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257 posts. Alias of Will Cooper (RPG Superstar 2012 Top 16).


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Sorry everyone, I seem to be having a devil of a time explaining what's going on and what I need you to do. Stand by one moment and I will try to clarify.


Yeah that's the way I read it; the caravan acts as a giant character, with some abstracted rules. There are some variants that others have proposed, but I'd like to play by the rules-as-written at least once before I decide if it needs tweaking.


Despite all your precautions and the best efforts of the scouts, the ambush catches you still trying to move the fallen tree. A group of highwaymen in tattered leather clothes wield an assortment of ill-made weaponry and warped bows.

Rather than negotiate or demand ransom, they attack immediately, straggling out of the woodland beside the road and converging on the caravan.

Combat using the caravan fighting rules from the player's giude. Highwaymen attack: 1d20 + 4 ⇒ (10) + 4 = 14, damage 2d6 ⇒ (5, 3) = 8

Let me know if that hits, and make an attack in return. You have -2 to attack for this round only due to surprise.


Shalelu stops, smile, and puts a hand on Ruhk's shoulder. "Peace, youngling. You mistake my meaning. An autumn hedgerow is full of life and food, elderflower and rosehips. It is generous without stint, and asks for nothing more than care. The backpack is a thoughtful gift and I appreciate it."

Ruhk, add one to your relationship score with Shalelu.


For a security check roll 1d20 and add the caravan's Mobility + any bonuses from travellers, feats and wagons. I'll look at the caravan setup from the discussion thread tomorrow and work out your total - unless someone beats me to it :)


After a scant handful of easy days the weather closes in. Rain lashes down, whipped under hoods and shelters by the skirling winds. Nights remain comfortable lit by fire and friendships, but the the days are long and chill.

Ruhk and Shalelu notice a fallen tree blocking the road, perhaps felled by the strong winds.

Make a security roll for the caravan.


Shalelu accepts the gifts gravely, ignoring Ruhk's stumbles. "Kind as an autumn hedgerow you are, Ruhk. Thank you." She lopes ahead, back straight and eyes alert.

Sandru has a map and is happy to share it with Azmythe. He points out the route he's planning, and seems keen to discuss the state of the roads and the perils and pleasures of travel.

The first days and nights pass unevenly fully as everyone settles into their new roles in the caravan


Once Sandru’s caravan is prepared and ready to go, Ameiko leaves her manor in southern Sandpoint in the care of her house staff and makes sure that her employees are ready to handle running business at the Rusty Dragon. Koya and Shalelu have no great responsibilities but say their farewells in preparation for a long and perhaps perilous journey.

Sandru explains that the journey to Brinewall takes the caravan from Sandpoint up along the Lost Coast Road, passes through the villages of Galduria and Wolf ’s Ear, cuts through the northeastern reach of Churlwood, and eventually reaches the northern town of Roderic’s Cove at the half way mark. "Then we'll see," he says, "couple of options after that."

As you set out the day is clear and bright, and Koya predicts fair fortune for all; for that day at least. A crowd of excited children wave you off as you begin the great journey north to Brinewall and your destiny.

Let me know what jobs you have each settled on, and anything special or different that you're doing on this first part of the journey.


Koya grins broadly at Azmythe, "Oh bless. That's gorgeous art, Minkai or something close to it. And the treasure map just adds spice and a bit of a story." The old lady gives you an impulsive hug.

Azmythe, you can increase your relationship score with Koya by one.


Savah the weaponsmith presents the repaired sword to Malcolm. Cleaned, polished and rebalanced the slightly curved blade reveals its stark beauty. Savah says, "I asked Ameiko to translate the inscription on the old hilt, and our in-house enchanter investigated the enchantment for you. All part of the service."

Whispering Shrike
Aura faint abjuration; CL 5th
Description
Whispering Shrike is a +1 bastard sword of incredibly beautiful design.The sword is etched with images of seven shrikes perched on a coiling branch that runs the length of the blade. Once per day, Whispering Shrike can be used to cast shield other on any creature touched by the blade while you wield it.
Construction
Requirements Craft Magic Arms and Armor, shield other


Much to Koya's relief Sandru's caravan eventually arrives only three days late. Sandru sends his employees off to unload the wagons and stable the houses, and goes in search of his friends with his customary swagger.

"Brinewall? That's a fair step. Still you know what I always say, anything for a lady in need. It'll take a couple of days for us to rest the oxen and resupply before we get underway. And we might need a couple extra wagons with all these passengers. But I'm sure they'll pull their own weight around the camp. Better had, anyways. No loafers!"

Please review the section on caravans in the player's guide. Sandru's caravan is level 2, and I will leave it up to you to determine the starting statistics and a starting feat. In addition, Sandru has a budget of 2000 gp to purchase additional wagons for this expedition.


@Rommin

Shalelu replies with a full-throated laugh. "Oh, you have the wander-lust alright; sure as a snow goose in spring. We'll be on the road soon enough, when Sandru arrives and we can resupply his caravan. Which we've made a good start at!" She gestures at the game you've successfully hunted.

Rommin:
No problem with either of those relationship goals. Please can you reread the relationship rules in the player's guide if necessary, then start tracking the relevant relationship scores somewhere on your character sheet? Ta.

@Ruhk
It's a small crowd tonight, but pretty and fascinated by your tale of death and daring.

"That's amazing! How did you get back to Sandpoint?"

"You can't stop there... Jak, another beer for Ruhk, so long as he finishes his story."

Jak stands behind the bar and hands out drinks and gap-toothed grins in equal measure.


Malcolm Cavendish wrote:
Ameiko, My Lady, I have dueled for your safety and honor. With this reforged sword and the guidance of Abadar, I pledge to protect you on this trip and everafter, if you will allow it. You have my sword and you will always have my heart.

Ameiko smiles, perhaps a little sadly, and says, "Malcolm, I am grateful for your friendship and your sword. As to hearts, I beg you to leave that discussion for another day. We are about to embark on a journey into the unknown past of my family and the unknown future that awaits us all. I do not wish to be distracted by hearts, however sweetly offered."

She is firm in what is, for all the kindness, a clear refusal.


At the glass factory

"Well. A most interesting discovery. The map seems legible, and the Sherrif confirms your story of goblin slaying so you have some credibility when you claim to have rid the cave of creatures." She spares you a considering glance, then pulls ink and pen towards her, and writes briefly.

"I am authorized to offer you 500 gold pieces in return for the map and you assignment to us of all future extractions from the crystal deposits. I trust that meets your expectations?"

The paladin and the bard(s)

Kelistra's muse seems influenced by the Tien form of Tsutami's sword and Ameiko's treasure chest. Her composition is stark and spare and quite unlike the rich ballads of Varisia.

The Duel wrote:

swords raised

senses heightened
tempered minds
command cold steel
glimmering in death's light

sharpened by intention
the warrior's code
restricts and defines
a final test
a struggle for honor

what is lost
in winning
what is won
in losing

a parry for a thrust
a counter for each form
now it comes
the air sings
as the blades dance
precision coupled
with intensity

as the final stroke connects
spirit
soaring into the sky
release
the samurai's soul

Ameiko is charmed, "Kelistra, that is quite some talent you have. I look forward to hearing more of your work on the road! And Malcolm, that was a brave act. Many, even of the brave, would have balked at single combat when they are surrounded by such friends. My thanks, again."

Kelistra and Malcolm, you can both increase your relationship score with Ameiko by one.


Shalelu chats amiably with both Rommin and Ruhk as they return to Sandpoint. Various shopping expeditions go well, with purchases made and sales agreed.

The days pass in a pleasant blur of activity, and soon the time for Sandru's expected return is upon you. Evening finds no sign of home, and an anxious Koya waits at the North Road, watching for approaching caravan lanterns.

Just the glass-cutters negotiation left, I think. Who is going, and what are you asking for? It is likely to be a diplomacy based encounter unless you take an unexpected tack...


For those who shop in Sandpoint

Savah sucks air through her teeth in the manner of traders since time immemorial, as she looks over Tsutami's blade. "Whooo. That's a mighty fine blade, and a lovely piece of steel. Pretty work on the hilt too, to hold a message scroll and still give a well balanced grip. So I got two words for you. Yes, I can fix it. No, it won't be cheap - not to do it justice."

Savah considers for a moment more, "Couple a options. I can put on a simpler wooden hilt, and rebalance the blade a bit. That'll take a day and run you about 100 shiners. Or, I can do a proper job of restoration, good as the day she was forged. That's more like two days and 300 gold."

"What'll it be? I know my preference, but you're the customer."


For those who hunt the Tickwood.

Rommin bags a brace of pheasant, and a snap shot on the way home earns him a fat wood pigeon to round out his haul.

Ruhk, despite his discomfort, stalks a fine young white-tail buck. No antlers at this time of year, but fine eating.

Shalelu knows these woodlands intimately, and she hunts deer. Boars, she explains, are best hunted with dogs and a larger group. Survival 1d20 + 10 ⇒ (7) + 10 = 17. SFor all her experience her luck is not good, and she barely matches Ruhk and Rommin's fine achievements.

"Ah, a glorious day. Something for the pot tonight, and more to preserve for the trail. Ready to head back?" Shalelu says. On the way back to Sandpoint, she finds a moment to talk to Ruhk discreetly.

Ruhk:
"Are you well? You seem discomforted - did you fall in poison ivy again? I have a balm for that, remember?"


Shalelu relaxes as she leads the hunters among you out into the trees of Tickwood. "It's good to be in the woods again. Sandpoint is nice, but so many people."

The Tickwood teems with boar, deer, and plump pheasants perfect for the pot.

Who decided to accompany Shalelu? I have Ruhk, Rommin, and Marduzi - is that everyone? Each of you, tell me what you're hunting, and make a Survival check.


Ameiko claps, "So we're decided! I'm so happy to have your help. The road to Brinewall has an unsavory reputation, but I am sure that between us we will rise to the challenge of the journey. I am sure that Sandru will be excited to have a new journey planned out for him already!"

So by my reckoning you need to:

  • divide up the treasure you have found
  • sell what you're not using - ask me if there is any sale prices are unclear
  • make purchases - let me know what you're looking for and I'll tell you if it is available in Sandpoint
  • repair the broken sword of Tsutami
  • address the matter of the glassmaker's crystals
  • settle any other affairs in Sandpoint - don't expect to return very soon

While I need to:

  • answer a few questions on the discussion thread and in PMs
  • reread the rules on caravans to prepare for Sandru's return
  • organise a brief hunting-based skills challenge


Koya smiles. "Bless. It'll be good to have the company."

Shalelu accepts Ruhk's challenge, "Sure as rain in spring. Do you want to hunt together or separately? Anyone else want in?"

Ameiko glows with relief at your support. She gestures at the carved chest, and at Tsutami's equipment. "Everything that has value to me is contained in the letter, and in your tales of adventure. Everything else, I would like you to take with my thanks. Use it or trade it for equipment that better suits your needs"


Koya, sitting quietly until now, looks from Shalelu to Ameiko and back, "Oh, I see. That is a good idea. But you will need a fortune teller, or risk terrible bad luck."


Some of the tension leaves Ameiko's body as her friends react positively to her news. She tries to answer all of you.

"Yes, Brinewall. It's a good long way north - maybe five hundred miles all told." You can try a Kn (local) check to see if you know anything about Brinewall Castle.

"As to when we leave," Ameiko grins back at Ruhk, "I have a thought. Shalelu, do you know when Sandru is due back from his latest trading venture?"

The tall elven ranger replies, "Soon, within the week. That's an excellent idea, Ameiko."

Ameiko smiles gratefully, and continues, "Kelistra, straight to the point as ever. And Azmythe, always you ask the difficult questions - excited, surprised, relieved, overwhelmed, and grateful."


INTERIOR: The Rusty Dragon. Assembled heroes stand or sit, chatting together and with their friends Shalelu and Koya. Ameiko enters, looking tired and happy.

"My friends, thank you for gathering. I have a story to tell - a recitation if you will - and I have a request. I beg your patience for it."

She clears her throat.

"This morning I finally finished translating the letter that you found for me. When you know what it says, I believe you may guess my request. This is the letter that my grandfather sent to his son, my father."

Ameiko's voice is clear as she declaims from memory the words of her ancestor, transported across the years in ink and parchment.

The Letter wrote:

My son, my heir. You know now that I have kept secrets from you. You were always a perceptive son, and while you may not understand my reasons for secrecy, I hope that you realise it was necessary. Know that I was not angry with you for opening the warding box - I was angry with myself for withholding the truth from you and forcing you to seek out what I should have given you. The words I spoke to you were from anger with myself, and it shames me to think of them now. I write this note as an apology, and to beg you to leave these secrets to history.

The next few days will be the most important I have faced in many years. If our family's enemies have, as I hope, forgotten us, I shall reunite with you and your wife, and I shall reveal the truth to you. But if they still seek the contents of the warding box, I fear that I may not speak to you again. The box holds our family's greatest treasure, so I have returned it to Kortun's care, and it shall remain hidden in the secret third vault under Brinewall Castle - obscured from our enemies, I hope and pray. I will not grant our foes the satisfaction of killing me themselves - if it comes to it let my death, by my own hand, be my final act to protect you, so that our enemies believe our line ended.

I have instructed Tsutami to protect you, and to deliver this letter to you only if I fail to return. If I can, I will reveal all to you myself. If I cannot, this final missive from a father to a son must suffice as an apology in place of an explanation, and you must flee to the south and never return here to Brinewall. If our enemies find what I have hidden, there will be nothing for you. If they do not, they will lie in wait here forever for your return.

I hope to see you again soon, my son. But my heart tells me I will not. I am sorry to have failed you. But I am proud of you, and I know you will survive this old man's shame and make a brave, bright life wherever you settle. You are strong, and must remain so. For if you are reading this and I am gone, know that our enemies will never stop searching for you. That is why, even in this letter entrusted to my most faithful servant, I cannot reveal the full truth."

Ameiko's trained bardic voice ceases, and she looks at you to gauge the effect of her words.


Azmythe wrote:

The next day Azmythe looks for Koya. He wants to tell her of his latest adventure. He tells her of the goblins, the map found on the fan, the short trip to the cave, and of the encounter with the honorable servant Tsutami.

[...]

Koya listens attentively, her gently creased face smiling at Azmythe's tales of adventure, "Very exciting, dear. The most fun I had was trying a new recipe of apple cake. Not quite the same as battling ancient spirits below the skin of the world." She presses another slice of cake on you, and is about to boil the kettle for more herbal tea when one of the ubiquitous urchins appears at the door.

The child say, in tones of great respect, "Mistress Koya? Ameiko asked if you'n' Mister Azmiff 'ere could come to the Dragon. She said it was a bit important."

Koya turns to you with one eyebrow raised, "Well, shall we?"


Jordan feels slightly better after a night of sleep. Not well, yet, but some of the debilitating weakness has gone. Regain 1 point of Strength.

Shalelu smiles as Malcolm takes Jordan's meagre backpack, "Spider bites can be nasty and it's a good job you had friends with you. Couple of days rest and you'll be right as a spring day. Huh, I wonder what Ameiko wants. She always did have a taste for the theatrical." The elven ranger shakes her head in mock disapproval.

Edited to account for cross-post with Malcolm...


Rewards and Revelations - fragments in no particular order.

***

Night falls. You stay up late drinking and talking, or you seek the comforts of home and sleep, each according to your nature and preference.

***

The sheriff's voice emerges gruffly from beneath a fine mustache, "Huh. Well done, the lot of you. Buggered if I'm counting a sack full of dismembered gobbo bits, so take this note to Varrick's Moneychanger, and the mayor's beancounters can figure it out later."

You receive a note of credit for 1,000 gp.

***

"Very interesting, these crystals," the head of the glassmaker's guild is a white-haired, weasel-faced woman with a habitual squint from years of close delicate artisanry. "Was this all of it, or was there more?" You almost think her nose twitches in sudden financial interest.

***

The urchin approaches grubby feet, hand held out for a coin, "Found you! Ameiko said you'd gimme a copper if I told you to meet her at the Rusty Dragon, but I wanna silver. Gissa silver!"

His equally grubby sister elbows him, "Nah, a gold, Ameiko said a gold piece, innit?"

***

Feel free to interact with any or all fragments, and I'll elaborate wherever you focus.


Hmm, kinda buried the good news at the end there. Congratulations, you are now all LEVEL 2! Well done.


Malcolm's reassuring presence seems to calm her headlong flight. Still standing, she says, "I need to go and check, of all things, a dictionary. This letter appears to be written by my grandfather, to my father. This could change everything."

She takes a deep breath and turns to the group, "Thank you, all. I need to go and translate this letter. It speaks of secrets, and a fortress - Brinewall Castle - and of regrets. But I do not fully understand it yet and need to be sure... I feel most deeply in your debt, and I will not forget."

"Please, let us speak again in the morning. The chest will be safe enough here, with Jak, until he closes up for the night. Please, dear friends, till the morning."

Exit Ameiko, stage left.

---

This concludes Act 1 of The Brinewall Legacy. You have routed the goblins that menaced Sandpoint, and discovered the beginnings of a mystery lost for a generation. Everyone level up and we will resume on the next day, as Ameiko absorbs the contents of the letter and calls on friends, old and new, for assistance.


Ameiko looks over the contents of the chest. Her expression grows a little distant, perhaps a little melancholy, as she reflects on the fact that she may never know her family history. That this mute unspeaking treasure still tells her more than her own father ever revealed.

Then she reaches for Tsutami's sword, placing her hand on the broken hilt. As she touches it, the pommel separates from the rest of the hilt and a small silver cylinder slides smoothly out. It is obvious that the hilt was designed this way, to hold a secret compartment.

---

You feel the weight of destiny settling over the room, like snow falling on a silent hill.

---

Ameiko pales slightly, and with trembling hand unscrews the cylindrical silver scroll case, for such it proves to be. Inside is a tightly furled sheet of parchment, covered in foreign-looking characters.

"Oh," says the bard. "Oh my." She stands, ashen faced, and rushes from the inn. You have not seen her lose composure like this since ... no, you have never seen her lose composure like this. She mouths a 'Thank you' as she leaves.


"This is astonishing. If I did not know you I would suspect some ruse or practical joke, but..." Ameiko shakes her head. "I have not heard the name 'Tsutami' before; but then I know very little of my family history before my father settled here in Sandpoint. There, those decorations on the chest," she points at a carving of a cherry tree with a leering demon perched on the highest branch, "that is identical to a painting that my father brought from... from before."

...

You know that Ameiko's father and elder brother, her only family, were killed some years ago (in Rise of the Runelords, for those who've played it).

...

Another shake of her head, "I had given up on finding out more about my families origins. I don't know what this means or what further investigation will reveal, but I owe you all a debt of thanks."

...

"Did you find anything beyond the chest? May I look?"


@Azmythe: it's a little late for Koya, who tends to go to bed with the sun and rise with the dawn. Tomorrow morning would be a good time to seek her out.


Ameiko's eyes widen at Malcolm's comment, "Something of mine? How intriguing!" She motions you to a quieter corner, and then muffles a laugh as Jordan tries and fails to get to his feet.

"I'm sorry, I shouldn't laugh. If you are injured then you are welcome to anything I have the may help."

...

"Now, tell me everything"


Jack whistles softly through his missing teeth as he collects glasses and bottles from behind the bar, "Hoowhee! You lot are feeling flush tonight then? Find a big pot of gold out in that swamp or what?"

Ameiko's song draws to an end, with a final refrain,

"No one's ever lost forever /
They are caught inside your heart /
If you garden them and water them /
They make you what you are."

She lets the scattering of applause die down before she heads over to your table. Her eyes are bright and she has a big smile for her friends. "Hey everyone! Back from the marsh already? I'm impressed. Did you find the goblins?"


The warm lighting in the Rusty Dragon welcomes you back to civilization. Jak Peg stands behind the long wooden bar, polishing a metal cup with a mostly clean cloth and smiling his gap-toothed smile. Rows of bottles — spirits and wines from across the Inner Sea — line the shelves behind him.

Ameiko sits in one corner, playing a soft melody on her lute. The notes weave through the low hum of conversation from the gathered regulars. As you enter she is singing, not something you've heard before...

"Nothing's ever lost forever /
It's just hiding in the recess of your mind /
And when you need it /
It will come to you at night"

Her eyes widen in a slight smile as she see you enter her inn, but she doesn't stop playing. She nods you towards the bar and continues her song.

Jak says, "Gents. Ladies. What'll it be?"

Malcolm:
The chest could work, but knowing Ameiko she'd probably prefer a dramatic telling of your duel - something she could work into one of her ballads...


The righteous are blessed with easy travel, at least on this particular afternoon. Snakes slither from the trail ahead of you, and the path you tread seems somehow less boggy than before. Even the omnipresent marsh stench is abated somewhat by a fresh sea breeze.

Or maybe it is just the thought of home that lights your way and speeds your step.

Howeverso, it is not long before the familiar buildings of Sandpoint hove into view. Your trials and travels have sped through the day, and the people of the small town are beginning to light lamps in the windows of their houses, and outside inns. The bell in the old cathedral starts to toll the evening service.

Where are you heading? Ameiko is likely to be at her inn, the Rusty Dragon. You may have other destinations in mind - many of you have homes or friends in Sandpoint. You also owe Sheriff Hemlock a visit, to report in about the goblin menace and discuss your reward.


So far we have some conversation about handing out the contents of the chest, or not, but I'm not clear on a final decision. Marduzi is mounted, and Kelistra is walking... is everyone following? What's everyone else doing?

Marduzi:
You mentioned wanting to get Tsutami's blade repaired, but I'm not sure anyone explicitly said they were picking it up. Happy to say that you did so, to avoid a pointless trip back into the cave. Do you want to have collected it?


Jordan:

Taking those as Spellcraft roles to identify any magical items, you find:
a +1 short sword and +1 dagger in matched sheaths
3 potions of cure light wounds, 2 potions of cure moderate wounds, and 2 potions of lesser restoration
a wand of mage armor (12 charges) and a wand of magic weapon (8 charges)
a ring of climbing
Everything else in the chest is non-magical

The journey back to the surface seems surprisingly quick after your long trek into the darkness, but that's often the case. Smoke waits patiently at the cave entrance.


That seems to be a consensus, more or less :)

The large jade and cherry wood chest opens easily to Kelistra's touch. It looks like the lock was pried off, perhaps by goblins before the chest was retrieved by Tsutami's skeletons. The fallen bones lie motionless around the cavern and it seems that whatever dark will held them in unlife has departed.

Inside the chest it is obvious that many objects have been removed from the numerous slots in the chest’s velvet-lined interior, again, perhaps the handiwork of the goblins. Yet much remains and your quick inventory reveals:
a short sword and a matched dagger in fine sheaths
seven or eight vials of potion
two slim wooden wands
a plain silver ring
a dozen tubes of colored paper with fuses - fireworks?
several bags of coins
a small heavy wooden box

In addition Tsutami's remains bear fine, if foreign-looking and damaged, chainmail armor - and his sword with the damaged hilt.

Nothing shows the taint of evil to Malcolm's senses.

It will take two people to carry the chest back to the surface.


Love it :)

Marduzi:
You notice that the hilt of Tsutami's sword looks broken. It probably won't help Malcolm in his duel, but the detail jumps out at you as you examine the skeletal warrior closely.

Malcolm's pushes Tsutami's blade to one side. With only one skeletal hand on the hilt, Tsutami takes a moment longer to recover its guard. In that moment, Malcolm's sword splits the grinning skull. The two halves of the polished white dome fall on either side of the skeletal body and the blue lights in its eyes dim, fade,

... honor ... the ... heir ...

and go out.

The skeletal choir roars as one. They raise their arms, mouths gaping wide. Then they too collapse to inert piles of bones. The temperature in the cavern seems to rise, returning to the natural underground chill, losing its malicious bite.

End of combat.


Happy thanksgiving, everyone who celebrated it.

Malcolm's blade carves again through the same great rent in Tsutami's armor. The undead samurai makes no sound, but shifts its sword to a one-handed stance, and moves smoothly into range for its own strike.

Attack: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26, damage 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7.

With a flourish, Tsutami flicks Malcolm's blood from his blade to the skeletons circled around. They hiss in pleasure, and anticipation of more blood. Skeletal choir: 1d20 + 4 ⇒ (14) + 4 = 18

ROUND 5! No bonuses to either side this turn due to Kelistra's artistry.


Azmythe:
It's hard for you, as a CG living elf, to predict the reaction of a LE undead human. To you it seems like no more of an interference than his skeletal cohorts are providing, but you're not sure that even Malcolm, never mind Tsutami, would see it the same way. At the moment Malcolm is unhurt; if that changes then you'll have an interesting choice to make :D


This time Malcolm slips inside Tsutami's guard. His bastard sword, bolstered by divine favor, cleaves through the undead warrior's tattered lacquered armor, crunching into the dead thing's unbreathing ribcage. Tsutami jerks backward, ripping Malcolm's sword free of his chest. It would be a mortal wound for a living warrior, but the skeleton merely returns to circling.

Then he abruptly changes direction, stepping forward to assay his own strike.
Attack: 1d20 + 8 ⇒ (2) + 8 = 10, damage: 1d6 + 5 ⇒ (2) + 5 = 7

Once again Tsutami's blade is frustrated by Malcolm's solid defense.

The skeletons begin to stamp their feet in turn with their ghastly moaning. Skeletal choir: 1d20 + 3 ⇒ (19) + 3 = 22. Next round Tsutami will gain +1 to attack and damage.

ROUND 3!


Malcolm attacks quickly but does not manage to beat Tsutami's blade. Despite the encouragement and advice from his companions, Malcolm's first attack is parried, and the skeletal samurai seeks his own opening.

Attack 1d20 + 8 ⇒ (8) + 8 = 16, damage 1d6 + 5 ⇒ (5) + 5 = 10.

The blade of the undead warrior is repelled by Malcolm's divine protections. The blue fires in its eye sockets flare in chill rage. It circles silently.

Skeletal choir: 1d20 + 2 ⇒ (1) + 2 = 3. Malcolm, you gain +2 to attack and +2 to damage next round from your companions moral support.

ROUND 2!


Initiative from Malcolm, please.

GM:
Tsutami initiative: 1d20 + 6 ⇒ (1) + 6 = 7

Both warriors stand motionless in the final heartbeats of stillness and anticipation.


The lesser skeletons move slowly to form a wide ring around Malcolm and Tsutami. They leave plenty of spaces for you to join the circle. As one, they begin moaning a low dirge, wordless and full of the emptiness of death. The light in the ancient samurai's eyes flares brighter at the sound, and he moves to face Malcolm, taking a guard position with the single-edged blade held vertical in front of him.

The wordless support of the lesser skeletons is giving Tsutami a morale bonus. You can offset the bonus by supporting Malcolm with encouragement, useful advice, witty commentary, and the like. Each round, you can choose a suitable skill or ability and make a check. I'll then tot up the results and apply an overall effect to that round of combat.


As the corpse of Tsutami continues to speak, you realise that it is not the wind that is rattling the bones strewn across the cavern. Instead, the skeletons that you noticed are rising, assembling themselves, and clambering to their feet. Some are missing an arm, or several ribs, or their jaw. All bear a reflection of the same distant blue flame in their eyes as Tsutami.

... my loyal followers even in disgrace and death ... they will not intervene in our combat ... if your companions are equally restrained ...


The skeletal figure completes it's circuit of bows to the cardinal directions, and returns to facing the group.

... I am ... I was ... Tsutami ... called the Whispering Blade ... for long years I protected the Kaijitsu family ... even before they bore that name ... failed and cursed in failure ... but there is a heir ...

Malcolm and Iralynash, you in particular recognise that Kaijitsu is Ameiko's family name. In fact, you all recognise the name, but Malcolm and Iralynash have a particular connection to Ameiko in their backgrounds.


At Malcolm's words the skeletal figure moves for the first time. The gleaming white skull lifts, looking directly at you. In the empty eye-sockets twin cold blue fires burn, like the embers of tiny suns lost to mortal memory. The jaw of the skull grins in silent hunger.

... ahhhhhhh then ... prepare yourself ... we begin in 100 beats of your mortal heart ...

The skeleton stands, still gripping the foreign single-edged blade loosely in one hand. It turns to the north and bows deeply, then to the east bowing again. It is clearly engaged in some private ritual of preparation. As he prepares, a chill wind spirals round the cavern, rattling the bones on the floor.

Malcolm in before the rush :)
You have, as a group, about 1 minute to do anything that you want to do; whether that's buffing Malcolm, ignoring Malcolm and mobbing the skeleton, or whatever else you decide.

Malcolm:
The undead creature is evil now, even if it were not always so.


... two things do I desire... a pledge of protection for the Kaijitsu heir ... and an end to this curse in honorable combat ... single combat ... a final death ... if any is brave enough to challenge my blade ...


There is no motion in the cold dark cavern. The skeletal form seated upon the chest does not move, its hollow eyes do not lift to meet your gaze, its deathly grin does not change. But you feel its attention pass over you nonetheless.

... I? ... I am ... I am a servant ... a failure ... honor lost and unredeemed ... no clean death with honor for the last faithful servant ... endless failure even in death ...

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