverns, will be one day ahead of Jack, so 4 days left in the week, although I'm not setting a strict one-week rule here. When Adam's quest is finished and a reasonable number of days past, I will move on. But keep in mind all of this stuff is optional, and Adam's quest is just orientation for Dremmy. We can move on to the main storyline, or whatever storyline you guys force me to create due to multiple choice heh, whenever you guys want to.
And for the hell of it, ref. sheets updated) * * * * *
JACK:
His guns are good, so he walks up to the cave entrance and begins filling the air with lead.
His off-hand shot goes wide (Failure on 1), but the other hits home (Success on 3; 2 HP damage). This causes the remaining 4 bats to wake and scatter in a flutter of blue wings. Two fly into the cave, but the other two fly towards Jack and begin circling his head. Identifying these two bats as the most obvious threat, he quickly pulls out his next two pistols and fires again. Two shots, two dead bats (Both success on 2 due to Weapon Expertise; 2 HP damage).
I assume he reloads his pistols after that. Into the cave?
*Btw, I don't really believe drawing a weapon out of any kind of sheath or holster should really count as an action, unless it's stowed within your backpack or there is an enemy in your face.
IRDRED:
Irdred gets in one more round of experiments before the day is out, but he still doesn't have any success (Failure on 1). The next morning, he sets out towards the Scallous Caverns. Remembering his welcome in North Harbour, he asks the residents of Coppertop if he will get the same reaction in the lands to the northwest. Turns out the little village of Windhelm does, indeed, share the same sentiment towards wizards, so Irdred will avoid the village. Apparently he can go directly to the caverns without visiting the town, so he does just that.
Making a right at the exit of the tunnel, he follows the edge of the mountain until he finds the V-shaped opening (just for simplicity's sake, I'm not going to assume you two SHOULD encounter eachother and I will go with a 'must have just missed you' explanation for any inconsistency). When he gets there, stumbling and clumsy zombie still in tow, Irdred finds the cavern isn't the quiet little place he expected. Although it is morning, there are blue-winged bats flying in and out of the cavern. They appear to be agitated. Roughly 1 or 2 fly in and out at any time. They're not the same two bats.
Quote: wrote: ADAM'S QUEST: Helcath (Before the Library Doors
Adam continues to lead the wizards towards the library. As they walk, Swan begins musing.
"Books are fascinating," Swan begins. "They store all kinds of useful information. Some of it is dangerous, some of it practical, and some of it is just for fun, but in the end, books are nothing more than a physical storage medium for the thoughts and dreams of mankind. It is these thoughts and dreams that give birth to new tools, new spells, even new worlds. But where do these thoughts and dreams come from? There are many theories, such as psychotic mania, mischievous fairies dwelling in the realm of dreams, and the subtle proddings of the divine, but they congregate in the same place."
Swan suddenly shoots a knowing look at Adam, then glances at the looming giant that is the devil's library. "Makes you wonder what is so great about books, doesn't it?"
The bump doesn't appear to be moving in any way, so Adam tosses a shuriken at it. It sticks into the dirt, but doesn't appear to do anything...at first.
After a moment, the bump begins to shimmy and shake. The dirt begins to fall away and a new, weird looking creature is revealed. It looks like a mass, roughly the size of a small car, of tentacles and veins tightly wound into a ball. Tentacles shoot out and begin to shift the creature's bulk, and as it does so, begins to grab at the dirt formerly hiding its body. The dirt quickly begins re-form around the creature, but then something odd happens: more dirt flies to the creature's mass as if by command. The creature begins to rise into the air and begins to form legs and arms with the dirt. Within moments, the tentacled thing is almost completely covered in the reddish dirt of Helcath and stands 20 ft. tall. The few visible tentacles sticking out of its body whip and lash furiously about.
Aigon steps up to Adam. "I'll deal with this...thing. Just make sure Swan is okay. I'm pretty sure I saw something moving in the trees."
Indeed, Adam sees it too. They are surrounded by trees, save for the area by the library's entrance. He spots hint of movement from many of the trees around them. The nearest of which is a tree about 10 ft. to Adam's left. Swan stands 20 ft. behind Adam.
NEW ADDITION FOR THE DAY: Seeing as how these rules are still new, there are still lots of new spells and gear that can be added. For example:
SPELL TOME: Heal Wounds (Any Rank)-Delay Healing: Allows a mage with the Heal Wounds spell to delay the spell's effect until it is needed. You can cast a spell on someone and when they get injured, the spell activates. You can break up the spell so that it heals a portion of the spell's total effect, then heals the rest later.
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam check to see if there is any movement near Swan. If so he will engage that first. If not, Adam will quickly engages the nearest movement to himself. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag ADAM:
Good thing Adam decided to go to Swan because a morp jumps out of the trees just as the wizard catches sight of movement near Adam, but the warrior is very fast and is at Swan's side a split second before the rubbery-looking creature pounces. It pounces on Adam, mainly because he is in the way, and he slashes with his sword hoping to connect with the creature in mid-air.
*And here I was worried that a +4 ft. bonus to speed across 2 traits wasn't enough of a bonus to justify the cost
He delivers a wicked gash to the creature's body (Success on 3; first attack, Success on 3; attack roll, 1 HP damage). The creature smacks into Adam's chest and begins to screech, then attempts to claw at the speedy warrior as it falls, but it can't rip through the toughest part of Adam's armour (Failure on 2; negative factor applied...hey, I found a situation where having light armor made a difference! Yay!). The morp collapses on the floor and begins to holler, then tries to drag itself away.
But it's not alone. As the morp falls, Adam can see another morp emerging from a tree about 15 ft. away. He is pretty sure there are more behind him because he can hear Swan muttering arcane incantations. A quick glance confirms two more emerging from the trees.
Meanwhile, the huge, sand tentacle...thing has clashed with the shadow knight. It throws a mighty fist at the misty warrior, but the shadowy figure side-steps with ease (Failure on 1). It counters with a lightning-fast slash to the creature's arm and manages to rip some sand away (Success on 2; expertise, DR reduces damage to 1 HP). Aigon casts a spell, and a group of crows suddenly appear out of nowhere and begin to circle his body like a black feathery shield.
"I think I can hold them back, but don't let them interrupt me," Swan warns. "I was never much of a fighter."
*coughuseapotioncough* ...Actions? Adam and Swan are standing back to back now.
==================== ANOTHER NEW ADDITION:
Defining Trait: Berzerker Rage-You occasionally fall into the grip of a terrifying rage that can only be sated by destroying stuff. When enraged, you deal an additional point of damage with all melee or thrown items, even items not meant for combat, on a successful attack roll of 3. You also gain 1 bonus HP for every 5 base HP you have. This HP disappears at the end of the rage (if this would result in the berzerker having 0 HP, the berzerker passes out for awhile and wakes with 1 HP). Finally, you gain a positive factor on all strength or intimidation related checks while enraged. While enraged, the berzerker knows no pity or fear and can't be frightened by anything except creatures with the Creepy Defining Trait. A berzerker attacks recklessly and doesn't benefit from defensive tools and Defining Traits like shields or the Dodge trait, but he or she is still protected by armor. A berzerker can maintain the rage as long as he or she has something to attack or yell at (friends, family, and allies don't count) or for 1 hour. If the object of the berzerker's rage is no longer present or destroyed, the rage fades. If it lasts for a full hour, the berzerker becomes TIRED and can't rage again until he or she rests for a full hour. If the berzerker doesn't rest, this hour doesn't count down until he or she does.
(Okay, a little complicated, but all Defining Traits start this way, then I simplify them, but there you go. Rage for 33 system)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack calmly reloads and readies his pistols. He then cuts off the paws and approaches the cave, trying to locate where the other two bats went. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag "Fly, damn you!" Irdred yells at one of his failed bird zombies, which he then throws out the window in frustration.
*****************
At the caverns, Irdred sends the zombie closer to see how the bats react to it. If they attack, the zombie fights back while Irdred fires magic at them from afar. If they don't attack, Irdred slowly creeps forward to get a better view of the cave interior, hoping to see what has the bats so agitated. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Guns reloaded and paws claimed, Jack passes the V-shaped entrance and approaches the cave entrance proper. As he steps beyond the maw of the cave and into the darkness, he finds little has changed since his last visit. He can hear the wings of the two fleeing bats fluttering in the darkness. The sounds are growing fainter. Perhaps these bats have fled deeper into the cave.
IRDRED:
Irdred lets dumsy-clumsy approach the bats first. As the zombie passes the V-shaped entrance and approaches the lone tree before the cavern entrance, two bats swoop down at the zombie and attempt to claw its face. The zombie is not a hard target to hit (Success on 2 and 3 respectively), although the attacks mean little to the undead. It flails and swings blindly at the bats and manages to swat one (Success on 3; 1 HP damage), but this bat flies into the cave.
The zombie has its orders so Irdred has enough free concentration to unleash a bolt of pure undeath at one of the fleeing bats. His aim is off though. Those flying bats are pretty hard to hit (Failure on 2; negative factor applied).
* * * * * TODAY'S ADDITION: New Spell-DISEASE OF UNDEATH (Requires Necromancy, 5 Traits): You're an expert at using the complex negative energies that create undeath as a means to affect life. Whenever you strike a living creature with your Necromantic Touch, the creature takes damage and begins to emit an aura of undeath that doesn't affect you but damages every other living creature near the target. This damage deals 1 less HP damage than the original touch attack or 1 HP. Once damaged by the spell, affected creatures become immune to the damage but new creature can still be harmed. Last until the necromancer releases concentration or the target of the aura moves out of sight. Note energy of undeath heals undead creatures. In addition, you gain the ability to impart Disease of Undeath. If you succeed on a critical hit with your Necromantic Touch, you may choose to impart the disease. Once diseased, the affected target becomes ill, which may impart penalties, and unless the target receives magical medical attention within 2 weeks, dies and rises again as a zombie or other type of undead of your choice, although the zombie is not under the necromancer's control. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will light the lantern and head in deeper. He reminds himself that it might be wise to purchase a magical source of light the next time he has an opportunity. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Lantern lit, Jack climbs down the familiar rope ladder, past the club-shaped protrusions and to the spot where he found the fallen apprentice. His indentation in the dirt is still noticeable.
There is no other way to go except the tunnel before him, so Jack steps into the tunnel and continues deeper into the caverns. He doesn't advance very far before he can hear the sound of wings again. Looking around, he can see the tunnel continues to run roughly in a straight line and out of the range of the light. He can just barely make out the light from the entrance.
He spots what appears to be an opening to the left in the distance, just beyond the lantern's light (Success on 3; spot).
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack approaches cautiously, one gun in one hand, lantern in the other. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag (use a potion....ok) Adam uses a Barrier potion on Swan (the protective shield version, and I better be more specific by saying that I pore it on him and not down his throat) and attacks the closest morp. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag (Is there still a bat out there attacking the zombie?)
|
|
|
Post by TG Barighm on May 8, 2018 17:16:29 GMT -5
TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Jack turns the corner into the opening and raises his lantern. The penetrating light reveals a small area about 20 ft. long and wide, 10 ft. high, and filled with all sorts of stalagmites, columns, and flood stones. They protrude from three different points and connect in one spot to form a funny conglomeration of rock.
But it's not the rocks Jack is interested in.
Bats. Lots of them. At least 20. They appear to be sleeping, but some are awake and looking at Jack. They bare their teeth at him.
ADAM:
Adam throws his barrier potion at Swan causing the wizard to suddenly light up. He gives Adam a funny look, but quickly turns back to the morps.
The morps advance! Two stick to the trees and leap across the branches like monkeys, while a third on Swan's side is happy to scuttle across the ground. The first to reach the pair leaps off the tree branch and tries to land on Swan's back, but Adam quickly jumps in just as Swan tries to cast a spell.
Adam proves to be faster (Success on 3) and knocks the morp out of the air and into the ground (Success on 2; weapon expertise, 1 HP damage). The morp jumps to its feet and scuttles away. Just as this happens, Swan completes his spell and a powerful burst of bluish-coloured force erupts in an arc before him. Both remaining morps char and dissipate into a blue-coloured ash.
But there is another morp and it attacks Adam from behind. Adam can feel something wrap around his foot and is then surprised when he finds himself kissing the red Helcath dirt (morp Success on 3; Adam has been tripped). With Adam down, the morp jumps onto Adam's back and sticks out its tiny black tongue at the merc.
As for Aigon and Mr. Sandman, Adam can only hear more spells being uttered by the dark wizard and the clash of two unearthly forces dueling for supremacy.
STATUS LINE: Adam is lying on his stomach
INVENTORY UPDATE: -1 Barrier Potion
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag "Hmm, should have brought more guns," Jack thinks to himself as he slowly backs away. Jack will exit the cave (unless attacked, at which point he opens fire) and regroups outside the cave. Can Jack tell which bats are male and which are female? Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag
Quote: wrote: (Is there still a bat out there attacking the zombie?)
(Yes)
JACK:
Jack has no idea whatsoever which bats are male or female (Failure on 2; -1 penalty added).
Jack begins to back out of the cave. Unfortunately, his intrusion into the bat's sleeping grounds won't be tolerated without some kind of warning. The halfling suddenly finds himself assaulted by two bats that appear to come out of nowhere. They do little more than fly around him, but he fires anyway (Success on 3).
That did it. The sound of wings magnifies to the point of filling the tunnel. More bats are on the way. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag switch guns, fire, run like hell.
Jack will look for a spot where he can either hide or put his back against the wall. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
See Jack run. Run, Jack, run! The bats see Jack run.
The bouncing lantern causes the only light Jack has to swing and bobble in many different directions. He struggles to maintain his footing in the damp tunnel, and the swooping bats don't help matters. A couple dive but do little more than fan the back of Jack's head (Failure on 1).
When he reaches the entrance to the cave, he finds a nice hiding spot beneath one of the club-like protrusions, so he wedges himself in there.
Despite their superior sensory abilities, the bats appear to lose sight of Jack when he hides (Failure on 1; spot). They flap and flutter about for a bit before moving on. Jack can hear still wings, but the sound isn't nearly as loud. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack takes a moment to reload his guns. He then waits for the sound of the wings to subside, then waits a bit more (as close to 10-15 minutes as he can guess) and then leaves the caves. He'll return to windhelm.
Provided no one is around, he will check the mailbox. If people are present, he will not. He'll check to see if anyone has any nets for sale, or where the closest town he could buy netting would be. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam will grab his Kukri and swing to slash at it as he rolls onto his back. He will try to get to his feet as quickly as possible. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag Irdred keeps firing at the remaining bat until it's dead or it flees. After that, he advances slowly, with the zombie staying well ahead of him (say, 20 feet) to draw the attacks of any other bats that come out of the cave. When more bats come, the two of them stop and begin the process all over again, only inching forward when no bats are near.
He doesn't enter the cavern just yet -- once he reaches the mouth of the cave, he'll pause to survey his surroundings and, if it seems safe to proceed, light his lantern.
The zombie of course attacks any bat that comes close enough, but doesn't chase after them if they fly away. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Jack sits in his little hiding spot waiting for the wings to pass. They eventually do, and he waits a little more, then exits the cave.
Back in Windhelm, he finds a single man standing at the mailbox. He spits on the box, then begins to look around suspiciously.
"This Jack character ain't coming," the man announces to himself, "the letter is still here! Let's see what queer wizarding business he has brought to this town. It's just the right thing to do."
As the man reaches in, the mailbox suddenly grows teeth and snaps down on his hand. Despite the violent display, the man's hand appears uninjured.
"You are not Jack! Stealing mail is illegal!" the mailbox shouts, but its message is unheard. The man is already 30 yards away and running like there is fire at his heels.
Now free to check the mailbox, Jack quickly grabs the letter and runs out of sight:
"Dear Mr. Jack the Halfling,
On behalf of my reckless son, my wife, and the whole family, I would like to thank you for rescuing my son from those cursed caverns. As a token of my appreciation, I would like to invite you to my family's manor for a great feast in your honor. We are prepared to receive you any night you're available this week, although I must rescind my offer on Saturday due to my leaving town on business. I pray you can make it before then. I very much wish to thank you in person, and I believe your heroic efforts shouldn't go unrewarded.
Sincerely, Albert Dakalhan"
Jack finds a number of fishing nets lying around. He could easily steal them from fishing boats moored at the docks, or he could buy one for 15 GP.
IRDRED:
It only takes a couple shots of nefarious energy to bring the remaining bat down. The zombie squishes the corpse before Irdred can tell it to stop.
Irdred begins the process of allowing his zombie to serve as meatshield while the necromancer hangs back. As the zombie steps up to the tree, a couple more bats swoop out of the cave and attack the zombie. It doesn't look like the bats are willing to let Irdred's zombie get much closer uncontested. They continue to dive in pairs, fly by, then disappear into the cave.
A funny little scene develops where bats dive down on the zombie's head and the undead bounces up and down trying to knock them out of the air. After a few minutes, the zombie has sustained so many scratches around his head he has become bald and worse than butt-ugly. Most orcish barbarians and hardened dwarven mercenaries would give their right hand to have as many facial scars as the zombie has sustained just now. The zombie only manages to grab one bat out of the air, then proceeds to bite its head off and gives Irdred a hand gesture that looks suspiciously like a pair of horns.
But the fun soon subsides. A couple bats somehow manage to slam into the zombie's head at the exact same moment sending the unsteady zombie flat onto its back. A strange change suddenly comes over the bats: seeing their target downed, a whole bunch of bats spew out of the cavern, surround the zombie and begin attacking it en masse. It somehow has managed to escape the gang-bang without any serious injury, but every trace of its clothes have been torn away.
ADAM'S QUEST:
There is a tremendous shudder as the sand-creature falls and slams onto its back. The shadow knight quickly leaps onto the creature's chest and plunges its sword deep into the sandy torso, but it doesn't get the effect it was expecting. Sword still stuck in the creature's chest, it suddenly grabs hold of the shadow knight with both hand and lifts it high into the air, but the dark knight merely dissipates into a black mist and reappears on the ground. The sand creature is momentarily stunned. It begins to examine its empty hands.
As for Adam, he quickly reaches for his kukri and attempts to hack at the morp as he rolls onto his back. The morp attempts to jump away from Adam and attack Swan, but the merc is too quick for the rubbery creature: Adam's kukri cleaves the morp's legs off before it can jump (Success on 2; first attack, Success on 2; attack for 1 HP damage). The morp ends up popping a foot into the air then smacking into the dirt. It shrieks in pain, then begins using its oversized claws to drag itself away.
Adam is back on his feet in a second.
Swan creates an impressive spell that creates a localized tornado on Adam and Swan's position. The pair are completely untouched by the spell, but the injured morp, trying to crawl away, gets sucked up by the tornado when it comes in contact and is thrown into the haze.
You'd think a tornado that sends things flying will discourage the morps from attacking, but no, this seems to anger them. Suddenly 5 more morps hop out of the trees and begin to circle Swan and Adam. A couple jump into the tornado and try to grab Swan. One gets blown away like a leaf in a hurricane, but the second manages to get its claws on Swan's robe (Success on 3) and uses its impressive grip to pull itself through the tornado's barrier before it can be blown away. Now hanging off Swan's robe, the morp shrieks with glee as it flashes its claw in anticipation of bloodshed.
Swan gasps and tries to knock the creature away with his wand. His attention wavering, the tornado begins to lose stability.
INVENTORY UPDATE: -1 Barrier Potion Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag (what day is it?) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag Yikes. Okay, how many of those bats did they manage to kill? Are the paws from the squished bat still intact?
Irdred's not going any closer than this, but can he see into the cave from his current position? Can he tell what's making the bats so nervous? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (It's Tuesday for Jack)
(Irdred can take the paw. He can see into the first part of the cave, but there is no indication of what's making the bats nervous. He killed 3 bats)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack buys a net, plus he tries to find a pen and some paper. If asked, he says he needs to take notes on the bats. He then writes a letter to Albert, explaining that a big feast is not necessary, but that he appreciates the gesture and will make sure to stop by and introduce himself on Friday.
Regardless of the bat situation, Jack plans to depart on Thursday, headed back to the "big city". Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
I assume Jack set out early on Tuesday to reach the caves, so it's roughly around noon. He buys a net he can throw and sends his letter. The day is still young. Now what? Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack returns to the cave after a brief lunch. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Back at the Scallous Caverns...
The lone tree outside the cave is free of bats, but as Jack approaches the cave itself, he notices a few bats flying around. A couple are hanging off the roof in the first chamber. Looks like the bats are guarding the entrance now. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam makes a mad dash to the morp attached to Swan and hacks away at him. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag Irdred collects the dead bats, or has the zombie bring them over if they're too close to the mouth of the cave. He just takes the paws from the squished one, but gathers the entire corpse for the others. Can he tell if these bats see with sonar, or are they the other kind? Can he tell what they eat just by looking at them?
He suddenly frowns at the zombie, as if he's just now noticed what awful condition it's in. Does the negative energy from a deadly touch repair any of the damage?
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag IRDRED: (Day 3 of 7)
Beams of negative energy and the zombie swatting at bats eventually scatters them, but not before the bats can deal some nasty surface damage (one of the zombie's eyes are hanging out, his clothes are in rags and nothing is left to the imagination, and he has more scars than skin).
Yes, negative energy can heal the zombie, but he will be scarred. His eye has to be put back in, and he will need clothes. Irdred doesn't know anything about bats (Failure on 1). He ends up with 4 paws.
ADAM'S QUEST:
Adam doesn't need to dash, so he just focuses on the hacking part. Being extra careful not to strike the wizard, his strike goes wide (Failure on 1). Swan also strikes at the creature, but fares no better.
The morp scuttles up Swan's back like a ladder and ends up on his back. This is where the creature begins its assault, but its claws are suddenly deflected by a flash of light. It curses and shrieks at the wizard (Success on 3; Barrier).
Swan manages to keep the tornado barrier intact. The din of the tornado prevents them from seeing how Aigon is doing.
More morps tries to jump through the tornado. One manages to get its claws on Swan and pull itself through the powerful winds of the barrier. Now there are two morps on the wizard.
Adam hacks at the one on Swan's back and sends the little creature into the barrier (Success on 3) while the second morp decides to go to the wizard's legs and slice at stuff there. Again the magical barrier deflects the attack and the morp is thrown to the ground. Adam kicks at the morp (Success on 2) and sends it flying into the barrier.
Swan utters something and the tornado barrier suddenly widens sending many nearby morps into the sky. It subsides to its original place after a moment.
"It's hard to tell, but I think the morps are now advancing on Aigon," Swan yells. Adam is barely able to hear him. "I need to move the barrier to him! Be ready to run!"
When Swan gives the signal, he begins running to where Aigon is, but this is no problem for Adam. He is more than fast enough for the wizard. Unfortunately, he can't say the same for the morps. They continue to leap at the barrier. One manages to grab a hold of Adam's arm and pull itself through. A quick slash sends the morp away (Success on 2; weapon expertise).
When they get close to Aigon, Swan stops. "I have to lower the barrier and recast it or else we will send Aigon flying. Be prepared to fight them off!"
Swan lowers the barrier.
Aigon is, indeed, being accosted by morps. Three surround him. One his being pecked to death by crows. Aigon kicks and pushes them away, but he's too busy concentrating on the shadow knight to fend the morps off. Around 6 morps are chasing Swan and Adam. They're abot 10 ft. behind the two. Aigon is 10 ft. away from Swan.
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam quickly uses the Empower Self Potion (Strong) then closes the gap between the morp attacking Aigon, attacking which ever one of the three is closest to Adam. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag ADAM'S QUEST:
*I'm gonna stop you from using that Empower Self Potion because I think you expect the STRONG trait to give you something it actually doesn't. STRONG only grants bonus damage with 2-hand weapons.
Quick update because I gotta run:
Adam runs up to the nearest morp attacking Aigon and slashes it (Success on 2; 1 HP damage). It howls and flees.
Aigon continues to focus on the shadow knight.
Swan comes over and begins casting his spell.
Morps attack! Swan gets swarmed, but only one actually grabs his robes and begins to climb up his back. The rest just fall short of reaching the wizard. Swan must have lost his concentration because he stops casting.
Morps around Aigon can't get a grip on the wizard. The barrier of crows won't let them get too close. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will fire on the bats. (Can he use the tree for cover? Hiding?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK: Day 2
It's a pretty wimpy tree, so it won't grant him much cover. He can try anyway though.
Jack begins firing on the bats. Firing on flying bats proves to be trickier, or he's just unlucky. Either way, both shots miss (Failure on 1). The sound of Jack's pistols causes the bats to wake up and begin flying about.
His second pair of pistols bring down 2 bats (Success on 3 and 2 respectively), but he also starts getting attacked. They attack in pairs, swooping down and attempting to scratch him. One bat gets lucky and strikes him in the face, but it's not enough damage to bother the halfling.
His third pair of pistols mirror his first pair's performances (Failure on snake eyes) and now he's all out of ammo. The bats continue to swoop, but this time they don't get near him. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag (how many bats total?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (Jack can't get a good idea of the total number of bats in the cave, but he counts 9 of those he can see) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag If the bats are grouped close together, Jack will try using the net to trap them. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag Adam attacks the Morp attached to Swan. "Is this a regular thing for you every time you come here!?" (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag (I'm suddenly really busy IRL... but I figure since Irdred is a couple days ahead anyway, I can get away with a lack of posts for the next little while. Just thought you should know.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Although the bats are grouped together, they're hanging off the ceiling in the cave. The ones attacking Jack do so in pairs, then fly away.
If Jack threw the net at the bats on the ceiling, the net would just fall back to the ground.
ADAM'S QUEST:
Aigon, despite looking like he's concentrating on doing the hardest thing ever, laughs at Adam. "No. Normally it's much more difficult."
"Indeed," Swan bats a nearby morp away, "The trick is to not push one's luck by coming here too often."
The morps just don't seem to care that much about Adam. He is free to aid Swan, but again, he allows his aim to be off in fear of striking Swan (or so I'm guessing, purely for dramatic effect; Failure on 1). The morp in question begins attemping to choke the wizard while it hacks at his back, but Adam's Barrier potion takes this moment to show itself and knocks the morp away (Success on 3).
As the other morps rush the trio, those around Swan continue to press the assault. The Barrier potion deflects one morp's attack, but two get a hold of the wizard and begin to do their best to annoy him. He tries to cast his spells, but he's being annoyed to the extreme.
As for Aigon, the few morps on him are being harassed so heavily by his barrier of crows they can't get near him.
Adam still isn't having any luck aiding the wizard. The shadow knight and sand creature are still locked in mortal combat.
Adam continues to aid Swan since there is little else to do that is more important. He finally cleaves a morp away, but there are more to replace it. The Barrier potion spell is now flashing again and again (many 3's) knocking all but one morp off of Swan. This makes it easier for Swan to cast spells and it shows: the tornado barrier goes up around him, Adam, and Aigon knocking many morps into the air. The tornado barrier also encompassed the one morp on Swamp and the few attacking Aigon.
Adam takes a swipe at the morp trying to choke Swan again, but hits nothing but incredibly fast moving air (Failure on 1). With the barrier up, Aigon takes a moment to direct his crows to swarm the morps. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack reloads while the bats are flying away, then fires on them as they approach.
|
|
|
Post by TG Barighm on May 8, 2018 17:17:14 GMT -5
JACK:
Jack backs away from the cave until the bats stop swooping on him then begins reloading all of his guns. Jack notes the powder in his first powerhorn is half empty, and the pirate's pistol he found back at the merfolk prison is starting to look dangerously worn thin.
Jack then returns to the cave and fires on two bats that swoop on him. One bat goes down while the other brushes Jack's hair.
The bullet that missed hits somewhere within the cave. This causes the bats to panic and the entire group begin to fly about. When it looks like they're about to attack Jack en masse, the halfling unleashes the net on them.
The net properly unfurls and wraps around 4 bats, falls to the ground and pins them (Success on 2). He probably could have gotten more with a better throw.
The rest dive on Jack. He tries to dive away, but one manages to nick him in the right cheek. He feels a little funny. Looks like that poison is beginning to build up in his system.
STATUS LINE: Jack Poison Threat (meaning, a couple more hits and he's properly poisoned)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack retreats, quaffing one potion as he does so. If the bats pursue after he drinks the potion he draw a couple more pistols and fire on the bats.
If the bats settle down and retreat, he'll return to the net and kill the entrapped bats with his dagger. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
The potion quickly closes up Jack's wounds and removes the poison's effects. The bats swoop down and give the halfling a scare as he retreats, but he doesn't need to shoot them once he has passed the V-shaped entrance to the cliff alcove where the cave is.
Jack gives the bats time to settle down, but when he tries to re-enter the cave to get at the net, the bats start diving at him again. The bats in the net are panicking and making all sorts of terrible, although not loud, noises. Their cries probably aren't helping things.
The net landed right by the cavern entrance. There is no way Jack can get to it without alerting the bats. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag "And what do we do to make it stop? There seems to be an endless wave of creatures here and the sand giant doesn't seem to be tiring out. We need to end this before they overwhelm us." Adam continues to dispatch any morp that attacks Swan. "Maybe something that will scare them away? Or someway to get inside?" (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag ADAM'S QUEST:
"No worries, my boy! We have everything under control," Swan replies...or at least, that's what he tries to say. Being choked doesn't help communication.
But Adam does. He swats the morp off Swan's back and sends it flying into the tornado barrier (Success on 2).
"Do your hires normally panic this easily? The sandman won't last much longer, I assure you," Aigon ads.
With Swan momentarily safe, Adam focuses on the morps being pecked to death by Aigon's crows. He kicks one into the tornado barrier, then whacks another. More morps try to jump through the barrier, but they just can't.
Suddenly, Aigon's crows scatter and disappear. The tornado barrier falls. The morps, who were viciously attacking the trio, flee into the forest of tentacle trees. Looking upon the giant, previously unseen due to the tornado, Adam sees the sandy beast has begun to wither. The sand around its body is rapidly falling away, the tentacles dead or lying on the ground in pieces. The shadow knight stands near the dying creature with what appears to be its torso in hand.
One of the doors to the devil's library suddenly open.
"There. Satisfied Mr. mercenary?" said Aigon with a sneer.
"Let's go. The way is clear. We will be out of this cursed place soon," Swan interjects and begins to march towards the library. When they reach the doors, the sand from the beast have scattered and the creature's tentacles and body have dissolved into a thick, black goo.
Aigon stops. "I don't have a coin. I'll wait out here. Try not to take too long."
HELCATH: Devil's Library
As Adam steps into the library, Swan's funny musings about memories and thoughts suddenly makes sense.
Brains. Lots and lots of brains. Some big. Some tiny. All pulsating, and all suspended in a green liquid within a jar. They cover nearly every square inch of the walls and those walls rise up into the endless ceiling above Adam's head. There are nearly as many ladders as there are brains.
"Behold!" Swan announces. "The knowledge of the finest minds in history! Well, those minds who deserve to be in Helcath. I'd be lying if I said any of these guys were saints. This knowledge is available to any creature who can find this place and pay the fee. Speaking of which..."
As Swan talks, two creatures twice the height of either Swan or Adam approach the pair. They're completely armored from head to toe in menacing armor crafted from some sort of silvery metal. Only long, wide tails protruding from their rears give any hint of what kind of creatures these are, but even those are too heavily armored to reveal what lies beneath.
"Payment..." one of the silver sentinals hiss. It holds out a hand bigger than Swan's head. The magician pulls out the freaky wooden coin and places it in the creature's hand.
The other sentinal approaches Adam.
"I wouldn't hesitate to pay them. That sand thing is a pushover compared to these guys," Swan warns, so Adam produces the freaky wooden coin and presses it into the sentinal's hand.
Swan then turns to the sentinal who approached him. "I wish to speak with the Oracle."
The sentinal hisses, then the two stalk away to massive winches nestled against the back wall. They grab huge cranks and begin to turn. As they do, an enormous thing begins to drop down from the ceiling.
The roster of bizarre creatures grows larger. Another creature, by far and away the largest Adam has seen yet, appears. It's easily more than 60 ft. tall. It appears to be humanoid with two arms and two legs, but the majority of its body is draped in a dirty white robe. It's head has 3 eyes and an oval-shaped beak, but there is no obvious sign of a nose. Sprouting from its back are two enormous wings covered in black feathers. Huge hooks penetrate the wings and are attached to massive chains and appear to be the source of what's lowering the creature from the hazy ceiling. A number of other chains support the bird-like creature's bulk. Thick, silvery blood drips from the creature's wounds, many of which have been re-opened in the act of lowering the creature from the ceiling.
"Good day, Oracle," said Swan in a good-humoured tone of voice. He must see this sort of thing very often.
"Swan..." the Oracle replies in a powerful, high-pitched female sounding voice. The sound echos off the walls. "Once again you come to lift the shroud off of that which is unknown and mysterious to mortals. What suffering must I endure today?"
"I implore you to suffer through my questions," Swan replies. "It is very urgent I learn the identities and past of certain individuals I have encountered lately."
The Oracle takes in a deep breath. Adam gets the distinct impression the creature is doing its best to avoid shifting its weight.
"The doll..." the Oracle mutters.
Swan nods. "Yes. They have seemingly wandered upon a mighty artifact. I also have evidence to suggest forces are rallying to capture it. It all seems highly coincidental."
"The halfling...a shadow veils his heart...the necromancer...ambitious, hungry for power...the knight...brash and reckless, but they all have much to lose."
"I see," Swan hesitates. "That solves that problem, but what of the doll?"
"I can't see the fate of that which binds all things," the Oracle replies, a hint of anger in its voice. "I can only see when it gets used."
"So, does it get used?"
"Yes."
Swan begins to tap his chin. "Then I better determine exactly what that doll does, but I have another...wait, hold on."
Swan suddenly turns to Adam. "You have purchased the right to garner knowledge from the minds that dwell here. I will be a little bit, so please, have a look around. If you wish to interact with a mind, just place your hand on the jar and 'think' your question in your head."
Looking around, Adam spots 3 brains of particular interest: one described as a "mighty warrior", another as a "legendary artisan", and the third being "a powerful wizard".
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will take careful aim at the free bats and try to take a few more down, before running off again. He's hoping to drive the others back deeper into the cave.
"Maybe I should have just tried to blow the cave entrance," he thinks to himself. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Jack pops a couple bats and claims their paws, but all this does is cause the bats to become even more upset. Now they don't seem to care Jack isn't near the cave. They're flying well past the V-shaped opening to get to the halfling.
Note their flying that far out, still attacking in pairs, is a much longer flight than the assault at the cave opening. Jack may have unintionally lured the bats out of their lair in a much more organized fashion.
I think he has 2 guns left.
Thinking about blowing the cave up, Jack remembers the apprentice saying something about making the tunnel go "boom" and how that just pissed the bats off.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack fires again and retreats. He'll keep retreating as long as the bats are chasing him. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (WARNING TO ALL PLAYERS: When Adam has finished his quest, I'll be moving into fast-forward mode for the remainder of the week)
JACK:
Two more shots, two more bats. He quickly grabs their bodies as he retreats. A couple more bats attack, and he dodges one but gets scratched by the other. The bats stop following him when the space between him and the rocky crags grows significant.
The day is now moving into the afternoon and he has 6 bat paws.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will reload, and wait an hour. He will then go back toward the cave, in an attempt to retrieve the net and captured bats. He'll then head for windhelm. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Jack waits and reloads.
As he waits, he spots a large creature marching across the plains. It appears to be getting closer to Jack, although it doesn't seem to have spotted the halfling. When the creature gets within 200 ft, Jack can see it looks like the bizarre crossing of a horse and rhinoceros: starting with a horse, give it big, stubby legs, a bulky torso, and a huge horn protruding from its nose. Throw in a thick looking hide and you got your horseros.
Jack remembers there is a reward for these creatures as well; however, this thing looks significantly stronger than the bats. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will have looked around for some place he can scramble up onto, that hopefully the horseros can't reach. Jack's leary of trying to take on the creatures by himself. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag Although there are a good number of boulders lying around Jack can hide behind, none are big enough to put him out of the creature's reach. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will attempt to hide then. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag Does Jack have any intention whatsoever on taking the creature on? Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag (no) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Jack hides until the horseros has passed, then he returns to the cave.
Back at the cave, he discovers the bats have calmed down a bit, but they still get restless when he passes the V-shaped entrance. Looks like Jack's best bet is to quickly grab the net and run and hope he doesn't get hit too much. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag
Quote: wrote: Brains. Lots and lots of brains. Some big. Some tiny. All pulsating, and all suspended in a green liquid within a jar. They cover nearly every square inch of the walls and those walls rise up into the endless ceiling above Adam's head. There are nearly as many ladders as there are brains.
(lol. How very Young Frankenstein of you.)
Adam steps up to the one marked Mighty Warrior. After all that he has seen and experienced, Adam still find it hard to believe that he is able to communicate with brains in a jar. He gives it a shot anyway. He places hand on the jar and thinks *Hello? Is anyone in there?* (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (One of the main reasons for why I created Helcath is because I'm pretty sure I've never guided you guys to a very fantastic place in any game I've ever run. Feels good to flex my imaginative muscle and to show you guys I can do more than just flying islands and evil spirits. One of the nice things about this multiple choice plot thing. Determing how some of the more silly plot choices can become a respectable plot device has been a fun work-out) * * * * *
ADAM'S QUEST:
His hand trembling a little, Adam reaches up and places his hand on a large, cube-shaped jar containing an enormous brain twice the size of Adam's head. He thinks his question and the brain responds with a pulse that creates a jet of air bubbles.
Adam suddenly finds himself overwhelmed by a powerful vision. It is the memory of a mighty minotaur chieftain and his band of warriors. They fought many enemies and won many wars. This warrior was legendary for his prowess in battle. Adam lives through these wars in his mind's eye as the minotaur chieftain. He experiences the pain and sorrow the minotaur felt during these battles and the inevitable death at the hands of a young rival. Decades pass in mere seconds.
And then it is done. Adam finds himself back in Helcath a mere few moments after placing his hand on the jar. After living the life of the minotaur chieftain he needs a moment to familiarize himself with his proper body. He is just Black Adam, a mere man in a nightmarish place; however, this experience is not without reward. He manages to retain some of the things the mighty warrior learned throughout his battles.
Adam has learned a new Defining Trait! Choose a combat-type trait.
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members January 2010 edited January 2010 Flag (Defining Trait: Acrobatic. If I cant take that I will take Tough)
Adam steps back. His mind is racing at the shear rush of the experience. To experience such a rush of knowledge is intoxicating. Does he dare tough another? Does he feed on the life experience of another more ancient and wise as he? He eyes the brain marked Legendary Artisan. He reaches out to touch it but stops himself. He is still disoriented. He fears another attempt so soon would overwhelm him, maybe even kill him. He notes to return to this place for more of....whatever that was. He sits down to gather his thoughts. (Not a joke)
Spell List Spell List 2 Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack grabs the net and flees. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (I was playing Resident Evil 5 last night. I was in a cavern area and I spotted some bats flying around. They tend to drop money, so I started shooting them down with my pistol. After a few moments I stopped and thought "Heh...") * * * * *
JACK: Day 2
Jack takes a deep breath and charges for the net. The bats are on him in an instant. They fly by as he ducks and weaves past their attacks. When he reaches the net, he discovers he needs a moment to secure the ends so the four bats trapped inside don't get free, but he won't be able to Dodge very well. The bats are happy to take advantage of this problem.
But the threat never materializes. One bat scratches him, but by that time he has secured the net, thrown it over his shoulder, and charged out of the cave. The bats chase him for a bit, and he has to Dodge a few attacks, but he eventually reaches safety, bats in hand.
ADAM:On Day 3
A hand suddenly alights on Adam's shoulder.
"We're done here," said Swan. "Quite an experience, isn't it? I'm afraid you'll need another Helcath coin if you wish to learn more and I've spent every last coin I had. You don't want to go through what I did to get the last two. Come, let us depart."
The return trip is not nearly as exciting. The morps are still around, but they grumble and slink away as the trio approach. The coffin works the say way as it did back home. Adam soon finds his way back home.
"Until we meet again, Aigon?" Swan waves to the dark wizard when they reach the dark, stone halls of the university.
Aigon grunts a reply, then said "Hopefully not any time soon."
Back in Swan's office, the chamberlain hands Adam two large bags filled with gold. The bags are very heavy (2500 GP).
"There you go, the rest of your pay," Swan announces as he collapses into his chair. "I'm getting too old for this sort of thing, but this isn't over yet. Now I have some work to do. As for you, I suspect I will need your services again, so hang around for a bit. You can take up lodgings in the university's inn if you'd like. Free of charge!"
Adam is now free to pass the time as he sees fit. You can safely assume he knows about the jobs and guilds Jack and Irdred know about (save for the necromancy jobs), but note I'm now running in fast-forward mode.
(Adam takes the Acrobatic trait. You've got some time to change your mind if you wish. Also, have you considered giving Adam a longsword for his off-hand? He may not be too effective, but with Weapon Exertise you still have a decent chance to hit, plus you can use the off-hand sword to Parry. Throw on some enchantments and it could be a pretty decent defensive weapon, plus it won't break as easily)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Once clear, Jack will execute the bats in the net with his dagger, remove their paws, pack up the net, and head back to town. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
The bats don't allow themselves to be executed so easily. They bite and scratch, but Jack is eventually able to claim their paws. He returns to town and claims his reward of 100 GP. By this time, it's sunset.
Jack moves to Day 3. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag (wednesday, correct?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag (Yep) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack decides to head back to the city. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag Okay, Jack returns to the city. Now what?
IRDRED:
Irdred spends an hour trying to get into the caverns. He eventually manages to use the zombie as a decoy while he enters the caverns.
This is a roll of 3, so Irdred will succeed in entering the caverns. My question is, does Irdred still want to complete the volcanic rock job? Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members January 2010 edited January 2010 Flag Jack will pay a visit to the orc gun smith. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag JACK:
Jack finds himself within Oglish's shop just before noon. It was a pain to find him. The orc's shop isn't well marked, just a little sign reading "Oglish: Gunsmith" placed within a small window. The shop itself is just a normal house and the door is locked. He has to knock on the door to be let in.
Oglish isn't a very tall or rugged looking orc. Aside from his nose and brown-tinted skin, he almost looks refined. His hair, streaked with grey, is well-cared for and swept back, and his clothes are cleanly cut and well-fitted. His fine leather vest is gilded with silvery threads.
At the sight of Jack, and his pistols, the orc snorts. He opens the door to allow the halfling to enter, then immediately sets off deeper into the house. Jack follows the orc into a large shed in the backyard filled with all kinds of different weapons. The orc's forge, work table, anvil and tools are arrayed on the table in the open air of the backyard.
"Those pistols are crap," Oglish grunts. "Not surprised you're here. I'm busy, so be quiet. Talk to me when you want to buy something. If not, then let yourself out."
Oglish then takes a seat at his table and begins fiddling with an incomplete mechanism.
Roann wasn't kidding about Oglish having little interest in subtlety. Everything he has is big, very powerful, and very noisy. The guns are also butt ugly, but they look very sturdy. Nearly everything he has is a precursor to more powerful modern guns: a very large handgun that is basically a magnum, the legendary handcannon, a gatling gun mounted on a small cart, lots of blunderbusses and gigantic crossbows, and even something that looks like a pipe attached to a big box (a flamethrower). If you're strong enough, you can even purchase the "mobile cannon", which is essentially a cannon barrel equipped with a shoulder rest.
He also has hand grenades, both shrapnel and flamebombs. He even has a holy water variant. Accessories include different kinds of flammable powders, such as a sparkling blue powder labled "bluefire powder" which burns much hotter than regular black powder to boost the kill power of your existing guns. It also causes your bullets to become magical...assuming your gun can withstand the pressure!
Finally, there is the "Shrieking Cannon", a bizarre looking handcannon with the ability to fire bullets that split the air creating a horrendous shrieking noise. Great for stunning targets!
If you have any other ideas for guns that are definitely NOT subtle, or small, Oglish probably has it.
|
|
|
Post by TG Barighm on May 8, 2018 17:17:51 GMT -5
Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag Now that he's in the cavern, what's the bat situation? If he seems to have gotten past the area where the bats roost, he'll probably keep going. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag IRDRED:
Irdred can hear more bats deeper within the caverns. Sounds like they infest the entire cavern system. Unfortunately, Irdred's zombie can't break free from the bats. It's getting mauled pretty badly. If the zombie follows Irdred, it will probably bring the bats with it. If it doesn't follow, Irdred can get by, but he won't have a decoy for other bats he may encounter. Regardless, Irdred still has this one chance to leave the caves without any problems.
As for the job, the game is now in fast-forward mode and Irdred's success will hinge on a series of 1d3 rolls. Will Irdred look for the volcanic rock? Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members January 2010 edited January 2010 Flag Well, Irdred would like to proceed, but he won't do anything that puts himself at risk for being mauled by bats. So if a roll of 1 means getting mauled by bats or something equally catastrophic, he leaves. (If Enhanced Armor gives him any sort of advantage on the roll, he casts it.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members January 2010 edited January 2010 Flag IRDRED:
ENHANCE definitely helps. Irdred tries to go deeper into the cavern system, but he ends up running afoul of more bats (Failure on 1), but because Irdred had no intention of putting himself at risk, he leaves the caverns when it becomes clear there is no way to get much deeper without battling the bats. He manages to get out without any wounds.
His roughed-up zombie is waiting for him outisde. Irdred's misadventure consumed the morning. It's now just after noon. He could make another attempt if he wishes. He may have more luck.
* * * * *
Quote: wrote:
CURSE: You can inflict a minor curse upon a target. Minor curses can be things like blindness (as the negative trait), deafness, imparting unfavourable circumstance bonuses on a target, like clumsiness, etc. You can only curse one target at a time. The curse lasts as long as you concentrate on it. Cursing is considering an offensive effect. You can only target those who can see and clearly hear you.
>GREATER CURSE (Requires Curse, 5 Traits): The mage may now curse entire groups of people with minor curses. Targets with descriptions like "all who look upon me" and "any who can understand my words" are suitable targeting devices. In addition, the mage may now "tie off" curses on a single target so it no longer requires concentration to remain in effect. The mage can only have one permanent curse in effect at a time, but it can be moved to other targets, or programmed to move barring certain conditions, when needed.
>DESTRUCTIVE CURSE (Requires Greater Curse, 10 Traits): The mage may now impart powerful curses on a single target. Curses like petrification, lycanthropy, doom, disease, loss of wealth, even transforming a person into a toad are viable curses, although the GM may limit some choices and require study to learn them. These curses are automatically permanent, but they can't be programmed to move. The mage also gains the ability to create "house curses". House curses can affect everyone who meets the condition such as a programmed curse that moves from target to target, but everyone who gets the curse always remain cursed. A mage can also curse locations and buildings so that anyone who lives within or enters the location becomes cursed as long as they dwell at that location. House curses can only be minor curses.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack studies the guns. He's not sure what to think about the noise level of them, but doesn't dwell on it, since all the guns he's ever owned were noisy. His mind begins to wander, as he thinks idlely about whether or not a mage could somehow "silence" the gun via magic.
He handles a couple of the magnums, wondering if he can withstand the kick that is sure to come with guns like these. (assuming he can, he'll look into buying two of them).
He also studies the grenades. He's interested in buying some shrapnel, flaming and "stun" grenades. Finally, he looks for some type of rifle. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK:
Oglish allows Jack to try a couple shots with these early magnums. They have a hell of a kick, but Jack is able to hold them steady. Unfortunately, this difference in kick makes these weapons very different from pistols, so he wouldn't benefit from his Weapon Expertise trait (if he had the STRONG trait, he would be able to hold the guns steady and be able to use Expertise again); however, these guns deal a lot more damage than a pistol (always 2 HP), so they may be useful to someone else in the party. Oglish is charging 2200 GP for these guns.
Oglish doesn't allow Jack to test the grenades, but they're only 100 GP each and deal 3 HP damage to all targets within 10 ft. The flaming grenades set targets on fire starting with 1 HP damage on explosion, then more in the following rounds. Stun grenades are only 50 GP. The only issue with these grenades is their size and activation method: you need to light the wick, so you will need to have fire on hand. Also, Oglish doesn't do small, so they're roughly the size of two baseballs and weigh 5 lbs. each. Perhaps Talbot can carry them.
The rifles Oglish has are very heavy and sturdy looking. They're about 10 lbs. each. They're accurate up to 60 ft. (then I start applying penalties), but Oglish does have scopes available to increase the range to 100 ft. They deal 2 HP damage and cost 1400 GP. 1800 with the scope.
After awhile, Jack gets the impression Oglish's prices have less to do with the quality of his work and more to do with Oglish disliking Jack. Perhaps there is something Jack can say or do to improve Oglish's disposition.
* * * * *
And Keno has given me a couple of ideas!
ENCHANTMENT: SILENCED WEAPON-This enchantment reduces or eliminates the sound a weapon makes whenever it fires or comes in contact with anything, such as striking a shield or being used to parry. Silencers and similar devices in modern settings have the same effect.
ENHANCE EQUIPMENT VARIANT-DAMAGE EQUIPMENT: This variant allows you to reverse the Enhance spell's effect causing it to strip away the minerals required to maintain the stability of gear. Armor and shields affected by this spell shatter the next time they are struck, mechanical weapons break, melee weapons snap the next time they strike something. Magical gear requires an additional application of Damage Equipment for every enchantment on the piece of gear. To use the spell, the mage must touch the targeted piece of gear, although due to the nature of the Enhance spell, the affect can be passed through a weapon to the target such as casting Damage Equipment on an arrow, firing at a target who uses his shield to block the arrow, thus imparting the spell on the shield. This spell is considered an offensive effect. The mage does not need to concentrate to maintain the spell. Once cast, if successful, the targeted piece of gear is ruined. Gear damaged this way can be repaired.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack taps his finger on his forehead. He's gravely disappointed by the weight of these guns and bulkiness of the grenades. As much as he likes the firepower, the wait is just too much.
"Well, I can tell Roann was right, your weapons are definitely powerful," Jack says. "However, I think they're a bit to heavy for someone like myself. I was hoping to find something a bit lighter." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK:
"Roann sent you?" Oglish almost looks surprised.
The prices suddenly improve. The magnums now cost 1400 GP, the rifles 850, and the grenades 50 GP each.
"You may want to consider this 'bluefire' powder then," Oglish says as he produces some of the powder. "It's 400 GP per powderhorn, but it's no more heavy than normal black powder. Will give you an extra kick without the extra weight. Only your dwarven pistols can manage it. Anything lighter will blow your pistols apart."
Bluefire powder increases the damage of your shots by 1 HP on a roll of 3 and causes those shots to be considered magical damage.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack nods at the mention of Roann's name. "He recommended you highly, and I can see why," Jack replies.
Jack will buy two magnums, one rifle, and 2 powderhorns of bluefire powder. After leaving, Jack will return to his room. He'll get rid of his two weakest appearing pirate guns after that, and look for a place to buy some nicely made, but not expensive clothes with for his meeting with <insert name of guy I forgot here, the wizard's dad> Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag Adam heads off to the room offered to him by Swan. He makes no attempt to leave the room other than to eat something. Inside his room, he pulls out a medallion and holds it out in front of him. He closes his eyes and begins to chant. The eye of the medallion begins to glow and after a few minutes, Adam's eyes begin to flash a blue hue to match that of the eye. A voice begins to emerge from the jewelry. "I see that you are still among the living and breathing, Adam.", Kensey's voice echoes from the lights glow.
"The job is done. It was an escort mission to a weird library full of brains in a jar and weird creatures. You'd have like it. Might persuade Swan to take us both back there later. Where you able to make the delivery?"
"Yeah. About that." Kensey's voice begins to trail off. "I ran into a bit of a problem."
"What kind of a problem?"
"A bodyguard kind of problem. Remember when I said that your wife had an armed guard with her now?"
Adam begins to get impatient. "Get to the point, Kensey. Did you make the drop or not."
"Yeah, she got the money. The problem is that armed guard that I thought was an armed guard is actually...." Kensey hesitates for a second. He knows that Adam isnt going to like his answer so he makes it quick and painless. "She's with another man. The armed guard is her new boyfriend or something like that."
Without missing a beat, Adam answers swiftly and decisively. "Kill him."
"Wait. What? You want me to kill him?" Kensey says frantically. "I...I can't do that!"
"You can and you will. You and I have a blood compact together and you are honor bound to follow through. Kill him. Do not delay."
"Damn it." Kensey say depressingly leading into a long pause. After a few long seconds, Kensey returns saying, "You owe me, Adam. You owe me big."
"I owe you nothing." Adam says as he suddenly cuts communication between he and his ward. Adam sits down on the bed and begins to stare at the floor. It hasn't hit him yet, but he is beginning to realize something that he has been in denial with for so many years. He has lost his wife and he can never get her back. He takes the rest of the time to sleep his depression away. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK, DAY 3:
First, correcting an error: it was noon when Jack got to Oglish's shop. His time there consumed the better part of the afternoon. It's now sunset.
In response to saying Roann recommended Oglish, the orc gunsmith hands Jack a small bag. "Then you met the man. Here, deliver this to Roann. He needs this. Don't look inside."
Jack makes his purchases, then heads out to find some nice clothes. He tosses a couple of his pirate guns as he looks. He doesn't need to look for long. He finds a nice set of traveling clothes that look clean and refined for 15 GP. For 45 GP, he can pick-up a nicer vest and tunic, good shoes, and a pair of decent pants. He'd look just like your average Spellmount citizen in that get-up which is a lot better than Jack looks now.
Does Jack intend to visit the apprentice's family tonight?
ADAM, DAY 4:
Adam sleeps the rest of the third day away. He loses the fourth day the same way, but in the evening, when he heads downstairs to the common room for some food, he spots an interesting character among the patrons.
It's just a young man. There is nothing special about his ratty clothes or appearance, except the fact that he was present when Adam delivered the scroll for his last job. The man momentarily glances at Adam but quickly looks away when he notices Adam is watching.
Adam knows enough about the criminal underworld to know this guy would never visit an inn like this one just for a drink. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack buys the traveling clothes as well as the nicer vest, tunic, etc. His stomach is growling, so he decides to retire for the evening to get something to eat and clean himself up.
(It's wednesday, correct?)
After his meal and bath, Jack will write a letter to the wizard's family (I had meant for Jack to do this earlier, guess I forgot) requesting a meeting on Friday. He'll request a small informal thing, stating that while he feels that all life is important, he doesn't feel that what little he did to help the wizard apprentice justifies a big lavish dinner.
On thursday he'll deliver the bag to Roann. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Yes, it's Wednesday)
JACK, DAY 4:
Jack sends his letter to the wizard's family after he enjoys a few luxuries. He gets a reply from the family's bulter confirming they received his letter.
His new clothes in hand-he lays them out nicely on his bed-he retires for the evening.
The next day, Thursday, he heads on over to the Spellmount Firearms Guild. Simone, Roann's daughter, is waiting for him.
"My dad, the guildmaster, is out right now-and truly out, I'm not just saying that-so you can't seem him, but I assure you he trusts me enough to take that," Simone says when she spots the bag from Oglish. "Oh, hey, the weekly tournament is on tomorrow. It's mostly gladiator stuff, but we managed to book some time in the morning for gun duels. If you want in, you can sign here. The guildmaster goes over the list of signees and chooses who actually gets to enter the tournament. We didn't reserve enough time for guests."
Not long after that, one of the foolish patrons at the guild spots Jack's new magnums-they're more like very large pistols-and says something dumb about how halflings are too small to wield such weapons. He offers to take the guns off Jack's "unsteady" hands in exchange for a gilded pocket-sized telescope. He is actually asking for a duel with Jack's guns up as the prize. If Jack wins, he gets the telescope.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack eyes Simone suspiciously (Can I make a sense motive check, or something similar?).
"When will he be back?" Jack asks.
Jack decides to sign up for the tournament, but ignores the call for a one-on-one duel at the moment. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Yep)
"Oh, not until later. He's out looking for sponsors and good duelists, although I doubt he will find many around here," Simone replies.
Jack sees nothing to suggest he distrust Roann's daughter.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack hands over the bag.
After leaving the guildhouse, he'll write a quick note to Roann letting him know that he left a package with Simone and drop it in the magic mail.
Jack will then search out a mage who might be willing to place enhancements on his weapons. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (WARNING: I will begin the events leading up to the next stage in the plot on Thursday with Friday being the final cut-off date for Spellmount side-quests) * * * * *
JACK, DAY 4:
Jack hands over the bag. Simone peeks inside the bag, then immediately takes it upstairs to Roann's room.
I assume the search, and following time spent with, the enchanter will consume the better part of the day, so I will fast-foward a day.
Enchanters are a stubborn and arrogant lot. They never budge on their price and turn up their nose at Jack if he even begins to negotiate. They appear to be friendly with other mages, but adventurers like Jack don't stand a chance. Looks like they know exactly what their services are worth.
Every enchantment, unless I list otherwise (and at the moment I haven't made any exceptions), costs 2000 GP. What increases the price is the number of enchantments on a given item (x3 per additional enchantment, so 6000 GP for 2, 18000 GP for 3, etc.). I've listed enchantments in the rules (and other magical items).
DAY 5:
It's Friday. The tournament starts early in the morning.
When Jack checks his mailbox that day, he finds a letter from Roann. Looks like he greatly appreciated the delivery from Oglish and has chosen Jack to be one of the guild's entries in the tournament. Roann has offered to personally sponsor Jack, although the guildmaster admits a wealthy sponsor could offer Jack a whole lot more, but for now Roann will do everything he can.
Will Jack accept Roann's offer? It's sort of like having an agent.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (Should we do any shopping now, or will we be able to learn what the upcoming dungeon is like first?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack accepts Roann's offer.
(Assuming the enchantments are permanent)
Jack has silence placed on his two magnums, and asks about a strengthing enchantment for his other guns. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (You'll know what the dungeon is like first, but it's another multiple choice so I can't say just yet)
JACK, DAY 5:
Regarding the enchantments from day 4...
You realize Jack's Weapon Expertise bonus doesn't apply to the magnums, right? He deals 2 HP damage with both normal pistols and the magnums. Well, unless you eventually take the STRONG trait.
By strengthening, do you mean improving the weapon's durability or damaging power? Either way, enchanting any weapon automatically makes it much tougher to destroy.
Regarding the tournament...
Jack accepts Roann's offer. When he arrives at the arena, roughly in the center of the city, he finds Roann's sponsorship bonus waiting for him: 300 GP and a special pistol crafted out of a material Jack doesn't recognize, but it sure looks cool. It's very dark, like black iron, but veins of silver and platinum run through the metal. The gun includes a note from Roann telling Jack to use it in his duels. It represents the guild. The gun isn't magical or anything.
Apparently Jack has to use the pistol, so he does. It's a perfectly good weapon so he doesn't mind using it. The gun duels are basically wild-west style: two guys, shoot on a gong, first to get hit loses. The bullets aren't real and spray a sparkling dust when they strike something. The crowd is pretty weak. The benches ringing the arena are mostly bare.
Jack quickly gets the impression most of Roann's "chosen" fighters are wannabes. They were clearly chosen only because they have pistols to fight with and probably because they don't look like drunken losers. The first guy Jack faces gets shot before he even has a chance to flinch. The second guy is much faster and manages to draw his pistol before Jack, but misses. Jack also misses, and does the same with his second shot. The duel is reset, but Jack misses and the loser proves he can hit something.
Jack mentally kicks himself for blowing it against such a loser. He finishes well out of placing. When Roann later learns of Jack's finish and sends a letter, he tells Jack to not worry about it and first-time duelists are usually a little off. There is another tournament on Saturday. He can try again then.
Regarding the wizard's family...
It's now time for Jack to visit the wizard's family. He arrives at sunset in his finest clothes and finds himself in the wealthy district surrounded by impressive manors and mansion. Albert Dakalhan, the wizard who invited him, lives in one of the smaller manor houses, but it has a fenced yard. He is greeted at the door by the butler who leads him to the dinner table. There he meets Albert, who is happy to meet the halfling and shakes his hand, his wife, who puts on a smile and says the right things but is clearly not that interested in the event, and the apprentice Jack saved who lives at home and looks bored.
Jack's request for a simple meal was clearly ignored: a great feast awaits him. Oddly, the family eat their food from trays served from the kitchen. Apparently Jack's meal was magically conjured. There's nothing wrong with it, it tastes great and is nutritious, but Albert explains it's hard to fall for the illusion once you know how the spell works. To a wizard, it tastes bland and the texture is awful. Apparently what Jack is eating is congealed arcane essence, but it's hard to care when it looks like turkey and meat pies. Jack can't tell the difference and I doubt he cares when it all tastes so good.
As for dinner chatter, Albert praises Jack for his "selfless act of bravery" and chides his son for his "reckless stupidity". His wife departs the table halfway through the meal and his son rolls his eyes at every word, but he stays until the dinner's conclusion out of respect for Jack. When it is finished, the apprentice announces he has homework and departs. Albert, saying something about clearing out his attic of old heirlooms, invites Jack to follow him. When they reach the attic, Albert produces a tray of silverware. Apparently he was just going to sell it, but decides to give it to Jack instead. Perhaps Jack can use the money in is travels.
But that's not the real reason why Jack was invited to Albert's home.
"I have a little problem, and I think you're the person I need," Albert explains. "You see, there is this group of criminals known as the Shadow Rats...oh, you've heard of them? I can see it in your eyes. Yes, well, they've struck me too, but they haven't stolen from me. They're blackmailing me! Anyway, I have to give the money to a guy. Meets me in an alley every week. He shows me the...uh, well, the thing they are using to blackmail me...every time, then I have to pay him. If I can just take it from him, they won't be able to blackmail me anymore, but I can't because they know I'm coming. I know he has a look-out hiding somewhere, so I need you to follow me, hide, then take both guys out with your guns. If you can do that, I'll make it worth your while. I highly doubt they know anything about you."
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (I think I thought the magnums were fine for Jack, but it was the other guns he would need the strong trait for. Not big deal.)
Jack will inquire about a second enchantment, to make the magnums easier for someone of his size to handle. Or better yet, a ring or something that would give him the strong trait.
(I was thinking durability, to make them less suspectible to failure from the bluefire powder. But since any enhancement makes them stronger, lets go with the precise enhancement on the non-magnum, non-dwarven guns.)
Jack congratulates the victor. He'll mark the man so he can later challenge him to a rematch.
Albert:
Jack listens to the wizard's story.
"I ran into a man being robbed by the Shadow Rats once," Jack says. "I'm assuming this man will teleport in and teleport out like those thugs, right? Where is the alley where you are supposed to meet this man, and when?" Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK, DAY 5
Regarding enchantments...
Strong Gloves make you stronger, although they don't give you the STRONG trait but I don't see why they shouldn't work for stabilizing magnum shots. 2000 GP.
As for Albert...
"Can't say. The alley changes every week. They don't tell me until the day of the drop off. It's always on Sunday."
*Note that although I'm cutting off all side-quests on real-life Friday, there will be additional time to do other side quests after I advance the plot, although this time is meant to wrap up outstanding quests. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack buys a pair of strong gloves.
"Should I meet you here Sunday morning?" Jack asks. "Or would you prefer notifying me in some other manner? Do you know of an enchantment that could prevent them from teleporting away?" Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag "Yes, it's better if you meet me, but don't greet me at the door. Hide somewhere, then follow me as I depart," Albert explains. "And there is a way to prevent a person from teleporting. It's known as an Anchor. Good thing you mentioned it, I nearly forgot! Yes, you should be able to rent one. See my buddy Eichorn at Magicks for Archwizards, a store down the street, and tell him I sent you. He'll put it on my tab." Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack nods. "Okay, I'll hide and follow you then. What time should I get here?"
After leaving, Jack will head to Eichorn's, rent the anchor, and buy a potion or two for hiding, stealth, and speed, depending on the cost. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag Adam orders a light meal and a drink. He walks over to the "interesting" young man and has a seat next to (or across from) him.
"I have been in this line of work long enough to know when someone want to get my attention. Usually that someone knows how to get it quick and make their intentions known. You, on the other hand, don't look the type to need my services. That makes you either someone's errand boy or very stupid." Adam takes a sip from his drink. "You got my attention. Make it quick." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK, DAY 5:
"You will need to get here by 6 in the morn. I know it's early, but I like to get up early and stroll. They know this and tend to send me mail by 6:30 or so," Albert explains.
Eichorn is willing to lend Jack an Anchor. Turns out the Anchor is not an item, but a charm. In this case, a small amulet Jack can easily conceal in his pocket.
Eichorn is willing to give Jack a discount on potions if it will help Albert. Hiding and sneaking both fall under STEALTHY, so that potion is 50 GP for Jack. The next best thing is a vanishing potion, but that is 200 GP. Speed potion will grant him the FAST trait for 50 GP.
Note this job will take place on Sunday morning. The second tournament is on Saturday, assuming Jack wants to try again, and Swan will be calling the party to his office Saturday evening (a day early, but Adam finished is quest a little early).
In the meantime, does Jack wish to enter the second tournament on Saturday?
IRDRED, DAY 3 TO 4:
Now that he is behind, I have to push on here. Sorry.
Irdred decides to forget the caverns and returns to Spellmount. He has to pick up some rags to cover his mutilated zombie and even then he still gets a bunch of odd looks. He decides to spend the rest of the day performing more experiments, but he doesn't learn more.
He spends the next day performing more experiments. No luck.
ADAM, DAY 4:
The young man does not appear to be pleased to see Adam take a seat at the table. At the mention of "make it quick", the young man sneers and replies "As you wish".
A loud bang suddenly splits through the chatter of the common room. Adam can suddenly feel a very sharp pain in his stomach. Glancing down, he can see a little hole in his shirt, but the mercenary knows the bullet hit the strongest part of his armor and probably didn't deal much damage (Success on 3; Adam loses 1 HP). The kid is surprised to see Adam doesn't appear too bothered by the shot and begins to reach for another pistol hidden in his pants.
What I'd like to know is, what does Adam intend to do here? Kill, capture, or follow the kid? And yes, it's okay for a person in Spellmount to defend him/herself.
STATUS LINE: Adam -1 HP/6
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (Capture, but with a little pain added to it.)
"Heh. Very stupid errand boy." Adam goes for the young mans arms with his sword, more to disable but if the guy loses an arm its no concern of Adams. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Normally I don't automate combat like this, I'm just moving the game along quickly at the moment) * * * * *
ADAM, DAY 4:
Adam gets his sword out in a flash and lunges across the table to hack at the boy's pistol arm, but smacking into the table throws his aim off and he misses (Failure on 1, but Success on 2 for the first attack). Adam's attack causes the boy to panic: he quickly whips out the pistol and fires without aiming first causing the shot to go over Adam's shoulder (Failure on 1).
The boy now tries to scramble out of his chair, but Adam is again much quicker (Success on 3 for the first attack). He gets his right foot onto the table, then immediately thrusts his sword toward's the boy's thigh. Unfortunately, the boy just manages to get out of his chair in time and Adam's sword thunks into the seat of the chair (Failure on 1).
The boy growls at Adam, then quickly pulls a dagger and tries to stab the mercenary, but his aim with a dagger is no better than his aim with a pistol (Failure on 1). Adam fends the boy off with a quick kick. When Adam tries to pull his sword out of the chair, the chair goes with the sword and thunks against the table requiring another tug (Failure on 1 for Adam's first attack). The boy attacks again and this time Adam brings his sword around to knock the boy's dagger away. Adam's return swing is thwarted when the table he is perched on wobbles (Failure on 1).
By now the rest of the people in the common room have begun to panic. A large man that looks like the bouncer and a city guard charge into the fray. Seeing this, the boy spins on his heels and tries to flee, but Adam doesn't worry. He takes a second secure his footing on the table (Failure on 1 for the first attack), then leaps through the air and onto the boy's back, Adam's two legs wrapped around his neck (Success on 3 for Acrobatics). The boy goes crashing to the ground with Adam's legs still wrapped around the boy's neck.
But the boy is a slippery one. Adam can't keep him pinned for long, he's not a grappler (Failure on 1 for Grappling), but he is quick (Succes on 2) so he hacks at the boy's legs (Success on 2, 1 HP damage) and the boy stumbles back to the ground. Adam quickly pounces on the boy again (Success on 2 for first attack) and pushes his sword against his neck.
This stops both the boy and the guards from interrupting. They now watch Adam do as he will with the boy. The entire sequence executed in about 10 seconds.
Adam has the boy pinned, sword at his neck. What would you like to do with him?
STATUS LINE: Adam -1 HP/6
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag "Let's try this again, boy. Who do you work for and how much did they pay you to poorly attempt to assassinating me?"
|
|
|
Post by TG Barighm on May 8, 2018 17:18:25 GMT -5
Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag -Irdred would have looked for an alternate entrance to the caverns before he left. If he finds one, he won't explore it just yet, but will keep it in mind for later. -Yes, he buys a ratty old hooded cloak for the zombie, and wraps the rest of its body in bandages later. -He cashes in the bat paws, though he's really more interested in using them to boost his status with the school and council than he is in the money. -He checks prices on staff accessories at the council merchant. First, something that improves the accuracy of his spells, second, something that allows him to animate corpses from a distance (I'm guessing the caltrop chain works specifically for the necromantic touch and not necromancy in general), and third, something that lets him have more than one offensive effect active at a time. (That last one's a long shot, I know) -Could he buy a ring or something to protect against scrying, without wasting an armor slot to do it?
(I seem to remember reading that Irdred could get a free room in the part of town where the council is located? If that's right, then...) -...he will be using it as storage. He buys some jars and preservative for the bat corpses (or has them magically preserved if that's an option) and stores them in his room. He also snips the zombie's loose eyeball free of its socket and gives it the same treatment. (Ever heard of a cabinet of curiosities? The idea is to eventually collect enough stuff to open one of those and make a little money for the council.)
Quote: wrote: He spends the next day performing more experiments. No luck.
(This isn't a situation where Smart helps out, eh? Oh well, try again. tounge2.gif ) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack will buy the stealthy, vanishing and speed potions. He inquires as to how long the vanishing potion will last and how wide of an area the anchor charm covers.
And yes, he'll sign up for the second tournament. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag IRDRED, DAY 4 TO 5:
-There are no alternative entrances to the caverns.
-Irdred cashes in 4 paws for 40 GP. Although they're happy to see Irdred hard at work at the university, the necromancers at the council hall don't seem too impressed.
-Yes, having multiple spells in effect is probably an epic ability, heh. And staff decorations that improve spell accuracy is equivalent to a higher level defining trait, so they won't be cheap. Like 18K GP. Animating at range is a possibility though. For 6000 GP, you can use your Necromantic Touch to animate targets. You'd have to hit your target though, but on the bright side, if the Touch delivers the killing blow, the body immediately animates! You only have two slots left for staff decorations: the bottom and tassel.
-Technically a ring slot is more valuable than a single protective enchantment, so if you wish to use up a ring slot for an anti-scrying enchantment, you may.
-Actually, SMART helped a lot in reducing penalties, but now Irdred can't seem to stop rolling 1's. Speaking of which...a 1!
But oh, he finally makes a breakthrough on day 5 (Finally a 3). He finally realizes the reason why the corpses can't remember to use their special characteristics is because they are dead! Their brains don't work. They're just being forced to act with magic. If Irdred can figure out a way to preserve a little life in the corpses, noteably their brains, they might remember to use their abilities. Perhaps he needs to add a bit of healing to his spells.
JACK, DAY 5 AND 6:
The anchor charm works as long as it's near the target. It depends on the spell used. To be safe, it's best if Jack gets it within 10 ft. of his target. The vanishing potion lasts for an hour, but it only makes Jack and his gear immediately on Jack's person disappear. Anything that would interact with light, like shiny objects or blades, will be visible. In other words, brandishing weapons and causing a raucous will make it much easier to spot Jack.
On Saturday, Jack once again enters the arena with Roann's special pistol. This tournament is much larger than the one on Friday because the guild manages to book all of mid-day for duels (they do night battles for the gladiators). This tournament features a lot more independent and private entrants, so Jack doesn't recognize many people.
First round is a lot like yesterday: Jack shoots the first guy before he can flinch. The second guy is an elf, but elven agility is not on display today because Jack shoots the elf well before he can pull his pistol out of its holster. The third guy is actually pretty quick, but his speed doesn't translate into accuracy and he misses. Jack doesn't. A theme begins to develop. Suddenly the next slew of duelists are very quick. The next duelist is a woman and she gets her pistol out well before Jack does. They both fire and they both get hit, but Jack was clearly second to shoot and just like that, he's out. He managed to rise a third of the way up the tournament bracket, but still doesn't place. Looks like AGILITY is a necessary trait for good duelists.
On his way out, he runs into Simone who is also participating in the tournament. She places very high and even has one of those neat pistols. She points out the winner of the tournament: a tall, blonde man wearing a crimson mantle.
"He's good. Very good. I've never seen him lose and he's been competing for years," Simone explains. "But you know what the amazing thing is? He doesn't have a single sponsor. Entirely independent! He could easily earn thousands, but he's perfectly happy with the tournament winnings. They're nice, but nothing grand. Listen, he could do a lot of good for the guild. We have some great talent, yes, but this guy is the closest thing to a celebrity in the dueling world. Well, I have a little fame, but..." Simone shakes her head. "Sponsors won't take me seriously. The things they expect me to wear! Anyway, that crimson guy can see me coming a mile a way. We need a guild spokesman he doesn't recognize. Think you're up to convincing him to join? Don't say anything about sponsorship. That seems to annoy him."
An odd thing happens. An arena representative offers Jack a job. Apparently they like hiring halflings because they're not very noticeable. Jack's job would involve delivering guns and ammo to contestents and maintaining machinery. He would also have access to every tournament the arena holds, may enter in any capacity, and is free to look for sponsors if he does well. Nobody expects him to be extraordinary, but if he does well, nobody will stand in the way. Of course, the downside is it's a full time job and pays 50 GP a week.
Jack later gets another letter from Roann, but he's not so encouraging this time. He wants his pistol back but assures there is still a lot of glory in adventuring. Many duelists are more famous for their work than their tournament standing.
ADAM, DAY 4:
The boy laughs. "Don't you remember? You delivered a scroll for us. I was there. That scroll...nasty stuff. Boss wants everyone involved with that job dead."
Adam now knows. A guy simply known as Allarant. The name thrown about when Adam took that scroll delivery job. Adam could find a way to get back at this Allarant, or he could simply leave the city (opportunities to do so arise as part of the plot).
Adam is also aware of "someone who knows things", the mysterious person who answers all questions via the mail for 50 GP.
SPELLMOUNT: Sunday, DAY 6 ****************************************
Regardless of what everyone is doing, everyone gets a letter from Swan at sunset on Saturday. The letter is labeled as urgent and the chamberlain of the university requires the entire party's presence.
Adam, of course, is just being offered another job from Swan, but he does pay very well. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack returns the gun.
He looks to see if he can find some boots or something that would increase his agility.
And he will of course meet with Swan. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag There are gloves that grant agility. Not as good as the Defining Trait, but it's enough to help on first attack rolls, although you're not allowed to use magical items in the tournaments (sorry for not mentioning that earlier; I figured it was obvious). Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (it was, but I was just wondering about ways of increasing my speed outside of the tournaments. I guess I'll just wait on that.) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Oh, if you just want movement speed, you can buy boots that do that) Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag Adam slams the boys head into the ground. "Well." He tells the boy, "When you get the chance I want you to give your boss a message. I need him to understand this very clearly.
"Tell him this. 'You hire me you get an ally for life. But if you cross me the last thing you will see is my sword hitting you between your eyes. You've crossed me Allarant. Death comes as the end.'
"Got that? Now get out of here. But first...." Adam decides to take a souvenir. The kits hand. "This is mine." He releases the kid, cleans the hand off a bit, puts it in his pouch, and proceeds back to his room. He writes a letter to the mysterious person who answers all that asks a few questions. "What was the scroll that was delivered to Allarant? What are his intentions with it? How many were involved with whatever plan that was created that involved that scroll? Allarant's whereabouts?"
He mails it with the appropriate fee enclosed.
(Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag ADAM, DAY 4 AND 5:
Unfortunately, the waiting guards don't allow Adam to cut the kid's hands off. They shout something about that being unnecessary, then pull Adam away. The kid is arrested and likely taken to jail, but Adam isn't worried. He's confident Allarant will get the message. There is no way the kid's failure will be tolerated.
Adam sends his money and his questions:
-"Someone" doesn't know what was in the scroll, but apparently it was very dangerous and immediately drew attention to a number of Allarant's goons. He was forced to off the lot in fear of the scroll's information getting out.
-Again, "someone" doesn't know what Allarant plans to do with the scroll, but whatever it was, it prompted him to purchase an expensive and heavily enchanted ship. Apparently this ship is critical to his plan.
-"Someone" isn't sure where the scroll came from, but it's delivery and creation involved very few people.
-Allarant, real name Frank Gol Al'Ranta, dwells in a mansion near the docks in North Harbour. Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag WARNING: Major information dump iminent! * * * * *
Quote: wrote: SPELLMOUNT: University of An'M (Day 6) ************************************** Conditions: Sunset, Warm, Breezy
The party assembles to meet Swan, once again, in his office; however, when they get there, they find a note on his desk directing them to another room: the orrery.
The party follows the direction to the orrery and eventually find themselves standing before a large door on the third floor of the university tower. When they open the door, they witness an incredible sight.
Moons, planets, and stars, of many different sizes from apple to basketball sized, slowly rotate around the room of their own accord. There is no obvious machinery or equipment governing the movement of the celestial bodies. They simply float and glitter on their own. One star passes through Talbott's head, but he doesn't appear to notice. He's too awed by the sight to pay any attention to anything else. Frozen on the spot, Irdred has to drag him into the center of the room.
This is where Swan awaits them. He has the wooden box in his hand where he stuffed the doll nearly a week ago. He smiles as the party moves into the center of the dark orrery, his face illuminated by a nearby hovering planet. He gives Adam a respectful nod.
"I'm glad you're all here. I think I have a good idea what the relic is meant to do," Swan begins. He raises his hands and begins to utter something. The shroud of darkness being held back suddenly grows as the stars and planets begin to wink out. Soon the room is plunged into darkness, save for a small light on Swan's face coming from seemingly nowhere.
"Before I begin, I'd like you to save any questions you may have until the end of the presentation. I suppose I could skip this lecture and simply send you on your way, but I think it's important you understand what is at stake here. It's imperative that your future efforts are given the focus they deserve. Anything less than full effort can lead to disaster."
And on that cheerful note, Swan conjures a new series of floating and bright images that battle the darkness. There is now a house, on a brighty sunny day, occupying the space immediately before Swan. A man is standing front of this house. He looks puzzled.
"The exact nature of the doll is unusual, so I will start with a metaphor," Swan points at the house. "This man has a problem. His family and his possessions have outgrown the house he lives in. He can't afford to buy a bigger house, bu he needs more space. He has a few options available to him: he can build a shed, or he can expand the size of his house. Perhaps he can add an extra room or build a second floor," Swan demonstrates these acts with the images. Sheds and extra rooms appear around the house.
"What makes him determine he should expand the size of his house? The need, yes, is there, but why expand? Why that one idea? He could move into an abandoned house, or into the forest, or abandon his family. There are many ways to view the problem, but no, he wishes to expand the size of his house.
And that, my friends, is what the doll is: a suggestion of a greater plan."
The doll suddenly appears floating in the air as the man and house disappear. The doll glows with an inner light proving this is not the real relic.
"The doll is a spell of sorts, but not a functional spell. It's like a scroll, except its arcane runes are inscribed into the pattern of the weaves. But there is no obvious, shall I say, 'beginning' or 'end' to the spell, nor does it provide a middle. It does not suggest the overall dimensions of what the spell is, or what one may need to craft the spell. The closest comparison I can think of is what would happen if you magically removed all traces of a building project, save for the footprints of the men and women working on it; thus, this 'spell' merely suggests something greater.
The pattern of the weaves, when manifested into a viewable form, leave a trace of something that makes me wonder if I should be thinking bigger," Swan waves his hands again.
An endless web of bluish strands suddenly sprout from the doll. They twist through the air to form a seemingly random tangle of weaves. It looks something like a big cottonball. The strands twist through every single member of the party and eventually fill the entire room.
Irdred, the only member of the party who knows what Swan is talking about, can't hold back a gasp.
"By contrast, a simple fire spell looks like this," and with another wave of his hands, the blue cottonball disapears. It is replaced by a much smaller cottonball, roughly the size of a baseball, but the strands glow an odd shade of orange and red. The strands are more widely spaced and maintain obvious and stable shapes like arches and triangles. Columns of red light link the strands, and the entire structure pulsates.
The spell is tiny compared to the doll's complex web of strands.
"Even if you don't understand magic, I think everyone can appreciate the difference between the two spells, the first of which has no structure or design; however, I think I know something that fits into the mess of strands that is the doll's weaves. Something that could make the spell work."
The cottonballs of spells disappear and are replaced by an ancient representation of the four elements: four triangles circling a sphere with Earth pointing down, Air pointing up, and Fire and Water taking up the horizontal plane.
"The Terran Maximus," Swan announces. "The ultimate depiction of this planet, or so the ancients say.
The truth is, we don't create or summon magic, we simply borrow it. We process existing resources and expel the result as a spell. Without getting into the specifics, which could take the rest of the week to explain, it's a course in itself here at the university, current popular creationist theory suggests the ancient Titans, credited as the creators of our world, were the true masters of magic and were able to manipulate magic to create our earth, water, fire...all that stuff.
Today's magicians and wizards can do the same thing, we're just not nearly as good at controlling spells of that magntitude. We simply don't know where to even begin."
Swan suddenly grins. "Well, that's what we tell people. I'm afraid that is a bold-faced lie."
The depiction of creation spins so that the earth-side triangle is pointing upwards. It enlarges to fill the room.
"The truth is, the Titans left scrolls behind. These scrolls contain plans that explain how to use their magic to perform tremendous feats of magic. Every plan applies to one element: earth, fire, water, and air. With just one plan, you could, say, collapse entire continents, cover entire countries in lava, or raise an entire ocean. Difficult spells to execute, yes, but possible even for us mere mortals.
I'm sure you now understand why we don't tell anyone this," Swan's grin doesn't waiver. He seems to be enjoying this. Talbot looks sick.
"There are many theories explaining why they would do this. Some say pride, others say the Titans wanted mortals to have a way to save themselves from some dire catastrophe. We just don't know, but the university does know where 3 of the plans are, especially the Earth plan. The Earth plan is, in fact, the sole reason Atlas'Baerone was founded on this island many millenia ago."
Swan appears to be pleased with himself. "Atlas'Baerone...'the Earth Authority'. We didn't choose the name just because it sounded good."
*Btw, your choice of the Sky Island was the sole reason behind all this Earth elemental stuff. The other choices would have changed the elemental plan in the wizards' possession.
Talbot takes a deep breath. "We get it. You wizards are a clever lot. We know that. Get to the point, old man."
"My, such impatience! You'd make a poor student," Swan shakes his head. He waves his hands. The blue cottonball that represent's the doll's weaves appears again, and the triangle representing the earth plan appears within it.
"I had an idea. What is bigger than the elemental plans? Why, all four plans! But until this point, we truly had no idea the spells could interact. But this doll...these strands, the weaves, the web...! The plans are massive spells, but they could easily fit within the model depicted within the doll's weaves. I haven't confirmed my theory yet, but the Terran Maximus plans are the only thing that could possibly fit within this weave. This means all four plans might be able to interact with eachother."
Now Swan looks puzzled. "But...what could all four elemental plans, working together, do? I shudder to think about what the four plans, combined into one with the help of the doll, could accomplish in the wrong hands.
And that's why I brought you here today because somebody else is aware of the plans, the doll, and what it all means. They were willing to attack the merfolk because of the doll. That alone is not a good sign."
Now Swan looks very serious. "I need to know what the elemental plans do when applied to the doll's weaves. The forces behind the merfolk attack, and attacked you folk, no longer think you three have any significance. They believe you delivered the doll and have gone on with your lives. My research has revealed this," Swan glances at Adam. "I must now have the earth plan for my experiments. I am very certain I'm being watched, and you three have a better idea of what the enemy is capable of, so I must ask you to retrieve the Earth plan from its resting place at..."
MULTIPLE CHOICE!
a) The great clocktower of Albus Finkelstein -Overview: more on the puzzle side, automatons, machinery, an important job from the Firearms Guild
b) The haunted cathedral in Dunrovell Grove -Overview: balance between puzzles and combat, lots of horror monsters, an important job from the Council of Necromancers
c) The impregnable fortress citadel at Baldorak Ridge -Overview: more fight, humanoids, an important job from the Atlas'Baerone Authority
d) The clown college down the street -Overview: er...clowns, magical obstacles, an important job from the University of An'M
* * * * *
Swan now allows the images to disappear and be replaced by the orrery. "You will be greatly rewarded, of course. Question?" Swan asks.
Talbot winces. "Oh, gods...all I did was deliver a bloody doll...now this."
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (hmm, I'll have to think on my answer for a bit.) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Admit it. If it weren't for the jobs, you would pick D tounge2.gif )
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (no, I'm scared to death of clowns.) Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (Actually, I might have chosen the clowns. biggrin.gif But it's not easy gaining status with the necromancers, so I choose B.)
"That's beautiful!" Irdred says in awe during Swan's presentation, imagining the doll's potential.
Quote: wrote: You will be greatly rewarded, of course.
"I don't suppose they're going to let us just walk in and take the Earth plan, even if we tell them you sent us. What kind of compensation did you have in mind?" Although, truthfully, he would probably do it even if he wasn't being paid... just for the sake of seeing what happens when the doll and plan come together.
Quote: wrote: I am very certain I'm being watched
"The queen attacked the merfolk to get this relic. Would she do the same to Atlas'Baerone once she learns it's here...?" Irdred muses.
Quote: wrote: Question?
"Yes, ah... who is this, anyway?" he asks Swan about Adam, rather than addressing Adam directly. "It seems unnecessary and unwise to let an outsider hear all this. I do hope there's a good reason for him to be here." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (C for me.)
Adam takes it all in. He had heard stories of the beginnings of magic but dismissed them as fairy tales to scare people off. He is interested to see what would happen if someone were to wield magic to its very limit. He tells swan, "I work along, Swan. You know this. Other people tend to (He eyes Irdred)... get in the way. You dont pay me to babysit."
(Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (You guys could list your top 3 options; also, it's possible to do the jobs in the other dungeons later on)
Quote: wrote:
"I don't suppose they're going to let us just walk in and take the Earth plan, even if we tell them you sent us. What kind of compensation did you have in mind?"
(Whether the dungeon's inhabitants are cooperative or not depends on the dungeon, so Swan can't answer that yet); "I'm thinking 5000 GP sounds reasonable. The students won't be getting those new wands they've been asking about, but I'm sure this is more important," Swan replies.
Quote: wrote:
Would she do the same to Atlas'Baerone once she learns it's here..
Swan sighs. "I'm not sure...whoever is responsible will risk attacking Atlas'Baerone, but I wouldn't rule it out."
Quote: wrote:
"Yes, ah... who is this, anyway?"
"As skilled as you and your friends are, I think you could use all the help you can get and I can't risk sending the battle mages. Adam here is the best person I can find under the circumstances. Do not worry. He's very able and trustworthy," Swan now looks to Adam. "Nobody knows better than I do how strong you are, Adam, but this task will not be easy. Not only that, but only a magician can acquire the Earth plan." Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag "As you wish, Swan." (Not a joke)
Spell List Spell List 2 Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (C, then A, then B)
Jack listens to the idle banter, then nods his head.
"5000? Doesn't sound like much," he says. "Is there any gear that you can give us to help accomplish this goal?" Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (I was personally looking forward to the cathedral, although nothing is set in stone yet) * * * * *
Quote: wrote: SPELLMOUNT: University of An'M (Orrery) ************************************** Conditions: Sunset, Warm, Breezy
"Baldorak ridge," Swan looks thoughtfully at a reddish planet hovering near his head. "This planet is named after the god of tyranny, pain, and suffering. Xevalos. A powerful creature has taken up residence of the fortress and raised a small army. He doesn't appear to know about the Earth plan, and without help, he shouldn't be able to find it anyway. I will provide what you need to take the Earth plan, but it looks like you will have to deal with this creature, calls himself Xevalos, and his minions before you can do that. It won't be easy, but last I heard his army isn't very well trained."
Swan widens his eyes in response to Jack. "Not much? I'm sorry, but I can't stretch the university's vault any thinner. I've already withdrawn far too much. I can...pay you in advance if that will help you prepare, but then I must submit you to a curse to ensure the job gets done. This is a little too important to risk losing that much money. There is also a lot of treasure in the fortress. We sealed off a number of caches of arms in case we needed them, not to mention whatever Xevalos' minions carry. I doubt they can access the caches, but I will provide you with the passwords.
Hmm...I think this Xevalos has a bounty on his head. You should check with the Atlas'Baerone Authority."
* * * * *
PREPARATION: You will now be given a few days to prepare for the dungeon. Don't take this preparation lightly. It's a big dungeon, filled with many challenges and dangers, and you won't be able to retreat if things get rough. You may also use this time to wrap-up any side-quests you have outstanding.
JACK: Day 7
On Sunday morning, Jack heads out at 6'am to meet Albert at his home. He sits on a porch and pretends to look busy doing nothing. Albert eventually appears and does a lap around his manor, then checks his mailbox just outside the gate to his home. There is, indeed, a letter waiting for him. He nods seemingly to himself, which is actually for Jack, then says a few words to some passerby and sets off on his way. Jack follows doing his best to blend in with the crowd.
It's not a short trip. They depart the wealthy district, cross a bridge, and travel well into the city's central district, a very busy place, before Albert moves off the road into a thin alley. The alley is set between two 3-storey buildings. There are a number of balconeys, poles, piled crates, a wagon, flags, and similar things Jack can use to scale the buildings (just an option), or Jack can just follow Albert into the alley. He could also enter the buildings: one looks like a clothing shop, the other doesn't appear to be a public building.
This all assumes Jack is still doing the job. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag "Sorry," Jack says sheepishly, but he does bright at the mention of treasure being found in the fortress.
Jack will look for a magical bag that makes it easier for him to carry stuff (anything that can hold a lot of stuff while not adding so much to his load.)
Then, depending on how things go with the bag, he'll do more shopping.
Sunday:
Jack follows albert, keeping an eye out for anyone following him. When Albert enters the alleyway he'll drink his vanishing potion. He hopes to find away to get behind the blackmailer then shoot him with both magnums. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK, DAY 7:
Jack does find magical bags for sale. Bullet bags, Jack already has one, aren't that expensive, but a bag capable of holding things like swords, armor, and other gear is 5000 GP (space equivalent to a storage closet). Bags capable of taking entire wagons is 25,000 GP (space equivalent to a warehouse). He also finds a dimensional door. The idea is to carry it around wherever you go. The door takes the owner to his own, private, inter-dimensional palace. Not much of an alternative to Bottomless Bags since doors aren't that big, but it still goes for 50k GP.
Regarding the job...
Jack quaffs his potion and follows Albert into the alley. Albert doesn't have to travel too far. A street rat, a man not far out of his teens and dressed in rags, leans against a wall at a T-intersection in the alley. As Albert approaches, the street rat stands up straight and sneers at Albert.
Jack follows, but he forgets to be quiet (Failure on 1). He trudges loudly through the alley, kicking some rocks and splashing when he steps into a puddle.
The street rat immediately stiffens. He pulls a pistol on Albert. "What is this? Some kind of wizard trick? You trying to pull something on me?"
"I'm sorry, I don't follow," Albert replies. He sounds calm, but Jack can't see Albert's face.
"I swear, I heard something! Someone else must be here," the street rat's voice is rising.
Jack can hear the sound of a crossbow mechanism clicking into place. He looks around and spots the slightest bit of movement from a balcony overlooking the alley (Success on 3). It's on the second storey, and a number of loaded clotheslines stretch between the houses. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (Can Jack shoot at two targets at once?)
Jack buys a storage closet sized bag.
(how much money does Jack have left?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Yes, you can shoot at two targets at once, although it's unlikely you will be able to take out either target with just one shot.
I haven't calculated purchases yet because I want to get everyone done at once, but I'm certain Jack has at least 10k GP left. You could get that advance from Swan) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack will concentrate his fire on the street rat. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK, DAY 7:
Jack draws his guns, but he has to push Albert out of the way to get a clear shot at the street rat. When he does, the street rat gasps and points his gun in Jack's direction, but the halfling is a half-second faster. The kick on the guns nearly tears them out of his hands, but one shot hits the street rat in the left side (Success on 3 but Failure on 2; -2 HP). The street rat, his face filled with pain, fires on Jack, but he can't get a bead on where exactly Jack is standing (Failure on 2; unfavourable factor applied for being invisible).
A crossbow bolt suddenly flies out of nowhere and smashes against the wall behind Jack (Failure on 1).
The street rat bolts. Some curtains on the balcony sway. Albert unleashes a spell that looks like a cloud of fiery light at the street rat, but the cloud disperses after a few seconds.
"No, no, no! They still have it! We can't let them get away," Albert shouts. He begins to give chase. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack runs after the street rat, holstering his guns and drawing new ones as he does so, silently cursing himself for having not bought a potion of speed. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK, DAY 7:
Jack DID buy a Speed potion, but it's not gonna be an issue because that wound is slowing the street run down. Shots with his regular pistols are more than enough to take out the street rat. He falls into a puddle.
Albert quickly searches the street rat's body and discovers a dagger-sized box in his pocket. At the sounds of shouting and curses from the street, Albert leads Jack to a hiding place deeper into the alleys.
Panting heavily, Albert pulls out the box. It does, indeed, contain a dagger with an ivory hilt and a jagged, curved blade. It's wicked looking.
"Thanks. They can't blackmail me anymore," Albert grins. "The Shadow Rats are just thugs, thieves, and mischief-makers. They're not murderers. They look bad, but deep down, they're just a bunch of failed apprentices too afraid to give up the art of magic. Unfortunately, the same can't be said of my family's past."
Albert puts the dagger back in the box and hands it to Jack. "This is a cursed dagger. Anyone it strikes will take on a powerful curse. Use it long enough, and the dagger will eventually curse you too. Cursed weapons are illegal in Spellmount. Very illegal. Anyone caught using one will be executed. Anyone who harbours such a weapon will be sent to prison for decades. This dagger belonged to my grandfather, but I couldn't get rid of it. Those street rats found it and, well, you get the idea.
I want you to take it. Use it, don't use, I don't care. Just get it away from me. It's very useful when you need it and it won't affect you for years. You could even sell it for a very hefty sum...to the right people, of course, or to a non-wizard for a decent sum. It's worth a lot without the curse. Or you could just throw it away.
Jack, is it? Thanks a lot for this. I may have need of you in the future."
And with that, Albert walks away.
Jack's reputation among Atlas'Baerone's wealthy has improved to Useful. The exact benefits of this changes from family to family, but for the most part, he can now talk to the wealthy without worrying about being dismissed. He will also receive more jobs.
This job was done early in the morning. He has lots of time for other things.
* * * * * (Just wanted to add that Faction rewards, although a nice little extra, is not meant to be a major part of this game and was merely added to give the city a little more life. Aside from discounts and early access to better gear, I never intended to give out huge rewards this way. Don't worry too much about getting lots of Faction. You guys are ranking up very quickly as it is, and even if you don't, I plan on handing out some good stuff anyway)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack takes the dagger.
"Is it likely anyone other than the street rats will know of it? Or what it looks like?" Jack asks.
Regardless of the answer, Jack returns to his room, and writes a letter to the person who knows things, explaining that he has come into possession of a cursed dagger and seeks a safe way to dispose of it. Or sell it, if he who knows things knows of a buyer. He includes the required payment.
And Jack will return the anchor, of course. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK, DAY 7:
Albert thinks for a moment before replying. "I wouldn't go waving it around if that's what you are asking. Authority police are always hidden in the crowd, disguised with illusions and all that, and they can use their spells to looks for enchantments. Of course, in this city, they would go crazy looking for magic, so they would need a reason to look at specific targets; otherwise, on looks alone, I doubt anyone would recognize.
But boy, the shadow rats know your face now. That could be a problem. They have a code of honour, believe it or not, to prevent escalation, so they will leave me alone, but killing that guy will piss someone off. Don't be surprised if you've earned a stalker. I suppose that's a good reason to get rid of the dagger."
Regarding the letter...
A reply is prompt:
"The dagger can be easily disposed. Merely toss it away when no one is looking. Throw it off the side of a bridge or into the harbour; however, if it's money you're after, the crime lord known as Allarant has a fence near the Council of Necromancers. Look for a dwarf named Marco Tugmoot. You could try turning it in to the Atlas'Baerone Authority for a reward, but that will prompt an investigation, and if they find anything shady, you will go to prison. Or die. And they use my services..." Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag "Yes, that could be a problem," Jack says to Albert. "Hopefully nothing I can't handle, however."
Jack thinks for a moment after reading the letter, and finally decides it's probably best just to get rid of the dagger in the harbor. He does that as soon as he can. (Maybe he'll get lucky and some beast will swallow it and take it out to sea or something.)
|
|
|
Post by TG Barighm on May 8, 2018 17:19:06 GMT -5
TGBarighm Member Full Members February 2010 edited February 2010 Flag Jack disposes the dagger. It sinks to the bottom of the harbour. He has washed his hands of it.
And that's...it. Nothing left to do but prepare for the worst at Baldorak Ridge. I won't introduce anymore funny little circumstances that lead to new jobs right now. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag
Quote: wrote: the god of tyranny, pain, and suffering. Xevalos
"Well. Doesn't he sound like a pleasant fellow. ...Can't you tell us anything useful about this creature? Or are we expected to go in blind?" If Swan can't tell them more about what to expect from Xevalos, then Irdred will try to find out more about it on his own time.
Shopping: If he can get any of these cheaper via the Council of Necromancers merchant, he does so. He buys 2 healing potions (200gp), a far-step potion (100gp), a closet-sized bottomless bag (5,000gp), the animate-via-necromantic touch staff accessory (6,000gp), and 20 bullets for the blunderbuss. Any items the zombie is carrying are tranferred to the bottomless bag.
Can a Fire or Lightning potion be thrown at a target like a weapon? Do they have an area of effect like the spells?
How much for the scry-ward ring? If it's 2000gp just like the armour enhancement, Irdred buys it. (Assuming the ring is 100% effective.)
How much for the Delayed Healing tome?
Is his Magic License still going to be active for the duration of the dungeon? If not, he renews it.
He may buy some armour enchantments too, depending on how much money he has left.
Other tasks: If he has time to continue with his ongoing experiments during these few days, then he does so.
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag IRDRED, DAY 7:
Regarding Xevalos...
"Oh, no, he's not that bad," Swan chuckles. "It's just a name. The real god Xevalos is probably just superstition. This guy took the name Xevalos and is pretending to be a tyrannical ruler, but he's just a pain in the backside. I don't know much about him. I've heard reports he is just an ogre, but I've also heard he is a giant. You may want to ask the Atlas'Baerone Authority about him. They have a bounty on him."
Regarding the magic license...
Without getting too much into it, Aigon somehow figured out what Irdred is doing. Aigon decides to personally sponsor Irdred, thus freeing Irdred from the need to purchase more licenses in the future. This doesn't lead to full membership, just a personal recommendation from Aigon, but it does get people talking. Perhaps Irdred is just one step away from gaining full membership...
Regarding his experiments...
Now that he is making progress, Irdred pursues his experiments with more vigor. He quickly figures out a way to combine his Healing spell into his Necromancy spells (Success on 3). Unfortunately, he can't figure out the "trick" to make the healing spell work. Now he wonders if his healing spell is strong enough to keep the creature's brain alive during undeath. He makes no progress in the following days leading up to the party's departure to Baldorak Ridge.
Quote: wrote: Can a Fire or Lightning potion be thrown at a target like a weapon? Do they have an area of effect like the spells?
Yep. I'll just treat them like elemental grenades. 10 ft. should do, I think.
Quote: wrote: How much for the Delayed Healing tome?
I think I made it 6000 GP. I checked but couldn't find the post. Let me know if you find it, with a link, if it's cheaper.
Irdred has 6200 GP left.. It's 2000 GP per enchant on a piece of gear that isn't enchanted.
Btw, I decided that, due to the Ranged Necro touch accessory, you're probably casting the spell through Irdred's staff, so it should be okay to add the Precision enchantment to improve the accuracy of Necro Touches. Don't worry, enchantments to staves don't clash with the accessories.
INVENTORY UPDATE: +2 Healing Potions, +1 Far Step Potion, +1 Medium Bottomless Bag, Ranged Animation Staff Accessory-Skeletal Hand clutching the bottom of the staff (Discounted 500 GP), +20 Bullets, Scry-ward Ring
CHARGES: 200 GP, 100 GP, 5000 GP, 5500 GP, 2000 GP (Total 12800 GP).
Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag JACK:
I've also calculated Jack's new purchases. The Orcish weapons have jumped his weight category up to Medium. Also, I haven't added the Precision enchantments yet. Jack currently has 10k GP, but enchanting all of his dwarven pistols will cost 8000 GP.
Will Jack still enchant his pistols? Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag I think I have 4435g. How much is the MURDEROUS WEAPON enchant? (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Yeah, that's right. All enchantments are 2000 GP (for now). What increases the price is additional enchantments on the same item.
You understand how to use the Murderous enchantment, right? Critical hits aren't something that happens in the 33 rules, it's something you DO. You have to perform a Mighty Strike (or sneak up on an opponent, or catch it helpless...you get the idea).
If you need more money, you can always take on Swan's curse and get the 5000 GP in advance. Unless you plan to NOT complete the job, the curse won't be a problem. I'm only saying this because you may feel under-equipped compared to the tens of thousands Irdred and Jack have (not my plan; they came up with something I didn't anticipate).
*That said, the 33 rules could use an update. I've added a few things since the last one, but Google pages is a royal pain. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Yes, jack will buy the enchantments for the dwarven pistols, as well as buy 4 healing potions. and 2 grenades. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Done! Jack is now much poorer than he used to be, heh. He's got 1717 GP left.
* * * * *
For the one-handed duelist, I thought this adjustment to Imp. Parry could be useful:
>IMPROVED PARRY (Requires Weapon Expertise): You're an expert at parrying weapon attacks with your weapon. You gain a beneficial circumstance bonus on rolls of 2 when attempting to parry an attack with your weapon. In addition, you may attack normally. If your off-hand is free to allow balance, you may counter every attack you parry, but at a -1 penalty on these attacks. Flying, Floating, or using animated shields that leave a hand free do not count. These shields still need interaction or get in the way, so they do not improve free-hand balance.
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (Couple of questions: >Speedy Boots - Is that 10 ft. per 10 secs per battle? per Hour? per Day? >Is there an invisibility, water walk or walk silently ring/potion?
Taking Greater Armor - 2000gp) (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Heh, sorry. Old speed system leftover. It's a passive +2 ft. per second. And Greater Armor enchantment done!
You know, it almost sounds like you've got a Shadow of the Colossus thing going on here. Throw in the Grapple trait and you'll be climbing and harassing everything bigger than Large.
Anywho, yes, Vanishing potions make you invisible for 300 GP. Water walking...well, I haven't introduced it yet, but if I did create a Fly series of spells, Levitate would be the first one, and that would be enough to get you across water, so 100 GP.
It's not in the rules yet, but I'm sure we can work out some Silenced boots for sneaking or a Chameleon cape for hiding (the general rule of thumb here is to not have any one magic item completely replace a Defining Trait).
No potions though. No spells that grant Skill based Defining Traits. Yes, I know Jack has the Stealthy potion. I removed it and refunded the money. No worries.
* * * * *
I've been toying with "collection" traits, or Defining Traits that allow you to combine the advantages of multiple professions into one skill for general, not specialized, maintenance. As long as you have the tools or guidance of a professional, you have a better chance to succeed on 2's. Your work may not be extraordinary, and it's no substitute for an expert's knowledge, but you get the job done, and your work is good enough to endure until you can hire a professional. This allows PC's who feel profession traits aren't worth a Defining Trait slot, and boy are those slots valuable, still gain the benefits of being able to maintain one's own gear and such. Although it's not professional work, you have access to multiple disciplines so long as you have the tools, professional guidance, and aren't trying to do something well beyond your means.
The best example of such a trait would be a modern one: the Handyman. They're usually not specialized or fully trained (sometimes just a guy with a tool belt and a cooler full of beers), but if you just need some drywall installed or light repairs done, and a multitude of other tasks ranging across many different jobs, they're perfectly able to handle the situation. Another example would be Crafstman: with the right tools and materials, you can build or repair anything. Complex machinery, alchemy, and smithing would be out of your league, but building shelter, repairing your gear, or creating simple tools would be just fine.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag The Precision enchantment definitely sounds worth it, so Irdred will take that, plus the Dispel enchantment for armour. (-4,000gp)
(So if he were to Enhance the staff, would it also boost the damage dealt by any spells cast through the staff?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (No, because Enhance increases physical damage, so it would increase the staff's thumping power. Precision only applies to aim, and that works with everything that needs to be aimed, so it works for ranged Necro touches. Question though: what are you applying the Dispel enchant to? Irdred isn't wearing armor. His clothes or a ring?)
LAST CALL FOR PREPARATIONS! The party will depart for Baldorak Ridge by the end of today! You have only today and one rewind action to take care of all your business.
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (I will take the following:
>Healing Potion x4 - 400gp >Vanishing Potion - 300gp >Levitate - 100gp
How much for the Speedy Boots? Are you allowing poisons/poison tipped weapons?) (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: SPELLMOUNT: Floating Island Platform ************************************ PRESSING CONCERNS: Recover the Earth Plan
Swan grins. "Looks like you understand the situation. I will try to scrounge up more help for you, but I doubt I will find anyone on such short notice."
* * * * *
A couple days later, on a sun-poking-through clouds sort of day, with a warm breeze in the air and birds gleefully flying about, the party find themselves standing on the platform where they last saw Mogley, the island ferryman, but no floating island awaits them today. In its place is a 3-balloon airship supporting a thin, medium-sized flatbed ship powered by a series of glowing blue stones mounted on the guardrail. A cabin stretches across the center of the ship, and a wheel sits on the far end on a raised portion. The entire ship is crafted out of some sparkling green wood.
As the party approaches the ship, a person climbs out of the cabin and greets the party:
MULTIPLE CHOICE
a) A swashbuckling type of gal
b) A fatherly looking black man wearing a multi-coloured robe
c) Two geeky halflings, one standing on the shoulders of the other
d) Indiana Jones
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (You know, Mass Effect has really ruined me on the idea of making the right decisions on multiple choice scenarios. I try to pick the best choices but I just cant resist the silly ones. Just to see you do it, I'm picking D.) (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Yes, I've learned long ago that my propensity to choose whatever serious option sounds most within character in such games is not the popular method-most people prefer the funny and evil stuff; thus, even though I offer goofy options, I'm always prepared to handle them appropriately, plus it's been kind of fun trying to turn such options into something that works well with the story. I mean, look at the doll...I had to mess around a bit there)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag C! Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag That Dispelling enchantment would have gone on his clothes.
Not sure if it's too late, but he'll buy one fire and one lightning bomb if he can.
(A. Even as much as I'd like to see you try to work Dr. Jones convincingly into the story...) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Heh. If it helps, I wasn't planning on LITERALLY putting him into the game. More of a caricature, in tone and appearance. Sort of a prank. Seeing as how there is no agreement in the choice, you guys will need more time to think about it anyway)
Quote: wrote: (I will take the following:
>Healing Potion x4 - 400gp >Vanishing Potion - 300gp >Levitate - 100gp
How much for the Speedy Boots? Are you allowing poisons/poison tipped weapons?)
(Sorry, didn't see this. Speedy boots 2000 GP. Poison weapons are allowed minus the clumsiness of potentially poisoning oneself. I just pretend there is some kind of applicator available.
Adam doesn't have enough to purchase both the boots and the potions so let me know which you'd prefer. I personally think he can live without the boots for now, if that helps; however, I think an enchantment, they're almost all 2000 GP, could go a long way.
And...has Adam been wielding a shield this whole time? D'oh...)
* * * * *
(I've also been mulling the idea of double, triple, quadruple, etc. weaving enchantments. Basically adding the same enchantment multiple times for an increase such as a double weave Flaming enchantment for 2 bonus fire damage, or a double weave Reflective enchantment for 2 reflection damage, although some enchants obviously can't stack that easily; however, I don't want these rules to cater too much to "stat stacking" as opposed to character driven, not gear driven, growth in Defining Traits. On the other hand, if a PC needs a weapon that effectively kills enemies weak to certain elements, like fire, a simple flaming blade with a +1 fire bonus, likely +2 vs. a creature weak to fire, may seem limited compared to a flaming blade with a +2 or +3 bonus. It's not like a multiple weave enchant is any less expensive: double weaving is 6000 GP, triple 18000 GP, and so on)
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (I'll take the poison. And A was my second choice.) (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (I would've picked A C D B, in that order.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: (I'll take the poison. And A was my second choice.)
Adam can't find a poison seller before the party has to depart Spellmount (Failure on 2). Did Adam still want to buy the boots or potions?
Oh, and ref. sheets updated * * * * * *
Quote: wrote:
SPELLMOUNT: Floating Island Platform ************************************ PRESSING CONCERNS: Recover the Earth Plan Conditions: Bright, sunny, partly cloudy, warm, light breeze
A woman wearing a parted and frilly silk dress and a heavily buckled leather jacket exits the airship's cabin and approaches the party. She also sports a funny looking sun-hat (wide-brimmed hat), a tool belt loaded with all sorts of nautical gadgets, and a very interesting looking pistol to Jack. The pistol has a very long barrel and the carving of two snakes-one silver, the other the same sparkling green wood used for the ship-running along its length. Her skin is heavily tanned. She must hail from a warm region.
"Hello-OH-ooo! You must be Swan's friends! My name is Sara Anser, the famous adventurer and treasure hunter, and this fine craft is the Emerald Falcon. Falcon, these are our new guests," the woman turns to the airship and addresses it like she seriously expects it to reply. She then turns back. "Yes, he agrees with me. You guys look like you're ready for adventure! Never would have booked my airship if you weren't. Good eye, that Swan has. Good eye.
Now, if you would just step aboard the Falcon, we'll be on our way to Baldorak Ridge. It will take a few days, but don't worry! The world is gorgeous when seen from up here. You will not be bored. I guarantee it."
Sara's enthusiasm continues as the party boards the airship, prepares to depart, and after they finally leave the platform. Just before they leave, a red parrot appears from nowhere and lands on Jack's shoulder.
"SQUAWK! I wanna help! I wanna help!" the parrot adds a whistle. It's the same parrot that delivered Swan's first message to the party. "Swan said help! Swan said help! Food?"
Sara laughs at the sight of the parrot. "Your feathered friend? I was told four men, but one feathered addition shouldn't hurt. Here, have some bread."
Swan's parrot grabs the bread and hungrily wolfs it down. Sara laughs, then runs to every rune stone and does something to make them push the airship away from the platform.
"CAMPFIRE" SCENE:
It takes an entire day just to fly over the ocean to the mainland where Baldorak Ridge is located, then another day just to reach the edge of the mountains. They stop to re-supply at a decent sized town in the mountains before moving on (your last chance to buy stuff). It takes a total of 2 and a half days to reach Baldorak Ridge.
In the meantime, the party is free to talk, RP, and all that stuff (I need the weekend to prepare anyway).
Although Sara Anser is bubbly the entire trip, and lovingly goes on and on about her adventures, Talbot is anything but good company. He keeps grumbling under his breath about the Earth plan, the queen, his failure as a knight, and the "fool's errand" he is currently on, but then he shakes his head and loudly announces he's "a loyal knight, and I swore an oath to do what is right for the people, no matter where that threat may come from!" and some such.
At some point, Talbot walks up to Jack and frowns (Swan's parrot usually lurks around the deck). The former queen's knight looks Jack up and down, then sighs.
"It's not my imagination! You, and that necromancer, have acquired a lot of new equipment somehow. I had to take on that curse to get the money I needed for this job, and yet you strut around with...what is that? Is that a pistol? It's huge! Where did you get the money...wait, have you been selling the queen's possessions behind my back? ...come to think of it, we haven't gotten a letter from the harbour authority lately," realization suddenly dawns on Talbot's face. He gives Jack a shocked look. "You...sold...the queen's...ship? And you didn't tell me? You...you...!"
His face turns beet red. He keeps repeating "you!" and points his finger at Jack. Thankfully, he doesn't appear to be reaching for his morningstar.
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (Just the potions.)
Adam takes in the scenery on deck. He studies everyone on board to get a sense of their mannerisms. He carefully notes what everyone has at lunch and dinner. He even takes notice of which hand they use the most. He thinks of the best possible way to disarm or disable everyone on the ship. He's cautious like that. Knowing the weaknesses of your friends make them easier to take down when they later become your enemy. He thinks to himself, "The necromancer knows more than he is letting on. He seems to get testy with people he doesnt know. Those crazy eyes must be hiding something, something he doesnt want others to know about. If things start to turn ugly between group the necromancer will have to be the first to die. Will need to keep a close eye on him. The halfling pirate seems fairly calm. Doesnt bother others. He must be planning something. All halflings are planning something. Whether its to steal something or scheme a way to get the advantage, its only a matter of time before he shows his cards. Filthy pirate. The knight is the worst of them all. He's emotionally unstable. Look at him arguing with the pirate over a stupid boat. He cant be trusted to stay calm in high stress situations. We may need to ditch him if we need to get away quickly. Wonder if he is going to hit the pirate...."
(Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag When Irdred shows up to the airship, both he and the zombie have identical bandages on their heads. He doesn't volunteer to explain what happened.
At the town, he buys those two elemental potions if he didn't get the chance to do so before.
He spends most of the trip either peering out at the view, or trying to figure out how the runestones keep the ship afloat. He's liable to start fiddling with them if Sara doesn't keep an eye on him.
****************
To Adam: "I know that you're only here so that you can spy on me for Swan," Irdred states with certainty, "to make sure I don't take the Earth Plan and run. You and the bird both! Well, you needn't worry. ...The Plan doesn't fall within my field of study," he says dismissively, picking absently at the bandage on his head.
To Jack: "So, are you still consider..." His eyes drift to the parrot on Jack's shoulder, and he loses his train of thought. "That parrot makes you look ridiculous. Anyway, as I was saying, are you still considering learning necromancy?"
Across the deck, Irdred can't make out what Talbot is saying to Jack, but he can see the knight's face turn an alarming shade of red. He watches the exchange from afar, wondering idly if Talbot might pass out from the thin air. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag *Ref. sheet and 33 rules updated Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag
Quote: wrote: To Adam: "I know that you're only here so that you can spy on me for Swan," Irdred states with certainty, "to make sure I don't take the Earth Plan and run. You and the bird both! Well, you needn't worry. ...The Plan doesn't fall within my field of study," he says dismissively, picking absently at the bandage on his head.
"That's too bad. I was looking forward to seeing what the inside of a necromancer looked like." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag CAMPFIRE: Emerald Falcon
Irdred fiddles with the runestones while Sara boasts about her many accomplishments to the dour knight. Somehow she thinks Talbot's sad eyes means interest. Irdred is able to determine the arcane runes etched into the stones represent Air, Wind, Flight, and similar magical weaves, although he doesn't know any spells that can make things fly. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack idly feeds the parrot while he listens to Talbot stammer. "It was either sell the ship, or get arrested for thievery. Then we would have all hung, including you. If it makes you feel any better, the buyer scammed us. If the fates are just, perhaps he is hanging somewhere now."
To Irdred:
"Perhaps, are there any necromancer techniques that enhance the power of guns? Or perhaps turn those who are killed by my bullets into helpful servants like your bandaged friend there?" Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag Adam: "That would be fascinating, but I fail to see what that has to do with..." Irdred trails off as he gets the meaning of Adam's statement. Then, with a nasty smile, he leans forward, too close for comfort, standing on tip-toes to stare Adam in the face. "Ever heard the phrase, 'Loose tongue dies young'?"
In the back of his mind, his survival instinct tells him that he'd do well to hold his own tongue around this mercenary, but he doesn't bother to heed his own advice. Adam needs Irdred to finish this job, so he figures he can get away with saying anything he wants.
Jack: Irdred blinks. "Got a bit of a one-track mind, hm?" d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag Adam laughs in Irdred's face then walks away saying, "Don't worry, necro. There will be time enough for us to play operation when this is all said and done."
|
|
|
Post by TG Barighm on May 8, 2018 17:19:32 GMT -5
Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag Irdred can't help himself from shouting, "Yeah, you'd better keep walking!" at Adam's back. He sours as soon as the mercenary is gone. "I really hate the living..." he mutters to the zombie before stalking off. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Sorry for the delay; I ended up using my day-off to play Mass Effect 2) * * * * *
JACK:
"But...what? Thieves...? Grr...gah!" Talbot throws up his hands and kicks at the ground. Swan's parrot flies away and curses the young knight with some very choice words. Talbot stares at the ship's deck for a moment, his anger clearly subsiding. He eventually rounds on the halfling and frowns. "You could have shared some of the money. Halflings!"
And then he stomps away.
* * * * *
Quote: wrote: "Perhaps, are there any necromancer techniques that enhance the power of guns? Or perhaps turn those who are killed by my bullets into helpful servants like your bandaged friend there?"
(Just for reference's sake, Irdred does have the Enhance spell which is the basis for the Enchanter defining trait, so by that token, that should be possible. If you can research it, you can do it. I was even considering a series of special "enchantment" versions of all spells if you happen to have the Enchanter trait. Basically special options for all spells involving enchantments to your gear; however, that's quite a bit of extra work)
Barighm Boards Archives-old game threads stored here Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: BALDORAK RIDGE: Path of Heroes ****************************** Conditions: Cool, sunny, bright, breezy
Sometime around noon, the Emerald Falcon finds itself deep within a mountain range. Many of the nameless mountains and valleys blend with the terrain and have little meaning to the party, but one particular ridge stands out among the rest as they draw closer.
One tall, mighty mountain runs a good length of the range. While the rest of the mountains around it are brownish and dotted with trees, this particular ridge is taller than the rest, blackened, and is more intimidating. In the center of the ridge, occupying a nice portion of the mountain ridge's length is a great citadel of enormous proportions. Its massive parapets, ramparts, and towers dominate the skyline in a way the nearby mountains can't, and the enormous keep perched on a raised portion of the ridge claims dominance over the entire complex. Great bonfires of reds and oranges crown the keep.
After spending so much time around dwarven architecture, Baldorak Citadel strikes the party in a way no dwarven palace can ever match. This place is somehow even larger and far more exaggerated, almost mutant looking. It is crafted almost entirely of black rock, and some of its surfaces have a shiny hue. It is not perfect. Many portions of the citadel appear to be in ruins.
"There she is, boys! Baldorak Citadel. Ruling seat of the giants for many centuries before they were destroyed by a mysterious blizzard that claimed all of their lives," Sara grins as she steers the Falcon closer to the behemoth dominating the ridge. "I don't know how a blizzard can kill a giant, but this story ain't legend. It's the recorded word of many travelers in the region at the time, so it's the right truth! Very queer.
This Xevalos is 'sposed to be a giant, but that doesn't sound right. He sits around more than he raids and that ain't giant behaviour. No siree! Can't be an ogre, either. Ogres are just plain dumb. Well, whatever he is, his armies have the run of the place and they've tightened it up good. I can't get near it without being bombarded, but don't you worry. You guys will do much better on foot; however, take this horn. When you've begun to thin their ranks a bit, give me a call on that horn and I'll be sure to lend a hand...yes, yes, I know you can't approach the place without being burned to a crisp. The Falcon just reminded me it can't get close as long as those air wards are active. I can't help while those things are running, so be sure to take them out."
NEW CONCERN: Destroy the Air Wards so Sara can bring the Emerald Falcon in for air support.
Sara eventually sets the Emerald Falcon down on a road a good ways from the citadel proper. The road snakes along the ridge and is flanked by numerous empty braziers, many of which have collapsed or crumbled apart. The road, consisting of dark bricks, has cracked and is barely usable without tripping or slipping on loose chunks. This portion of the road is at a lower grade of the citadel, so the party is looking up at the massive citadel gate. The distance does little to reduce the citadel's proportions.
"I'd love to go with you folks, but I'm being paid to get you back alive and I can't do that if I lose the Falcon to these louts. I gotta keep it in the air and safe. When you've completed the wizard's business, come back here and I'll pick you up, or I'll meet you at the keep if you've taken out those wards. Good luck!"
And with that, the Emerald Falcon rises and speeds away.
Talbot watches the space formally occupied by the Emerald Falcon for a good bit after the airship departs. When he finally turns to face the citadel, he grumbles something about a "fool's errand". After a few moments of standing around muttering, he eventually audibly announces "Can't be worse than those pirates" and begins marching towards the citadel.
As they climb the road to the citadel's front gates, a small army of crucified warriors, all dead and skeletal, flank the road to the gates. At one point, there is a sign that reads "Path of Heroes: if you wish to join their ranks, seek Xevalos".
Swan's parrot croaks something inaudible. Talbot groans. "Not a good day to be a hero, so let's just be mercs."
(SMART) As they march, Irdred can't help wondering why the hell the party is marching right up to the front gate of the enormous citadel of giants. Perhaps there is another way in...old castles always have hidden tunnels, right?
* * * * *
(When I first typed this, the original line was "a small army of circumsized warriors flank the road to the gates". This conjured the imagery of a bunch of guys with their pants down showing themselves off as the party passed by. I laughed my Derri Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack turns to the parrot, "Any chance you could scout ahead for any ambushes?" he asks. "I doubt the airship went unnoticed." Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (The imagery, it has been conjured. It cannot be unseen. Thanks a lot.
...I did laugh, though.)
**************
Quote: wrote: Not a good day to be a hero, so let's just be mercs.
"Well said. If we don't want to end up like these poor souls, we should find another way in... something less predictable." Is there any other path to take besides the obvious one leading up to the front door?
Irdred sweeps his hand out toward the compound. "This place is huge. Any idea where we should start our search?" The question seems to be directed at the parrot.
How does one go about getting the soldiers down from their crucifixes?
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: BALDORAK RIDGE: Path of Heroes ****************************** Conditions: Cool, sunny, bright, breezy
Irdred asks his question. The parrot leans its head, then replies "Look for the runes! Look for the runes!".
Looks like the only way to get the warriors down is to remove the spikes and chains holding them in place.
Jack asks Swan's parrot to scout. It leans its head and whistles, then takes off and flies ahead. As the party continues up the road toward the citadel, Irdred keeps an eye out for a path that may hint at another entrance. Talbot eventually cries out and points at an obscure path leading down the mountainside. It appears to lead to a thin waterfall. A bit of a climb, but they can get there without too much trouble.
When the parrot returns, it perches on Jack's shoulder and announces "Coast is clear! Coast is clear! Cracker?"
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack searches his belongs for a cracker. Finding only a few crumbs of stale bread he offers them to the parrot.
"Was that way clear too?" he asks, pointing toward the waterfall. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag The parrot stares at the bread crumbs for a moment, but it does take them. Then it whistles. Jack guesses that is a yes. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (LOL @ Wang Warriors)
Adam takes a closer look at the hanging skeletons, looking at whatever clothes, weapons, or jewelery they may have on. He also studies the path that leads to the waterfall, looking for any noticeable traps, snares, or anything unusual. He looks up at the citadel near the door looking for any windows or movement thereof. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Adam examines the crucified warriors, but it looks like they've already been picked clean by whoever put them there. The path to the waterfall looks perfectly safe.
He can't spot any movement at or around the gate. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag "Let's go before they spot us meandering around their front door." Adam starts off down the path towards the waterfall. (Not a joke)
Spell List Spell List 2 Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack follows Adam, hands on his guns. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag Irdred follows suit. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: BALDORAK RIDGE: Footpath ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Cool, sunny, bright, breezy
The party hikes down the path to the waterfall until they reach the plataeu where the thin strand of water, barely a couple feet wide, falls a good way into a gulley. It's a good 100 ft. drop, but the path continues down the side of the waterfall. The waterfall has formed a fairly deep stream in the gulley.
Talbot refills his waterskin, then turns to the rest of the party. "I wish we brought some food. So, what are we looking for?"
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag jack looks up under the overhang of the waterfall, looking for anything interesting. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag There is nothing special about the overhang, but for him to get a clear view of it, he has to go behind the waterfall. What do you know, a tunnel!
There are grips carved into the walls of the tunnel, so someone must have used this. Unfortuately, they must have also used a torch. It's dark.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack motions to the rest of the group to join him behind the waterfall. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Talbot examines the tunnel for a moment. "Giants couldn't have used this! Someone else must have created this tunnel. But it's dark. Not much help if we can't see. Does anyone have a torch?" Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag Irdred offers his lantern to whoever among them is willing to go first. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag Adam takes the lantern from Irdred (assuming Irdred lit it before handing it to him) and heads into the tunnel, looking closely for any alarms, traps, animals, or people around. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: BALDORAK RIDGE: Tunnels ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Cool, sunny, bright, breezy
"I'll take it. I doubt we will encounter any of Xevalos' men in this tunnel or else they would have found a way to seal it," Talbot takes Irdred's lantern. The knight lights the lantern, then enters the tunnel. The rest of the party follows.
The tunnel is rough and slippery. Whoever created the tunnel occasionally offers the odd step or grip for aid, but it's barely enough to maintain one's footing. But they don't have to travel very far. They soon leave the tunnel behind, although the tunnel is probably preferable for some people.
The party now find themselves overlooking a submerged chamber. The path descends and eventually enters a large pool the lantern can't fully illuminate. The ceiling of the cavern reaches right down to the water's surface, but a few feet is available for clearance. An endless series of cavern columns connect the ceiling to the ground hidden beneath the murky water.
For some odd reason, Talbot seems to be amused by the development. "I suppose a swim couldn't hurt. We've survived worse," Talbot grins. He steps into the water, lantern held high. The water goes up to his chest.
"Come on, let us continue," Talbot says with a grin. He seems to be enjoying this.
But Irdred and Jack see little reason to share Talbot's enthusiasm mainly because they spot a long, dark thing pass beneath the surface (Success on 3; Spot). It quickly disappears. Adam didn't notice.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag "Everyone pay close attention to the fool in the water," Irdred says dryly to Jack and Adam (but plenty loud enough for Talbot to hear). "He's kindly volunteered to demonstrate for us the valuable lesson, 'look before you leap'." Hopefully Talbot takes the hint and gets his Derri d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag "What? I don't see anything," Talbot replies, but he does leave the water and return to the group.
It's hard to see beneath the surface with the lantern out of the water, so Irdred sends his zombie into the water. It makes a groaning noise like that of a reluctant labourer, then steps into the water.
Nothing happens. The zombie remains unharmed. It begins to wave its arm in the water like it is enjoying the feel of the cold liquid against its skin. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag "We need to get across. We cant do that standing here looking at Irdred's boyfriend skinny dip. Give me the lantern and I will go across." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Okay, looking back at this now, I don't believe the submerged caverns will do anything for the game. No matter how I look at it, it just feels like an inconvenient piece of filler. I don't like it for a PbP RPG.
Would you guys mind if I just skipped this area and moved on?)
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (Go for it.) (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (A bit jarring, but by all means, go ahead if you think we'll be better off skipping it.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (that's fine) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: BALDORAK RIDGE: Tunnels (Stairwell) ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Cool, sunny, bright, breezy
Adam proves the water is little more than a hindrance. He enters and crosses easily. The rest of the party follows, taking care to keep their gunpowder dry. Jack has to be carried by Talbot, a ride the halfling does not enjoy.
After crossing the pool of water, the party enters another tunnel and follows it a short way to a new area, Adam still holding the lantern. They appear to be standing in an ancient stairwell of some short. A couple sections of the stairs have collapsed. There is also a waterwheel, covered in all sorts of patches and clearly repaired many times over the years, on the far side of the room.
Finally, a corpse sits on the ground near the base of the highest section of stair. It's little more than a skeleton at this point. A grappling hook is lodged in its skull. It's tied to a 50 ft. length of rope. Three 8 ft. long poles sit next to the skeleton.
"Looks like he tried to climb up to the top of the stairs, but was unlucky," Talbot shakes his head. "We shouldn't make that mistake, but that rope will come in handy. As for the stairs...hmm...how do we get up?"
The stairs consist of two collapsed sections. The first section is at the top of an 8 ft. high climb in the stairs. After the breach, the stairs flatten out and run close to the waterwheel. The next section has completely collapsed save for the flat area at the end. After that the stairs continue safely to the top.
MAP: 33stairsbr.gif
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack studies the walls, looking to see if he could possibly climb up.
|
|
|
Post by TG Barighm on May 8, 2018 17:20:13 GMT -5
TGBarighm Member Full Members February 2010 edited February 2010 Flag The walls of the tunnels open up and don't come close to the stairs, so Jack can't get up that way. Examining the base of the stairs, he discovers the foundation walls are smooth and damp. He tries climbing it, but immediately slips off (Failure on 2; -1 penalty applied).
Talbot picks up one of the poles. "I wonder what this person needed these poles for?"
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag How tall is the the tallest point of the waterwheel compared to the stairs? (Specifically, the last section of intact stairs)
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag The highest point of the waterwheel is significantly taller than the stairs. Both sections.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack looks at the stairs. Is there railling higher up? Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag No, there is no railing on the outer edge of the stairs. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag Is the waterwheel so tall that it would be dangerous to jump down from there onto the stairs, or is it a more or less safe drop? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag No, the difference isn't so great a fall to the stairs would hurt you; however, the tallest point of the waterwheel is just far enough you'd likely miss. The northern end of the wheel is much closer, but not as high. Either way, an experienced Acrobat might be less likely to get hurt in such a scenario.
Talbot picks up a pole. The poles are 6 inches wide. "Is this guy supposed to be a craftsman? Why would he need a grappling hook? He must have been an adventurer, but why carry these poles around?" Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (Is there any reason why we can't just use the grappling hook directly on the last section of stairs and climb up? With the hook secured on the side opposite from us, like so? It seems too simple, and with all these not-too-subtle hints about the poles, I'm guessing there's something preventing us from doing that.
I do have a much more interesting solution involving the poles, but I wanted to know if the simplest solution would work first.) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (No. The cave ceiling actually comes down at that point, so it would bounce off. That was the point of the corpse with the hook lodged in its skull. There is nothing the hook can grab.
And I now see RPGamer didn't take my edit about the stairs rising past the ceiling. Oh, well)
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (Okay. So, how much ceiling clearance is there above the waterwheel?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Very little. There's only room for the water wheel itself and maybe a couple feet after that. A certain small person could probably fit if he ducked) Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (Damn. Did everyone have the day off today?) ((The poles are 6 inches wide or 6 inches in length?))
Adam takes a closer look at the Wheel. He attempts to spin the wheel just to see what it does. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Would you prefer 6 inches thick?
And the waterwheel is already spinning. It's being powered by a stream. Blarg, I thought it was obvious. Sorry!) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (My other idea involved pole-vaulting off the waterwheel, but since the low ceiling means that wouldn't be very successful...)
After some silent consideration, Irdred outlines one possible idea for getting up there: -Jack rides the waterwheel to the top, carrying the rope and 1-2 poles. -Down at the bottom, someone else wedges the third pole into the spokes of the wheel to stop it from turning. -Jack makes his way over to the point where the waterwheel is level with the last section of stairs, and wedges one pole between them. (Somewhere around here.) -He's Acrobatic, so he shouldn't have much trouble tightroping across the pole. He can use the last extra pole to balance if he wants to (just for an extra positive modifier).
"...Then, we all just hope that there's someplace up there to secure the rope to," Irdred skims over this last, vital step of the plan. (If there's no way to secure the rope, is an Animated rope strong enough to support a person's weight unaided?)
(...but I get the feeling I'm making this more complicated than it needs to be. Anyone else got any ideas?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Yes, an Animated rope will support people as well as a normal rope, although it will still need to succeed on checks for tasks like anyone else; however, as you may have guessed by now, it does well with "grip" checks) * * * * *
Just for reference's sake, Jack tries lifting one of the poles. He can't do it (Failure on 2). Talbot, on the other, seems to have no trouble whatsoever (Success on 2; strong trait).
That's still a good start. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag "Why not just wedge a pole into the waterwheel and then climb up it?" Jack asks Irdred. "Although it does look awfully slick." Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag "Yeah, that's what the necromancer said," Talbot replies. "Why not just do this?"
Talbot leans one pole against the second landing of the stairs. He then begins to climb it, but the pole is way too unstable and it rolls away. The knight is forced to jump back to the ground. He sighs, then leans on the pole, the bottom directly flat on the ground.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag "Hmm," Jack murmurs, watching Talbot. "Lean the pole up there again."
If Talbot does so, Jack will attempt to climb up to the second landing. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Talbot acts as told. Jack tries to climb up the pole, but the pole just rolls again causing the halfling to fall off.
Talbot shrugs and leans on the pole again.
* * * * *
(Okay, who else just has to see that new movie "The Crazies"? This is one of those times when I cackle in nostalgiac glee!) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag Irdred kneels on the ground, tracing some calculations in the dirt with his finger. He looks at what he's written, then says, "Ha!"
"You," he suddenly addresses Adam. "Jump as high as you can, right now, without taking a running start." He may or may not be going somewhere with this. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack looks at the parrot. "Could you fly up there and look and see if there is some place we could anchor the grappling hook?"
Jack doesn't have any idea of whether or not the parrot would understand such a request. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag The parrot blinks at Jack, then flies up. It perches on the steps and squawks back. "No such luck! No such luck!"
How Adam replies to Irdred is up to Dremmy, but for the sake of getting this done, Adam jumps. Looks like he is a good jumper. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag Jack turns to Irdred, "I'm guess you don't have any spells that would make the parrot strong enough to fly us up there, would you?" Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Swan's parrot flies over to Talbot's pole and perches on the top, flattened end. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag Irdred shakes his head "no" to Jack's query.
(I get it, I get it. Based on the diameter of the waterwheel, I'm estimating that the lowest point on the last section of stairs is somewhere around 18 feet tall? So...)
First, we jam the waterwheel. Then, if Talbot holds one pole upright between the waterwheel and last section of stairs, it will make a platform 8 feet tall by 6 inches wide. If necessary, Irdred, Jack, and the zombie together might be able to make another platform in the same way. (But six inches is a pretty decent platform, for an Acrobatic person... just don't misstep! )
Adam should be able to climb the waterwheel, step off onto the pole, and then jump and grab the edge of the stairs... if just barely. Then he can pull himself up and look for a place to tie the rope.
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: BALDORAK CITADEL: Tunnels (Waterwheel Chamber) ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Cool, sunny, bright, breezy
Eureka.
The party follows Irdred's instructions: Talbot jams one pole into the waterwheel to stop it from spinning. It groans and shakes mightily as the pole grinds into the ground, but the wheel eventually stops turning. Adam then begins climbing the wheel to the designated point. He slips and falls a few times before finally getting his footing in place, but he climbs over to the point where Talbot his holding the pole as high as he can. It's all the young knight can do to support Adam's weight on the pole, but he manages.
Adam falls on his first attempt to reach the stairs, takes a minor injury that's easily healed by Irdred, then attempts the whole stunt all over again. On his second attempt, he jumps, grabs the edge of the stairs, and hoists himself up. The rope is thrown up to him and he helps pull the rest of the party up.
They need to stick the grappling hook under the zombie's arm to hoist it up.
Quote: wrote: TUNNELS: Waterwheel Chamber to Barricaded Tunnel **************************************************
After another flight of stairs and yet more tunnels lit by Irdred's lantern, the party now find themselves in a wide corridor. The walls are more neatly carved and decorated now, with obvious signs of artisanship. A number of unlit and crack braziers line the corridor, and there are hollows containing urns and vases, most of which have crumbled into dust.
Irdred, who likely took the lantern from Adam while he climb the waterwheel, sweeps the flickering light over the damp corridor and is momentarily surprised when it reveals a thick spider's web.
Set in place at the top of a now crumbled set of stairs is the web in question: thick and heavily spun over the tunnel beyond. It's 8 ft. in diameter and fills the entire tunnel save for the points where it is tied to the walls. The stairs themselves, now just a jumble of bricks and cracked mortar, sit in a heap below a 10 ft. high wall. The webs start at the top of the wall. This is an enclosed tunnel.
Unlike the previous room, there are many places for foot and handholds.
"Hmph. If it's not one thing, it's always something else," Talbot mutters as he marches up to the wall, pulls out his halberd, and begins trying to hack at the webs at the top of the wall. From his position below the wall, Talbot's feeble swings are far too awkward to deal any real damage to the webs.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag "I think burning the webs would work better," Jack says idly. However, its clear that he is amused watching Talbot. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag
Quote: wrote: They need to stick the grappling hook under the zombie's arm to hoist it up.
In that case, Irdred revives the skeleton and brings it along, too. (Just with 1 HP, though)
"Are you volunteering?" Irdred asks Jack. Should be easy enough for someone to boost him up there.
Irdred is more interested in watching out for whatever built those webs. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Irdred animates the skeleton to serve as a lesser minion. For some reason, it doesn't assemble properly and ends up with a few ribs and femur in place of the shoulder blade. This doesn't affect the skeleton's technical abilities, but it does look a bit like a hunchback. It's light and easy to get up the stairs.
As for the task at hand, Talbot's halberd gets tangled up in the web after a particularly off-balanced hack and he needs to spend the next few moments fighting to get the weapon free.
**Btw, I forget to ask: who is carrying the lantern and who is carrying Sara Anser's horn? Don't say Talbot. He won't remember to use it. wink.gif
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (whoa. All I said was to burn the webs....)
|
|
|
Post by TG Barighm on May 8, 2018 17:20:47 GMT -5
TGBarighm Member Full Members February 2010 edited February 2010 Flag (That's why I added "assuming Jack wants to go up there". You can take that all back if you want) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (yes, Jack doesn't want to be separated from the rest of the group) Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (What is Sara Anser's Horn?) (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: You guys will do much better on foot; however, take this horn. When you've begun to thin their ranks a bit, give me a call on that horn and I'll be sure to lend a hand...
* * * * *
"Okay, we can burn the webs, but...how are we going to do that? With the lantern?" Talbot asks. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag (Oh, that's right. I thought the horn was kind of small. Adam doesnt want it.) Adam looks around for any wood on the ground that could be used as a torch. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag There is no wood around.
Swans parrot suddenly speaks up. "Guns! Guns!"
"Guns? You stupid parrot, we can't shoot through those webs," Talbot chuckles. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (Irdred did take the lantern from Adam when he was climbing the waterwheel. As for the horn, he doesn't want anything else to carry if he can help it... but he'll take it if no one else will.)
"Yes, guns," Irdred rolls his eyes at the parrot. "Because we want to announce our presence to everyone in a 2-mile radius, right?" Instead, he crumples up some paper, douses it in lantern oil, and sticks it on the end of Talbot's halberd. He holds the lantern aloft for Talbot to ignite it. "Ready?" he asks.
d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag "Yep," Talbot replies as Irdred sticks the burning paper on the end of the halberd. Talbot then reaches up and waves his halberd around.
The webs near the halberd shrink a bit, but they're a little too thick for any substantial results. The paper burns out before the fire can make any real dent in the webs.
Talbot shakes his head. "We can't use up the oil for this, and I don't think we can do much down here. Someone has to go up there."
The parrot acts up again. "Guns! Fire! Swords! Guns! Fire! Swords!"
"Shut up, you damn bird!" Talbot hisses back.
* * * * * (And just for fun, I looked it up: webs aren't actually flammable, but they shrink when exposed to heat)
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag "Hrm," Jack mumbles, pours out a bit of black powder in his hand, then throws it on the web. "Maybe that will help?" Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag Jack tosses the gunpowder at the web. The mist that is blackpowder particles spreads widely over the web and sticks to it like glue. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (Web isn't flammable? Huh, you learn something new every day.)
Irdred jumps when Jack tosses the black powder in the air. "Hey, warn me before you do that!" he glares, shielding the lantern.
He and any open flames stay well away from the web now. "The words 'buried alive' suddenly spring to mind," he murmurs. "This place is already collapsing just fine without our help, wouldn't you say Jack?"
Before they risk blowing anything up, he thinks Talbot should get up there and try slashing at the web, to see if he can get better leverage behind his swings from up there. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag "Okay, but give me a boost," Talbot replies.
Adam tries to lift the knight, but he's too heavy, so he recruits Jack and the zombie for help. The three of them together manage to get the concrete-arsed knight up to the landing. He begins hacking at the webs with his halberd, and though he enjoys limited success, the weapon quickly gets spun up in the webs and he's forced to pull it free.
"Yeah, you can cut it, but this blade isn't ideal for this sort of thing, plus I'm not that good with a halberd," Talbot announces. "We need something sharper and better suited for cutting."
Quote: wrote: "The words 'buried alive' suddenly spring to mind," he murmurs. "This place is already collapsing just fine without our help, wouldn't you say Jack?"
(SMART, Succes on 3) Although you're no alchemist, on second thought, you realize the majority of black powder's potential may have something to do with being condensed in small spaces. Perhaps burning powder that has been dispersed may create a different kind of reaction. Either way, you can always test it.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag "Hahaha," Jack laughs heartily. "Halfling hands are that big." He then starts cackling, but finally stops after being hit with a coughing fit. "bah, I hate damp caves. Just try the paper again." Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag "You're not that good with a...Why would you bring a weapon you are no good at? Are you trying to fail at this mission?" Adam says to Talbot, then shakes his head. He sighs and then says, "Let's do what the pirate suggest. Try to burn the webbing again now that it has gunpowder on it." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (I promise this is the last challenge of this type. Figured you guys chose BR for the fighting component, and I wanted to mostly test dungeoneering stuff, so I decided to get most of the testing out of the way from the get-go)
Quote: wrote: BALDORAK CITADEL: Barricaded Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Cool, sunny, bright, breezy
Talbot frowns at Adam. "I didn't say I can't use it, I'm just...oh, forget it. I'm a knight. My job is to protect, not cleave skulls in half. It will be interesting to hear what you have to say while you're hiding behind me for cover. Now, hand me that burning paper."
Irdred sends up another piece and Talbot uses it to ignite the gunpowder.
The webs don't disappear in one dramatic flash. They burn in segments, sometimes eradicating entire stretches of webbing, sometimes removing just an inch. Some of the powder fizzles out and other bits won't burn at all. There is a good deal of smoke, which sends Jack into another coughing fit, and lots of "whooshing" sounds as larger portions of the webbing disappear in a flash of smoke. It takes a bit of time and couple more handfulls of black powder, but Talbot manages to shrink enough webbing to create a tunnel through the webs. He uses his halberd to clear out the odd bit or two in the way. The rest of the party soon follows.
*This consumes a good bit of gunpowder. Was this shared or taken entirely from a single powderhorn?
Quote: wrote: Barricaded Tunnel to Drawbridge Chamber ****************************************
As they travel through the tunnel-they don't encounter any more webbing-the party passes a strange mechanism. A series of cups are attached to a chain that rises out of a hole in the rock, then descends into a second. The cups are full of water and there is a damp channel immediately below them.
(SMART, Success on 3) Irdred quickly realizes this mechanism must be connected to the waterwheel. It appears to be providing water into the citadel. Because the party stopped the waterwheel, there is nothing feeding water into the citadel.
If Irdred plans to use this information in some way, he can do a rewind.
The party now finds themselves standing on a platform overlooking a large, dome-like cavern. On the far end of the chamber, about 30 ft. away, is another platform with a raised drawbridge. Magically lit torches, burning in blues and reds, light that side of the chamber. A lever sits just below the torches and is clearly visible. The handle is leaning towards the party.
Unfortunately, there is little else in the chamber save for two ruined columns supporting the remains of what must have been a bridge of some sort 20 ft. below the party's platform. Even worse, a yawning pit of unknown depth makes up the greater portion of the chamber. The first section of ruined bridge is about 6 ft. away from the platform. The second ruined section is only 3 feet away from the first. It's another 20 ft. to the drawbridge after that.
Talbot works his mouth a bit before remarking on the scene. "All of us need to get down there."
MAP: (The right image is a side view)
33drawbridgebr.gif
**To ensure nobody dies unfairly, all Climb checks involving the use of rope in this area will be considered automatic Successes
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members February 2010 edited February 2010 Flag (single powderhorn) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag *Map up Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (Where would the drawbridge fall if it were lowered? Is it level with our current platform or level with the bridge below?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (level with the ruined bridge below) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag How tall is the drawbridge? i.e. How much of a gap would it cover if it were lowered?
Irdred peers over the edge at the face of their current platform. Is it just a featureless wall, or does it have a door that once connected to the bridge? Any handholds? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag You can't be too sure on looks alone, but it looks like the drawbridge will bridge the majority of the gap. It's about 18 ft. high. In case it isn't obvious, this is an exposed drawbridge. It's not hidden or anything.
The platform looks like it used to be a landing for a set of stairs to the bridge below. There are handholds down the facing of the platform wall, but they stop after about 5 ft. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (If only Indiana Jones were here)
Is there any place to secure a rope up on the current platform? Anything on the ceiling that a grappling hook could catch on? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (You could probably work the hook into some cracks within the platform's foundation. You had your chance to recruit Indie lol)
The zombie begins to sway and lose its balance. This is nothing new, and being a corpse, it occasionally has these lapses of physical weakness. It trips and hits the wall, then pushes itself off the wall. Upon regaining its balance, the zombie wraps its arms around its body like it is trying to hold itself securely in place.
Swan's parrot makes a funny little noise, then glances at the zombie and says "Stinky!"
Talbot sniffs and makes a disgusted face in agreement. Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag "You think the parrot is strong enough move the lever? If not, how about he fly the rope over to it and we pull from here, assuming that the rope is long enough." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag "Hey, that could work!" Talbot replies. "Yeah, I think the rope is long enough. The bird probably can't carry the hook, but the other end? Should be fine. Thing is...we need to get closer to the lever. The bird can't carry the entire coil of rope and we still need to get down to the bridge."
Swan's parrot begins to flap its wings and squawks at Talbot. "Birdbrain! Birdbrain! Lever faces you! Faces you!"
"Oh, right," Talbot blushes. "Yeah, it looks like that lever needs to be pushed, not pulled. Well, it seemed like a good idea."
"Dancing rope! Dancing rope!" the parrot shoots back.
"What are you bloody talking about, you stupid bird?" Talbot angrily replies.
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag "What is the bird trying to say? That someone can make the rope pull the lever on its own?" (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag "Yes, that's the easy part," Irdred says dismissively.
((How far back down the passage was that waterwheel mechanism?)) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Not far, but all it did was feed water to the wells in the citadel) * * * * *
"Yeah, but we still need to get down there before we can do anything," Talbot adds with a sigh. "How about this? One of us holds the rope while someone else climbs down it to that piece of bridge down there, then secures the hook to something so the rest of us can climb down to it."
Swan's parrot flaps its wings. "Last one down is a rotten egg!"
Talbot rolls his eyes. "This isn't a game, you dumb bird."
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members February 2010 edited February 2010 Flag (I ask because if the mechanism was no more than 20 feet back or so, we can tie the rope to it, and no one needs to worry about being the last one down. We could just secure the hook under the first bridge platform and zipline down.
Assuming the mechanism is too far away to do this...)
It crossed Irdred's mind to have the zombie hold the rope, but he's not sure he trusts it to keep its balance. He gives the zombie one end of rope and Talbot the other. "A test," he says to Talbot. "Put all your weight on the rope to test if the corpse can support you." d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag (Yeah, a little too far for that) * * * * *
Talbot pulls the rope and the zombie holds on. The zombie proves it can be stable when it wants to be. The skeleton minion throws up its hands as if to cheer the zombie on.
"It can support my weight, it can support everyone's weight," Talbot announces. "Now, who will do the honour of getting the hook down to the other end?"
"Last one down is a rotten egg!" the parrot repeats.
Talbot groans. "Oh, shut up."
|
|
|
Post by TG Barighm on May 8, 2018 17:21:16 GMT -5
Adremmelech The Original Playa... Full Members February 2010 edited February 2010 Flag "I'll go." Then he points to Irdred. "If that...thing...drops me i'm taking it out on your face." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members February 2010 edited February 2010 Flag
Quote: wrote: BALDORAK CITADEL: Drawbridge Chamber ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Irdred's zombie continues to hold the rope while Adam climbs down to the ruined bridge below. He travels about 18 ft. or so. He's still short from the bridge, so he's forced to kick off the wall and grab for the bridge platform. He nails it on his first attempt (Success on 3). His feet now on solid ground, he secures the grappling hook in place. He finds a good, solid spot the hook grips with ease, then backs away to make room for the rest of the party.
Irdred climbs down the rope followed by Jack. The little platform is now a little crowded, so Adam hops over to the second one closest to the drawbridge.
As Talbot reaches to grab the rope, the zombie lets out a despairing wail. It soon becomes obvious why: with the zombie holding the rope, there is no way it can follow the rest of the party down to the platform.
"Sorry buddy, but you're the odd man out," Talbot quips, then jumps on the rope and joins the rest of the party. The zombie wails again and tightens its grip on the rope. The skeleton seems oblivious to the developments and is happy to keep cheering the rest of the party on.
When Talbot gets his feet on the bridge, he tries to tug the rope free from the zombie, but it doesn't want to let go. It resists and continues to wail.
"We need that rope to continue. He's just a corpse. What does he care?" Talbot grumbles.
Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag
Quote: wrote: If that...thing...drops me i'm taking it out on your face.
When Adam is hanging off the rope, the zombie lets go, sending him plummeting to his doom! He crashes to the ground far below, breaking every bone in his body!
...Wait, he's still alive! Broken, but alive. If only he can reach for a potion and heal himself...
But no! A piece of the bridge collapses for no reason, falling on him and crushing him to dust! ...And then, just to make sure, it spontaneously explodes!
***************
Back in the real world, Irdred snaps out of it, a bit alarmed at that daydream despite himself. He gives Adam a weird look, then smirks for no reason that anyone can fathom. "You're just going to have to trust me."
*************
When everyone makes it safely down to the bridge, Irdred regards the wailing zombie with a troubled expression. "Curious. It shouldn't be doing that," he muses, scratching his head. He dispels the magic that is animating the zombie (and the skeleton too, for that matter), then, without another word, animates the rope instead. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag Jack watches the exchange with a somewhat bored look. His trigger finger is starting to get itchy from not having fired a gun in a while. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag (Poor Adam biggrin.gif)
Quote: wrote: BALDORAK CITADEL: Drawbridge Chamber ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Irdred releases the spell animating the zombie, then turns to the rope. The zombie immediately drops the rope and begins to sway unsteadily, then its mournful look melts away and is replaced by rage. It raises its arms at the party and groans something about "braaaaains", then, without a second thought, takes a step towards the party...and falls off the platform and into the darkness. A sickening crunching noise soon follows. A weird sense of deja vu strikes Irdred.
The skeleton turns and runs down the tunnel.
From here, things proceed like clockwork. With the rope back in the party's control, Swan's parrot takes the rope end and carries it to the lever. Irdred animates the rope, then proceeds to order it to push the lever. It complies, the drawbridge drops, everyone cheers and they carry on their merry way.
Quote: wrote:
Drawbridge Chamber to Intersection Tunnel *****************************************
The cramped, damp tunnel continues. The party eventually find themselves standing about 80 ft. away from some intersection in the distance. Normally Irdred's lamp wouldn't be able to reach that far, but there is another source of bluish light in the distance. As the party approaches, voices reach them.
"I'm telling you, the machine is down here! It's in the citadel's records."
"Why put it in here? It's such a pain to reach."
"Who cares? We need water and the thing is down here somewhere. I'm surprised it lasted this long."
The bluish light is drawing closer. It is approaching from a right-junction. The left-junction is filled with rubble. The road beyond is shrouded in darkness. Numerous niches and vases still line the walls.
Talbot draws his sword and readies his shield. The tunnel is so thin he practically blocks the way. "Someone's coming! I'll try to get closer."
Let him go? Object? Other actions? Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag "I'd rather you not scare them away," Jack says as he draws his guns. Jack then hides in one of the niches. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag (A nearby niche or one closer to the junction where the voices are coming from?) Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag (nearby) Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag "Hiding is preferable to alerting unknowns to our existence. Let's wait to see who we are dealing with." Adam follows Jack's lead and hides in a nearby niche (if he can fit). (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag (Poor Zombie. sad.gif
Just so I know for the future... I thought it was possible to just dispel necromancy, so the zombie would revert back to an inanimate corpse instead of turning hostile?)
********
"Stay," Irdred tells Talbot as if he were commanding a dog. Whether Talbot wants to hide or not is up to him -- the voices are coming this way and there's no avoiding them, in any case -- but it probably wouldn't be a good idea for him to stray far from the others.
Irdred himself snuffs out the lantern and ducks into a niche a little ways further back than everyone else. The rope positions itself near Talbot and acts like an ordinary old lifeless rope. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag (No, once a creature is given life, undeath or otherwise, it survives with or without the spell's help; however, it remains under your control. When the spell is lost, the necromancer loses that control. Rampaging undead is a balancing factor for having no real limit on the number of undead you can animate) * * * * *
Quote: wrote: BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Talbot opens his mouth as if he's about to argue with the necromancer, but he stops and frowns instead. He begins looking for a place to hide while Jack, Adam, and Irdred hide in the niches. Swan's parrot flies off somewhere.
Unfortunately, the party's attempts to hide turn into a comedy show: Jack falls on his butt while trying to climb into a niche, Adam knocks a vase over, and Irdred drops his lantern on the ground (he loses a little oil). Talbot, unable to find a place to hide, ducks behind his shield and pretends to be part of the decor (Everyone Failed on a roll of 1 for their stealth checks).
The voices and their light immediately stop.
"What the hell...?"
"Someone is there. Has to be. We surprised them and they made all that racket."
"I'll bet...yeah, I was wondering where those adventurers got to. Must have found a way inside. Good move coming down here. We'll need to tell the boss about this tunnel."
The owners of the voices suddenly appear, exiting the right-junction and taking up a place in the middle of the intersection. They are NOT simple humanoids, but therianthropes: what appear to be a crossing of human an animal. The first creature is a 7 ft. tall humanoid with the head and horns of a ram and hooved feet. The second therianthrope has the head of an eagle and majestic wings to match, but it has human looking arms and legs. The ram has a shield in hand while the eagle sports a crossbow. Both are too big to stand too close to eachother in the tunnel, so the eagle man backs up a bit to give his ram headed comrade more room.
"Hmm...I think I can smell them," the ram man announces as he raises his nose in the air, "but it's hard to see in this darkness. What can your eyes see?"
The eagle man shakes his head. "I'm not sure. It's a little too dark, even for me. Let us approach with caution."
The two therianthropes begin to advance down the tunnel. They are 80 ft.a way. The ram has a blue-burning torch in his right hand.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag (how far ahead is talbot and the rope from jack?) Savage Tide Info Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag (Jack is actually ahead of Talbot and the rope right now. Talbot fell back a bit looking for a place to hide and the rope is with him) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag (Let me rephrase, then: the rope took up position near whoever is furthest down the passage. I put the rope by Talbot with the understanding that he was ahead of everyone else.)
If the therianthropes make it past the rope without taking notice of it, it rears up behind the eagle and attempts to lodge the grappling hook in its skull (critical hit attempt?). Irdred doesn't take any other action until a fight breaks out. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag Jack opens fire on the eagle with both guns. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag Once the fight starts (and if Talbot gets out of the dadblasted way and after the beast gets attacked by the rope) Adam closes the gap between them and attacks.
(Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag
Quote: wrote: BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Oh, yeah! Enough puzzling, time for some bleeding!
Jack slowly reaches for the first guns he feels on his belt, I'll guess the magnums, while the two therianthropes approach the party. As their light slowly reveals Talbot hunched behind his shield, and the ram guy points him out and yells, Jack whips out his guns and fires. At the same moment, the rope lashes out with the grappling hook.
The hook sinks a prong into the back of the Ram's skull (Success on 3; Critical hit! -2 HP), while Jack helps free the hook from the ram's skull by removing the offensive obstacle: the skull the hook is stuck within. The ram's head is quietly blown away leaving nothing but its horns (Success on 3; Critical hit! -4 HP). The other shot goes wide.
Talbot and Adam explode into the fray, but Adam smacks into Talbot just as the knight jumps to his feet and the two need a moment to sort themselves out. Adam, being much quicker and smooth on his feet (Success on 2, Agile), is first to get by and charge into the action.
As this happens, the eagle man takes on a look of sheer terror, but something strange happens. Its face spasms and the look of horror is replaced by one of rage. It raises its crossbow and, still having lots of extra space between it and Adam, gets a bolt away before the nimble mercenary can close the distance.
The bolt goes staight for Adam's chest, but he just barely gets his shield up in time to take the bolt: the steel missile rips through the shield and remains lodge in place (Eagle man Success on 2; Adam Success on 3 for shield block).
The eagle man doesn't give up. It tosses its crossbow aside and pulls out a spear just as Adam lunges at the eagle man. Jack pulls out his second set of pistols and aims while Irdred's rope tries to keep up. Talbot lags way behind the very speedy Adam.
Although Adam is mighty quick, that spear has reach and he is forced to dance around a deadly thrust before he can reach the eagle man. Unfortunately, he does not dance well on this occasion and the spear catches him in the side (Eagle man Success on 3; Adam Failure on 1 for shield block). Adam grimaces but doesn't let the thrust rob him of momentum; he counters with a thrust of his own. Revenge is sweet! The sword finds the eagle in the same place Adam is stabbed (Success on 2; Weapon Expertise -1 HP).
Talbot struggles to keep up, although the rope has little trouble finding a way into the fray. Adam is standing directly between Jack and his target.
ENEMY: Eagle Man -1 H P STATUS: Adam -1 HP
INVENTORY UPDATE: Irdred takes Anser's horn, Jack's Magnums spent and -2 bullets
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag Jack holsters the guns and reloads the magnums. He figures Talbot, adam, and the rope can take care of the eagle.
Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag Irdred comes out of hiding now and strolls unhurriedly toward the others. "Ugh," he says when he sees the remains of the ram man, not because it's disgusting, but because the corpse has been rendered useless. "Take care to keep the next one intact, will you?" he calls down the hall.
While he searches the ram's body for anything of use, the rope snakes its way behind the eagle and tries to entangle its legs. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag (Actually, Irdred can still animate the ram, although it would have 1 less HP that can't be restored...and it would be blind and deaf...and Irdred would need to control the zombie like a puppet and that would require all of his attention...yeah, okay, not worth it, but he CAN...)
Quote: wrote: BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Kay, I think I have enough for Adam's next action. Not that dangerous a situation.
Adam continues to pressure the eagle man as the winged creature attempts to step away from the merc to use the spear again, but Adam is too quick (Success on 2; first attack) and steps right up to the eagle man for another thrust of his sword, and thrust he does (Success on 3; -1 HP).
Unable to use the spear, the eagle man tries pecking at Adam's eye with its beak. Adam must not have anticipated this move because he finds himself blinded and bloodied in one eye (Success on 3; Adam -1 HP).
The rope begins to entangle the eagle man's legs, but it gets knocked about in the scuffle and can't wrap around anything (Failure on 1; negative factor applied).
Talbot now catches up to the action and chooses to hack at the eagle man's spear, but succeeds in doing little more than creating a scratch in the haft.
The most obvious item of value the ram has is the magical torch. It's the only reason Irdred can see anything right now. The ram has little on him, besides the shield and a rock club, a rope, and a set of carpentry tools wrapped in a cloth. It has a handfull of gold pieces in a pouch (15).
ENEMY: Eagle Man -2 HP STATUS: Adam -2 HP and Half-blind
INVENTORY UPDATE: Jack's Magnums spent and -2 bullets
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag jack continues reloading. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag Adam tries to get a hold of him to keep him close, stays a bit low to avoid the beak, and continues stabbing and hacking. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag
Quote: wrote:
BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Irdred's not really in this one, so...
Adam reaches for the eagle man so he can keep close, but just can't get a hand on him (Failure on 2; negative factor applied). The eagle pushes Adam away and backs away until it has room to use the spear, but by this time Talbot is trying to push his way past Adam. He somehow manages to knock the merc aside and get his shield up in time to block the attack (Success on 3). Not only that, but the surface of the shield ripples like water, and the spear suddenly bounces off the shield with alarming force. The eagle man's arm twists at an odd angle and it howls in pain (Reflective shield deals -1 HP on a block).
Adam manages to keep his balance, slip past Talbot despite the eye, and sneak in another attack on eagle dude, but this time he whiffs (Failure on 1). Talbot pushes in again and grabs at the spear, but again his attempts are fruitless. Eagle counters with its beak again, and again Adam gets pecked (Success on 3; Adam shield block Failure on 2; negative factor applied and -1 HP).
Jack finishes reloading a gun, but he has no hope of getting a shot in.
The rope was trying to trip this whole time, but keeps getting knocked around by all the feet.
Another round of Adam getting past Talbot, missing, and being countered by the eagle, this time with Adam escaping damage. Talbot pushes through the merc, but fares no better.
Jack finally finishes reloading and calls out to Talbot, who ducks down to give the halfling a clear shot. Adam also hears this and quickly ducks before the eagle man can take advantage. Jack's following shot blasts the eagle man in the chest and brings him down for good (Success on 3; -3 HP).
The rope now succeeds in entangling the fallen eagle dude, although there is no resistence.
Swan's parrot returns. "You'll wake the dead! Wake the dead!"
"Grr...I hate to agree with the bird, but it's right. We're too noisy," Talbot adds with a grimace. "Let's assume they're onto us from here on out."
STATUS: Adam -3 HP and Half-blind
INVENTORY UPDATE: Jack's Magnums spent and -4 bullets
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag Adam leans against the wall and covers his injured eye, trying to suppress the pain. He blocks everything else out and allows the pain to linger a bit before he takes a healing potion. He....enjoys the pain. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag Irdred briefly checks to see if anyone other than Adam sustained any injuries, then goes about searching the eagle. He splits any gold pieces. And unless the magic torch can be turned off and on easily, he leaves it for someone else.
He cancels the animating enchantment on the rope (dispel, not set free), replacing the 20-foot rope in his possession with the 50-foot rope-with-grappling-hook. Someone else can have the 20-foot rope.
Then, he revives the eagle as a zombie. Testing out how much memory it has retained, he asks it, "Which way to the Air Wards?" then "Which way is Xevalos?" to see if he gets any sort of response out of it.
Finally, after having left Adam with his pain for awhile, he mentions, "I can fix those wounds." Presumably he's just making idle conversation, though, because he makes no move at all to fix anything. He clears his throat as if waiting for something. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag "I think i'll pass, necro. Your ugly might be contagious." Adam picks up the blue flame torch and listens closely for any more surprise visitors. (Not a joke)
Spell List Spell List 2 Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag Jack reloads. He seems happier now that he has had a chance to blast something. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag Irdred responds smugly to Adam, "Listen, you steroidal mutant. Your injuries are going to outnumber your healing potions by the time this is done, so you might want to get used to the idea of me as your healer. Otherwise... well, it makes no difference to me whether you're alive or a zombie."
He doesn't offer to heal Adam again unless Adam asks him in a suitably nice and humble manner. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag (The eagle man zombie has 5 HP. Do you wish to fully empower it or not and still have the option to raise lesser minions?)
Quote: wrote: BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Adam drinks one of his potions. Sight returns to his eye and he regains 1 HP. Irdred dispels his enchantment on the rope. He removes the crossbow and spear the zombie has. It also has 20 gold coins. Irdred also takes the 50 ft. rope, but its bulky and a little too heavy for the mage. He's now carrying a heavy load and encumbered.
Irdred goes through the necromancy ritual that imparts undeath to the eagle man. There are still traces of life within the zombie: the eagle man's eyes continually roll as if it's dizzy and confused, and it appears to be reaching for the ugly wound in its chest Jack created. It still feels pain. When Irdred asks his questions, the eagle man mumbles "Air...wards? Xev...alos...? All...hail...Xevalos..."
Its eyes suddenly roll back and its arms flop limply to its side. It spasms and makes a number of other jerky motions. They suddenly stop, the zombie relaxes, then begins staring dumbly at Irdred. It begins muttering incoherently and emitting an odd "chirping" noise. It's not the usual moaning Irdred is used to, but there is no doubt the eagle man has now been fully converted into a mindless zombie.
Talbot laughs at Adam's comments regarding Irdred's appearance.
"Finally! Some sense," Talbot chuckles. "You definitely have to have an ugly heart to enslave the dead. Now...I suppose there is only one way to go from here."
Adam shushes everyone long enough to listen for anything of interest. He catches the slightest hint of voices in the distance (Succes on 3) and reports. They're coming from the tunnel the two therianthropes exit.
Talbot nods, puts his finger to his lips and goes "Shh!" then begins moving as quietly as he can in all of that armor, which is to say, not at all. Perhaps someone should intervene...
STATUS: Adam -2 HP, Irdred Encumbered
INVENTORY UPDATE: Everyone +8 GP, Jack's -4 bullets, Adam -1 healing potion and gain blue torch, Irdred takes the 50 ft. rope
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag jack rolls his eyes, then sprints after Talbot, trying to quietly get him to stop. If he doesn't succeed, he'll hang back. Otherwise he'll creep to the corner and peek around
|
|
|
Post by TG Barighm on May 8, 2018 17:45:08 GMT -5
TGBarighm Member Full Members March 2010 edited March 2010 Flag Jack is able to get Talbot to stop moving, then proceeds to the intersection and looks down the tunnel the therianthropes exited. The tunnel is pitch black, but he's pretty certain nobody is there. Perhaps the voices are deeper into the tunnel.
The party decides to press on. The other junctions are just dead ends anyway. When they reach another turn to their left, Jack peeks around again. This time he can see a faint hint of more blue torchlight at the far end of this new tunnel, but he can't see the source of the light. Wherever it is coming from, something is partially blocking it.
The voices are more obvious now and clearly coming from the lighted end of the tunnel, but nobody can determine what they are saying, at least not with passive hearing.
The blue torch in Adam's hand is the only source of light for the party. Adam doesn't know how to turn it off. Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag jack suggests they leave the torch here, and then creep toward the other light. Savage Tide Info Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag "I suggest I go alone to spy on them." Adam quietly says. "The three of you together make enough noise to start a marching band." If no one objects Adam will leave the light with the others and sneak his way to the next light source. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag Irdred never ceases to be perplexed at the amount of hostility his profession seems to draw. "What, did necromancers kill your dog when you were a child or something?" he responds quizzically to Talbot's remark. He just doesn't get why people might have a problem with "enslaving" an inanimate object.
He only revives the zombie with 3 HP. It keeps the spear.
Does the bottomless bag not eliminate the problem with encumbrance? In any case, Irdred shifts less important gear to the zombie as necessary to avoid this.
************
In a move that surprises no one, Irdred does not object to Adam's plan. He stays put, listening intently to the voices to see if he can make out anything.
Not that he wants to right now, but can he figure out how to turn the magic torch off? d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag
Quote: wrote: Does the bottomless bag not eliminate the problem with encumbrance?
(Forgot you had the larger bag. Yes, it does elimintate encuberance. I'll shift the rope to the bag)
Quote: wrote: but can he figure out how to turn the magic torch off?
(Yep. Ask, 1d3, success or failure. Done. Will obviously take a few minutes and reference aids, like books, or even knowing a spell associated with the enchantments responsible improve your chances)
Quote: wrote:
BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Talbot's frown is still obvious despite the darkness. "No, but I wouldn't be surprised if one of your kind dug up my dog and used it for vile experiments. There was a necromancer at work in the queen's land. Never did catch the bastard. *sigh* Corky was a good dog."
Adam ignores the conversation and quietly sneaks through the tunnel until he gets closer to the light at the end. He discovers a small doorway at the end of the tunnel, and something large and round blocking the door. He's not too sure what it is, but he can see light trickling in from the bottom. Someone smaller could easily squeeze under the object, but Adam would need to push it out of the way.
The voices are now louder. He can also see the blue light flickering on the ground. The light source must be right next to the door.
"How long will they be?" one voice asks. It sounds guttural and deep.
"How should I know? They just left!" the second, more normal sounding voice replies.
"The food's getting cold. Let's just go back."
"No! You heard that noise. It sounded like gunfire. We should go in and check on them."
"I'm sure they're fine. Must have knocked something over."
As Adam listens, he finds himself leaning against the wall. A loose brick he didn't notice suddenly comes loose and falls to the ground (Failure on 1 for stealth).
"Hey now, I heard that!" the deep voices nearly shouts.
"Is that you guys? Let us just move this damned thing out of the way and take a peek."
The large object blocking the door suddenly begins to move...
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag Adam quickly makes his way back to the others. If he makes it he says "They heard the gunshots. Got two, maybe three more coming this way. Prepare for a fight." If he doesnt make it he stabs the first person that comes through the door and says "Surprise." (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag * * * * *
Adam is able to return to the party before the voices are able to push the object out of the way. He reports. As he does so, the party can see another light coming down the tunnel. The situation is the same as before: a tunnel with niches and vases and a light about to turn the corner. Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag
Quote: wrote: Never did catch the bastard.
"Don't worry, you got him," Irdred mumbles bitterly under his breath.
As to the present situation, he quietly motions for everyone to go back to the intersection so they can catch one of the oncoming enemies between them and attack from both sides. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag Adam agrees. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag Okay, everyone returns to the intersection. Seeing as how the tunnel is tight and a bad shot from Jack could ruin someone's day, is there any specific plans for positioning?
This is probably a good time to post the first snippet of the dungeon map:
DUNGEON MAP (MINI):(The fight point denotes where you have fought, not where you are fighting now. You guys are currently occupying the T-intersection just north of the previous fight point. The left junction is a collapsed tunnel, but someone can still stand there)
33brdungeons.gif
Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag Adam suggest Jack take the collapsed junction while the rest of us stay where we fought before. He also suggest they move Ramhead out of view of the newcomers, towards the tunnel exit a bit.
If Irdred figures out how to turn the blue flame on and off he suggest laying it in the middle of the intersection and covering it a bit so that it is not easily seen, everyone hid as best they can, turning the blue flame off, wait until the enemy walks over it, and turning it back on under their feet, then attack while they are dealing with getting burned.
If not he suggest that Jack get the first shot and the rest use that as a signal to jump them. (Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag (What is this thing? A wall jutting out into the tunnel?) d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag (Oh...sorry, just a bit of architecture inherent to Aurora. It's nothing) Barighm Boards Archives-old game threads stored here Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag Irdred directs the zombie to stand in the left junction, with its back to the approaching creatures so that its wounds aren't immediately visible. When Xevalos' minions come to investigate the eagle's strange behavior, that's when everyone (zombie included) should attack.
Irdred probably does not have time to figure out how to turn the torch on and off, but on the off-chance he does, he goes along with Adam's plan to plant it in the intersection behind the zombie.
It's probably best if Talbot and Adam lead the attack from the north and south passages. If Jack or Irdred get involved, there's a risk of accidental friendly fire. Of course, there's not a lot of time to relay this information, so Irdred prudently takes up position behind the trigger-happy halfling; he has no desire to be shot in the kneecaps today. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag
Quote: wrote: BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Adam directs Jack to stand in the collapsed tunnel while Irdred tries to determine how to activate the torch-he can't in this short of time-but since the torch is currently active, there is no need to turn it on. Irdred tosses it on the ground to provide light and give the impression the bird man dropped it.
Jack grumbles something about being moved around like a pawn, then finds the bird man zombie standing next to him. There isn't much room in that small space for the two of them, and Jack doesn't want to spoil what sounds like a good plan, so he compromises: he hides behind the zombie. Everyone else falls into place.
Eventually the newcomers to the tunnel party appear, this time a large, bulky therianthrope with a yak's head and broad shoulder, and another bird man, this one a raven. The yak dude is even larger than the ram guy was, so large he has to shove himself along the narrow tunnel. The raven man is smaller than the eagle guy was and its wings are folded neatly behind its back. The raven man is holding the blue torch and a pistol in one hand. The yak man has his hand on the hilt of an oversized sword that looks more like a huge cleaver.
As the two make their way down the tunnel, they spot Irdred's eagle man zombie standing in the collapsed tunnel. They stop and the raven man calls out.
"Hey...(makes a sound here that sounds like a weird tweet noise. The eagle man's name?)! Are you all right? What's going on?"
"I smell man flesh..." the yak man adds with a snort.
"You see them?" raven dude asks, then suddenly points at eagle man's feet. "Hey! What's that at your feet?"
Jack grimaces. The raven man is clearly pointing at him (Failure on 1 for Hide check; if the racial rules were in play, he'd get a positive factor on his hide checks).
"Yo, buddy, what is that? What's wrong with you? You're acting queer," yak dude asks. The two therianthropes have stopped about 20 ft. from the intersection. They don't seem too willing to advance.
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag Jack opens fire, using the eagle zombie as cover/hiding/whatever. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag
Quote: wrote: BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Jack opens fire. Both bullets strike the yak man because it nearly fills the tunnel; however, although one bullet creates an ugly wound (Success on 3; -3 HP), the second magnum shot creates a neat little hole in the yak's stomach, but it doesn't bleed (Failure on 2; yak considered armoured).
The yak man howls with pain and fury, and charges. The raven man shouts "What's wrong with you? Can't you see what's going on?" which is clearly directed at the zombie.
Just as the yak draws its cleaver-sword and moves within a few steps of the zombie, Adam and Talbot charge, Adam with a stab and Talbot with a body slam. Adam easily sinks his sword deep into the yak's hide (Success on 3; -1 HP) while Talbot smacks into the yak with full force, sending it off balance and back about 5 ft. (Success on 3). Both Adam and Irdred get knocked back when Talbot shoves the yak into their space in the tunnel. The raven man is now exposed. Jack and the zombie can easily reach the raven guy now.
The raven fires on Adam as soon as he appears, but the bullet strikes the wall (Failure on 2).
ENEMY: Yak man -4 HP STATUS: Adam -2 HP
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag Jack switches pistols and fires at the raven man. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag After Jack fires, the zombie charges down the passageway at the raven.
If Irdred can aim a blast of negative energy at the yak without risking friendly fire (say, by aiming up at the yak's head), then he does so. If the yak is still standing, he then backs up to give Adam room to retreat, just in case it comes to that d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag Adam charges Yakman. (Not a joke)
Spell List Spell List 2 Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag
Quote: wrote: BALDORAK CITADEL: Intersection Tunnel ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
The zombie charges forward, as best it can anyway, while Jack pulls out his pistols. Yak dude, fighting in a confined space with oversized weapons, desperately tries to get his sword out while Adam and Talbot pincer him. Irdred orders the zombie.
As expected, the yak man simply can't get its huge cleaver out in such cramped quarters (Failure on 2; negative factor applied), so he settles for pushing Talbot away, but the young knight isn't so easily overpowered (Failure on 1). In the meantime, Talbot and Adam hack away at the beastfolk. Talbot's mace strikes the yak in its exceptionally large and thick shoulders (Failure on 1), but Adam's trained sword-arm gets the therianthrope in a soft-spot under its arm (Success on 1; -1 HP).
Irdred needs to concentrate on his spell to give the zombie new orders, so he can't use his other necromantic abilities this round (seems like a fair balance).
The raven man draws two short swords before charging Jack, but the eagle man zombie meet him half way. The zombie isn't the most balanced person in the world, so it bumps Jack around a fair bit when he fires. Thankfully, this proves to be no big deal. Both of his shots hit (Success on 3's, -4 HP total), and this is enough to throw off raven dude's balance. This gives the eagle zombie an opening to use the spear, although it's a clumsy thrust. Still catches raven in the gut (Success on 3 for both first attack and attack; -1 HP).
In the next round, Irdred channels the terrifying powers of undeath into the yak man's skull while it tries to ram Talbot again. Adam is quicker than any of the three, sneaks in another stab of his sword (Success on 3), which is immediately followed up by a beam of pure undeath (whatever that looks like; Success on 3, -2 HP). Yak man goes way down.
That leaves raven man, who unleashes a flurry of slashes on the zombie. It easily attacks first (Success on 2 for first attack; positive factor applied because zombies have Slow trait) and proceeds to shove both of its swords into the zombie's skull (Success on 2 and 3; positive factor applied due to zombie's slow trait, -4 HP). The zombie flops to the ground and Irdred loses his connection to it (it only had 3 HP, right?).
Jack is certain to put an end to the raven man before it can shove those swords into any more heads (Success on 3; -2 HP).
Talbot pushes the yak man's body away before it can fall onto the young knight. The corpse nearly blocks the tunnel.
"Looks like all yaks smell bad, and this guy is probably smart enough to know how to bathe," Talbot chuckles. When Swan's parrot re-appears and lands on Jack's shoulder, Talbot points at the bird and says "Don't start".
STATUS: Adam -2 HP
INVENTORY UPDATES: Jack's magnums and 3 pistols spent and -5 bullets Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag Adam tries to get to Ravenhead quickly to chop off its arms. (Not a joke)
Spell List Spell List 2 Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag Jack reloads. Savage Tide Info Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag Irdred winces at Talbot's comment about the yak. "You displayed intelligence during the fight. Don't ruin the illusion by opening your mouth."
He makes his way around the huge carcass, notices what Adam is up to, considers interrupting him, decides against it, then decides against deciding against it. "Hey! I think it's dead already," he points out in annoyance. Then, he says to the parrot in an equally annoyed way, "Swan set us up with a real winner, didn't he?"
He leaves the two corpses dead for now, but if the narrow passageway opens up into a more spacious area soon, he'll come back to revive the yak. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag
Quote: wrote: BALDORAK CITADEL: Dungeons ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
The parrot leans its head to one side and replies "Polly want a cracker!".
Adam cleaves the arms off the corpse while Jack reloads.
Irdred decides to move ahead a bit to get a better look at the next chamber. With the object blocking the door pushed out of the way, Irdred can clearly see into the next chamber and it is VERY big. He comes back and the party discusses it quickly and they determine the coast is clear (because it is), Irdred raises the yak as a zombie, and the party proceeds into the next area (but rewinds are available).
The yak is raised as a normal zombie. It has 5 HP like all normal sized zombies. Irdred retains the ability to raise lesser minions, but he can go back and create an Empowered zombie if he wishes.
The party has now entered the citadel proper. This new area is MASSIVE. It was definitely designed for giants. The ceiling rises to such a great height none of the light in the area is enough to reveal it. The floorspace is huge, easily large enough to build two arenas within it. To the party's right is four giant-sized dungeon cells, all framed with colossal iron bars. They're wide enough for the party to pass through. To the left is an open area filled with all manner of torture equipment for both giants and regular sized folk. The normal sized torture equipment must have been brought by Xevalos'. At the very far end of the chamber is a stairway climbing up to an equally massive door and there is a hallway to another chamber just out of sight. Pressed into the floor is a huge relief of some sort. The party needs to move to higher ground to see it. The bluefire torches are sparsely spread around the chamber providing barely enough light to move around.
As the party enters the chamber, a loud voice suddenly fills the area. It doesn't sound like it is being spoken, but echoing within their own skulls!
"FIND THE INTRUDERS!" it commands, "THEY DID NOT DISAPPEAR! THEY ARE HERE! YOUR MASTER COMMANDS IT!"
Talbot rubs his head like he was just clubbed. "Bet ya 10 gold that was Xevalos."
"Hey," another voice calls out, one much less intimidating and higher-pitched than the skull-shaking Xevalos'. It is coming from the torture equipment, an area where the torchlight doesn't quite reach. "Release us! We can help you."
STATUS: Adam -2 HP Barighm Boards Archives-old game threads stored here Quote Adremmelech Adremmelech The Original Playa... Full Members March 2010 edited March 2010 Flag (Hmm. Must have overlooked that last sentence. Could have sworn Raven was still standing.)
Adam takes another healing potion and a closer look at the one(s) in the torture equipment.
(Not a joke)
Spell List Spell List 2 Quote Soulweaver Soulweaver Artist - 6 Eyes Studio OrlandoFull Members March 2010 edited March 2010 Flag
Quote: wrote: Irdred retains the ability to raise lesser minions, but he can go back and create an Empowered zombie if he wishes.
(This makes it sound like an either/or deal, but the phrasing in the rules sounds like you can have both an empowered zombie and still make lesser minions. The yak will be empowered in any case, but I just want to be clear on whether an empowered zombie precludes lesser minions or not.)
Irdred re-lights the lantern and treads cautiously toward the torture equipment. d50ec1_55936bde3fc543d1bc4708dab1bcbe65~mv2.png Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag Jack tries to find polly a cracker. Savage Tide Info Quote TGBarighm TGBarighm Member Full Members March 2010 edited March 2010 Flag (Soulweaver's question addressed in the utility thread)
Quote: wrote: BALDORAK CITADEL: Dungeons ****************************** Pressing Concerns: Retrieve the Earth Plan, Destroy the Air Wards Conditions: Dark, Damp
Jack doesn't have a cracker. In fact, he doesn't have any food at all! This realization suddenly makes him feel a little hungry...and thirsty.
Irdred re-lights the lantern and also has the bluefire torch, so he's quite the beacon at the moment. Irdred and Adam walk over to the torture equipment while Talbot examines one of the dungeon cells. He is clearly in awe.
There is all sorts of torture equipment littering the area: tables covered in sinister equipment, Iron Maidens, baskets full of tools, and numerous stocks and chains have been bolted to the stone floor. As the two draw closer, they spot the owner of the voice. By this point, they're not surprised to find the creature isn't exactly human.
It looks like a dark elf from the waste up, but from the waste down, it's body is that of a spider: a drider. Each and every one of its legs are bound by manacles connected by a single chain. Its hands are bound by another set of manacles bolted to the floor. This is not the only drider within the area. At least 8 more are scattered about, many bound or held in place in some way. As Irdred gets closer and the light reveals more, he discovers many of the nearby devices have clearly been used: fresh, black-ish blood covers the ground and a few tables. A drider's corpse, its many legs missing and its head covered in some kind of disturbing helmet, lies on the ground. There is a smell, although it's a little off from the standard rotting flesh stink one normally expects. Smells a lot more earthy. Perhaps because the driders are more insect-like?
When Irdred and Adam approach the drider, it shields its eyes.
"My name is Emald. Before we talk, I must ask...did you encounter my men in the tunnel? I ordered them to mark this place as dangerous. Did you not see them? Are they okay? You must have encountered their webbing."
STATUS: Adam -1 HP
Barighm Boards Archives-old game threads stored here Quote chiapet chiapet Member Full Members March 2010 edited March 2010 Flag jack searches for food. And something to drink.
|
|