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** Part I: Fire and Ash **
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- Marshall
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Re: ** Part I: Fire and Ash **
(vs. dex: 14 succeeded) the key falls on the matt, you unlock the door and open it up a crack, taking a peek beyond to see a room full of cloaks, discarded items, clothes, empty money purses, and other discarded items that look to have been tossed into a corner.
On a simple table in the middle of the room lie several items which look to have belonged to an adventurer maybe two, with rope, leather armor that is caked in blood, a belt of many pouches and a shield, a shortsword and a pair of drag brown shoes that have holes in the soles. Karlene notices a tiny palm sized leatherbound journal in one of the belt pouches.
On a simple table in the middle of the room lie several items which look to have belonged to an adventurer maybe two, with rope, leather armor that is caked in blood, a belt of many pouches and a shield, a shortsword and a pair of drag brown shoes that have holes in the soles. Karlene notices a tiny palm sized leatherbound journal in one of the belt pouches.
- TristenC
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Re: ** Part I: Fire and Ash **
Anything magical in the pile, sister? The belt of pouches maybe? Idrys puts one sword away and takes up the journal, turning to the last entry.
Re: ** Part I: Fire and Ash **
"Couldn't tell you right now. And maybe that's the cypher key in the book you picked up. Anyway, stick a load of stuff in _here_ and we'll go through it later," the priestess suggests, thrusting one of her sacks at Idrys. She look for the scent trail of the girl, still her prime focus, which she doesn't appear to have noticed yet. Maybe another door as yet not noticed. Or a trapdoor under the table. Or a trapdoor in the ceiling accessed via the table.
- TristenC
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Re: ** Part I: Fire and Ash **
Idrys scoops the adventurer equipment (journal, pouches, shoes, rope, armor, sword and shield) into the sack. If the shield wont fit he straps it across his oen back to protect him a little from behind. Drawing his second longsword they continue.
Re: ** Part I: Fire and Ash **
You gather the items off of the table, taking a turn to insert them into prospective pouches and places on your person.
Leafing through the journal:
Last page: The major of Harby has placed several rewards on finding the source of some mysterious disappearances of late about the hamlet. Our team rose to the challenge, but we had to flee several times now from being overrun by these sly foul things that call these passages their home, I heard a wizard call them 'Jermlaine', and they are nasty buggers to say the least! The mayor gave us a job of two hundred gold to clean a hive of these vile creatures. One of our own, the cleric Thran was taken by a horde of the buggers who tore him to pieces before we had to tuck tail and run. I still have nightmares about that dreadful night.
After camping in the sewers for the better part of an entire week, we've found the source of much melancholy throughout the hamlet, missing children and even old homeless folk have been going mysteriously missing throughout the night.
Our thief tailed one into the sewers, we call them 'Foulings' for lack of a better word, until a cleric at the Copper told me they're known as 'Broken Ones', dwellers of the shadows, they look like horrid wretches and plot against those who dwell above. However I have a sense that some other hidden intelligence directs their movements. The cleric confirmed it as such, for they seldom dwell in colonies. All I know is ware their spit, and they emit clouds of wretched stink. They are also adept at hiding and deceit.
If we clear this nest up, the mayor will owe us a sizable fortune. He's as bad as they come, corrupt and conniving. I wouldn't put it past him that he's sent us on a fools errand, only time will tell.
Karlene: peering up at the ceiling did not yield anything. However you catch the scent of cheap perfume and the girls sweat coming from the first door on the left. There's also a cheap looking piece of imitation diamond earring the girl had on on the ground before the door.
There's some muffled sounds of bantering on the opposite side of the door.
Leafing through the journal:
Last page: The major of Harby has placed several rewards on finding the source of some mysterious disappearances of late about the hamlet. Our team rose to the challenge, but we had to flee several times now from being overrun by these sly foul things that call these passages their home, I heard a wizard call them 'Jermlaine', and they are nasty buggers to say the least! The mayor gave us a job of two hundred gold to clean a hive of these vile creatures. One of our own, the cleric Thran was taken by a horde of the buggers who tore him to pieces before we had to tuck tail and run. I still have nightmares about that dreadful night.
After camping in the sewers for the better part of an entire week, we've found the source of much melancholy throughout the hamlet, missing children and even old homeless folk have been going mysteriously missing throughout the night.
Our thief tailed one into the sewers, we call them 'Foulings' for lack of a better word, until a cleric at the Copper told me they're known as 'Broken Ones', dwellers of the shadows, they look like horrid wretches and plot against those who dwell above. However I have a sense that some other hidden intelligence directs their movements. The cleric confirmed it as such, for they seldom dwell in colonies. All I know is ware their spit, and they emit clouds of wretched stink. They are also adept at hiding and deceit.
If we clear this nest up, the mayor will owe us a sizable fortune. He's as bad as they come, corrupt and conniving. I wouldn't put it past him that he's sent us on a fools errand, only time will tell.
Karlene: peering up at the ceiling did not yield anything. However you catch the scent of cheap perfume and the girls sweat coming from the first door on the left. There's also a cheap looking piece of imitation diamond earring the girl had on on the ground before the door.
There's some muffled sounds of bantering on the opposite side of the door.
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Re: ** Part I: Fire and Ash **
{Clarification #1 please: What is the light source, if any, in each of the rooms since the stairs?
Clarification #2 please: Do the 'muffled sounds of bantering' include anything resembling the girl's voice which Karlane heard before, albeit briefly?
Clarification #3 please: Is it really going to take Idrys 1 turn = 10 rounds to pick up stuff off the table? That was the idea of the sack, so that he could dump (or sweep) handfuls of stuff into it which I would have thought would takes only a couple of rounds. (This one is really important, please).}
From little normal trail to something effectively saying "This way, intruders", Karlane is suspicious. She closes the last few paces to the door quietly (thiefy stealth mode), readying her mace in one hand with the other free for the door, which she then opens.
{System mechanics clarification: Are you using the origicnal 1st Ed thief % skill allocations? Or the players' choice as per 2nd Ed?
Clarification #2 please: Do the 'muffled sounds of bantering' include anything resembling the girl's voice which Karlane heard before, albeit briefly?
Clarification #3 please: Is it really going to take Idrys 1 turn = 10 rounds to pick up stuff off the table? That was the idea of the sack, so that he could dump (or sweep) handfuls of stuff into it which I would have thought would takes only a couple of rounds. (This one is really important, please).}
From little normal trail to something effectively saying "This way, intruders", Karlane is suspicious. She closes the last few paces to the door quietly (thiefy stealth mode), readying her mace in one hand with the other free for the door, which she then opens.
{System mechanics clarification: Are you using the origicnal 1st Ed thief % skill allocations? Or the players' choice as per 2nd Ed?
Re: ** Part I: Fire and Ash **
1. No light source, your eyes though are well adjusted to the dark.Chris1234 wrote: {Clarification #1 please: What is the light source, if any, in each of the rooms since the stairs?
Clarification #2 please: Do the 'muffled sounds of bantering' include anything resembling the girl's voice which Karlane heard before, albeit briefly?
Clarification #3 please: Is it really going to take Idrys 1 turn = 10 rounds to pick up stuff off the table? That was the idea of the sack, so that he could dump (or sweep) handfuls of stuff into it which I would have thought would takes only a couple of rounds. (This one is really important, please).}
2. You don't know, you'd have to press your ear to the door to determine that.
3. takes him 2.5 rounds to gather all the desired items off the table. Going with the 1E %.
4. You crack the door open, it resists a little but yields to your strength after a bit of struggle.
DOOR: You see the girl bound by chains to a wooden slab table, she's completely naked. There are two of the 'broken ones' hovering over her, one with its back turned toward you. The chamber they are in is unremarkable and the floor appears to be caked with dried blood, as is the table she is bound to. One of the hideous things begins sniffing the girl's legs saying 'she's far too scrawny to be of much worth, I told you to get us another pregnant woman, they're far tastier and laden with fat.. '
The other responded 'ah quit yer blabbering, they're onto us, we had to get what we could. It was still light out, and the dratted mayor's hired some more fools to find us. I lost three o' our own to cover my escape with this fresh one. Meat is meat. Your belly is full on account of our raids, so quit your bellyaching. Go fetch one of the prisoners if yer hungry alreadies!'
The first one teased the girl rubbing the edge of his knife against her cheek playfully 'fortunately for you girl you get to live much longer until we can scrape nuff bread to fatten you up, curse your skinny form! What did you eat all your life? Crumbs from your masters table?! These surface dwellers and their strange customs!'
Re: ** Part I: Fire and Ash **
Karlene tries to squeeze through the gap and sneak up on the 'broken one' with its back to her, attempting to use it as cover from being seen by the second foe, and smash it one in the vertebrae. {OOC1: Not a called short, just flavour text for a rear attack to a vital spot, aka Backstab}.
Stealth1 [1d100] = 1
Backstab to hit [1d20+4] = 13+4 = 17 dam: base [1d6+4] = 3+4 = 7 BS [1d6+4] = 5+4 = 9 against THAC0 18.
If Ash's spell is still in effect, then additional +1 to hit & dam might apply.
Stealth1 [1d100] = 1
Backstab to hit [1d20+4] = 13+4 = 17 dam: base [1d6+4] = 3+4 = 7 BS [1d6+4] = 5+4 = 9 against THAC0 18.
If Ash's spell is still in effect, then additional +1 to hit & dam might apply.
Re: ** Part I: Fire and Ash **
The horrid looking figure crumpled to the ground in a heap as you cracked it's spine with a bone cracking splintering of your mace. It's companion leveled a dagger at the girls throat threateningly 'drop your weapons or I'll slash her throat, meddlesome variables!' He paused 'decisions decisions, who sent you? Lomag?'
Re: ** Part I: Fire and Ash **
{OOC: Does the name 'Lomag' mean anything to Karlene?}
Re: ** Part I: Fire and Ash **
photographic memory: failure you sense you might have heard the name before, but for the life of you cannot remember how or when you did.
Re: ** Part I: Fire and Ash **
{OOC: The map was great! TY!! Approx how big is this room and what other exits are visible?}
Karlene moves a little further round into the room (so that she's not blocking the way of missiles or whatever if Idrys shows up at the doorway), saying more loudly than is normal for her, "The girl is mine. Step away without harm to her and then you are of no interest to me and can walk away."
Karlene moves a little further round into the room (so that she's not blocking the way of missiles or whatever if Idrys shows up at the doorway), saying more loudly than is normal for her, "The girl is mine. Step away without harm to her and then you are of no interest to me and can walk away."
- TristenC
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Re: ** Part I: Fire and Ash **
Idrys readies his bow out of view and draws. Stepping into the frame he draws a quick bead and fires at the creature, taking a second shot of necessary. If the girl is injured he calls to his sister nearby, Heal her quick.
Re: ** Part I: Fire and Ash **
If the girl is injured Karlene will try Healer's Touch on her.
Re: ** Part I: Fire and Ash **
Idrys: (17) *TWIPPPPTTTTTT* he knocked a sheaf arrow and loosed it into the broken one (-3 hp dmg) the thing spat an acidic glob at Idrys that struck the dhampir perfectly in his eyes, blinding him (-2 hp dmg) it turned its eyes back to Karlene, saying 'one more move and the girl's gonna get cut up real mice like, I means to eats her. What do you care anyway? She's just some worthless whore'
The girl ripped Idry's arrow out of the broken one and then stabbed it again with the same missile, somehow managing to skewer the thing in the left eye perfectly it fell to the ground screaming 'Nooooo!!!!! you vagina! You miserable filthy bitch!!' then it quieted and died with a groan.
The girl looked to Karlene 'my thanks, whoever you are. That's twice you came to my aid in one day, I...I never had anyone do that for me before. Such kindness, how can I possibly repay such?! I've no money except stashed away under the floorboards in my apartment. I'm Meagan, who are you both?"
The room is not big, it's a simple mid sized room with a large table in it, various torture instruments hanging on the wall. Further ahead in the hallway the passage ends in a T junction, and there are three more doors left to explore.
The girl ripped Idry's arrow out of the broken one and then stabbed it again with the same missile, somehow managing to skewer the thing in the left eye perfectly it fell to the ground screaming 'Nooooo!!!!! you vagina! You miserable filthy bitch!!' then it quieted and died with a groan.
The girl looked to Karlene 'my thanks, whoever you are. That's twice you came to my aid in one day, I...I never had anyone do that for me before. Such kindness, how can I possibly repay such?! I've no money except stashed away under the floorboards in my apartment. I'm Meagan, who are you both?"
The room is not big, it's a simple mid sized room with a large table in it, various torture instruments hanging on the wall. Further ahead in the hallway the passage ends in a T junction, and there are three more doors left to explore.