Friendly Fighter

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1,641 posts. Alias of Xzaral.


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King of Talingarde

Looking back my last post here was in April. I do want to continue, but at this time I don't think it's possible for me. In fact when I saw your post on Saturday my intention was to try and get a post up. But the efforts over the weekend really reinforced it for me that I just can't do it right now. I apologize for getting everyone's hopes up and for stringing you all along for so long. My intentions were not malicious, but even so I'm afraid I have not done you all right. Once again, I'm sorry. I'll make the game inactive so it disappears from everyone's campaign tabs.


King of Talingarde

Sadly the True Blooded American fix-it method failed me in this scenario. I still am not quite sure what was wrong with it, but I think the power supply. Ended up couldn't figure out how to get it to stay powered on on my own. So a guy at work said he could probably figure it out and I didn't roll so well on the good idea chart. Fortunately it didn't bite me, and $200 later my computer works again. I've actually had it since Friday, but was busy most of Saturday and had to get ready for the game I was running Sunday (which I could thanks to the computer running again!). And today I spent out of town at the surgeon's getting started on the 6 months of evaluation and education (Bleagh).

This has not been a good two weeks.


King of Talingarde

Computer is fixed. I'll be catching up over the course of this week to get caught back up. Apologies for the delays.


King of Talingarde

Computer is fixed. I'll be catching up over the course of this week to get caught back up. Apologies for the delays.


King of Talingarde

Just giving you all a heads up this morning my computer screwed up on me. I'm not sure if it's something simple or not (I think it may just be the video card, but it did force the entire computer to suddenly shut down on me). Hopefully I'll have it back up tonight but wanted to make sure to let you know in case I can't tonight.


King of Talingarde

Just giving you all a heads up this morning my computer screwed up on me. I'm not sure if it's something simple or not (I think it may just be the video card, but it did force the entire computer to suddenly shut down on me). Hopefully I'll have it back up tonight but wanted to make sure to let you know in case I can't tonight.


King of Talingarde

It's possible to manipulate the dice roller. In fact when I recruited for these games I chose not to select one person because I caught them doing just that. It's not hacking the coding or anything, but I'd rather not go into details on how. It's not something that would be easily fixed, and the more who know how to do it the more of a problem it can become.


King of Talingarde

As stated, I'll quickly move through a looting of the prison.

Loot:

Warden and his environs
potion of cure light wounds
scrolls of magic missile, sleep, hideous laughter and invisibility
dagger
wizard’s college class ring (gold with diamonds worth 250 gp)
ioun torch
Noble's outfits x5 (375gp total)
alchemist's lab (200gp, 40lbs)
map through the moors

Richter’s Tome of Arcane Armament (Level 3 Universalist)
This beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its covered. It bears the draconic rune of “R” in the center of its front cover.
Value 350 gp
Blank Pages 63
SPELLS
2nd – bull’s strength, flaming sphere, hideous laughter, invisibility
1st – alarm, charm person, expeditious retreat, feather fall, mage armor, magic missile, mount, shield, sleep
0th – all cantrips in the Pathfinder Roleplaying Game Core Rulebook
_________________________________

Books in tower

Mostly worthless penny novels of steamy romance with loose women and burly men
“Astra Mysterii” A rare treatise on astrology written by the mad monk Clivarus, worth 75 gp. It requires a Knowledge (arcana) (DC 15) or an Appraise (DC 20) to identify.
“The Travels of Titus the Mendicant” by Artus Vellor. A valuable first edition of a popular title published before the author was well known, this book would fetch 120 gp amongst collectors. The tome requires a Knowledge (geography) (DC 15) or an Appraise (DC 20) to realize its true worth.
“The Floralegium” by Branthus Hart. An imposing tome of no small age, this beautifully illustrated book of flowers is obviously something special. However it takes a Knowledge (nature) (DC 20) or an Appraise (DC 20) skill check to realize this book’s true value. It is worth 250 gp to collectors.
___________________________________

Halls of History

One of the wall hangings is an old brocade tapestry that depicts Castle Branding being turned into a prison with the motto “His Judgment Cometh and that Right Soon”. The tapestry is worth 150 gp. It is however very heavy (50 lb.) and awkward (-2 to any Acrobatics, Climb, Jump, or Swim skill checks while carried).
__________________________________

Garden outside

Belladonna (3 doses, 100gp each)
Type poison, ingested; Save Fortitude DC 14
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d2 Str damage, target can attempt one save to cure a lycanthropy affliction contracted in the past hour; Cure 1 save.
__________________________________

Barracks

Ink, quill and a personal journal that reveals this week’s password “Hesterfield” – the Warden’s home town – and the details of Blackerly’s illicit gambling sessions including exactly when the next game will be (tonight! – see 3c. above).
A silver holy symbol of Mitra (worth 25 gp) and a Mitran holy book (worth 5 gp).
A surprisingly well written love letter ending in a proposal of marriage to someone named ‘Michelle’ and a sapphire engagement ring worth 100 gp.
A masterwork lute (worth 100 gp).
A collection of cheap, tawdry, crudely printed books (the so-called “penny dreadfuls”) about dashing heroes, daring do and amply bosomed damsels prone to fainting and outdoor bathing (no resale value).
A small bottle with a hand written note “In case of trouble – Love, Mom!” (a potion of cure light wounds).
A set of peasant clothes and a short sword.
Hidden under peasant garb are two decks of cards (one regular, one marked) and bag of 12 gp worth of mixed coinage.
A bottle of fine whiskey (smoky, peaty with just a hint of sweetness) without label worth 25 gp.
__________________________________

Armory

Inside are six spare sets of gear for guards: chain shirt, heavy steel shield, long sword and longbow. There is also a rack holding a dozen more leather-wrapped clubs. Further, there is also a stock pile of 240 arrows in twelve quivers. These items (save for the arrows and the clubs) bear the mark of Talingarde somewhere on them.

a shiv made from a women’s metal comb (treat as a dagger)
a heavy mace with a grinning demon's head on the top, small sized
spear with tattered cloth remains dipped in blood
MW quarterstaff capped in iron with a nice leather grip
battle axe with the inscription in dwarvish (death to the foes of my country)
rapier
rusty great sword from ill use
trident smelling of seawater
glaive
___________________________________

Blackerly's Quarters

a case of rotgut whiskey (a dozen bottles worth 5 gp a bottle)
1235 gp

Blackerly’s Medicine (1 dose, no value)
Type poison, ingested; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect Unconsciousness for 1 minute; Secondary Effect
unconscious for 2d4 hours; Cure 1 save
___________________________________

Off Guards

12d6 ⇒ (3, 6, 1, 4, 1, 5, 1, 2, 3, 6, 4, 1) = 37 gp


King of Talingarde

So I've got the dates for my appointments now, but only the pre stuff. It looks like it's going to take a while so I figured I'd set a date to restart things. I do know next month I'll have to be gone for a week (May 12th to 16th) and won't be able to post then at all, but have the weekend off afterwards.

So I'll leave it up to you guys. We can start up again after everyone's caught up or we can start after my week in May. Any opinions? Either way I've started catching up on the campaign thread to remember where things are at.


King of Talingarde

So I've got the dates for my appointments now, but only the pre stuff. It looks like it's going to take a while so I figured I'd set a date to restart things. I do know next month I'll have to be gone for a week (May 12th to 16th) and won't be able to post then at all, but have the weekend off afterwards.

So I'll leave it up to you guys. We can start up again after Mark is back and everyone's caught up or we can start after my week in May. Any opinions? Either way I've started catching up on the campaign thread to remember where things are at.


King of Talingarde

I'm the opposite. I never played the Warcraft games but played a ton of World of Warcraft (did a lot of Starcraft though). Can't really play any MMO's anymore though, too time intensive for me now.


King of Talingarde

You find yourself at the top floor of the tower. There is a door to the north marked office, and a door to the south unmarked. Neither door radiates magic.

Null:
Nothing magic


King of Talingarde

Ascending to the second floor of the tower you come upon rows and rows of books lining all the shelves of this room. Over 100 tomes easily.

Search or head upstairs?


King of Talingarde

Blackerly will be out for at least an hour.


King of Talingarde

Fantomos is able to transfer to the chainmail armor, and Tinn dons Blackerly's uniform. No other guards or presence is seen during this time.

now what?


King of Talingarde

This entire floor is dedicated to the history of the Castle Branding and the subsequent history that led the castle to become Branderscar Prison. It consists of a series of mostly uninteresting plaques that tell of nobles and deeds hardly anyone remembers anymore. There are a number of banners and flags.


King of Talingarde

Null and Tinn drop two more of the guards in our villains counterattack!

Blackerly kicks hard the dog he's holding, sending the animal running back into it's pen. He then proceeds to move up to the guard fell by Null and begins to berate his bleeding form. "You piece of garbage, what's the point of lying down bleeding when you can bleed on them, you hear me?"

Sense Motive DC15:
Blackerly is obviously not acting normal.

The guard turns towards Blackerly, then proceeds to run. "This is insane!" Draws AoOs from our villains.

Firetongue moves towards Grumblejacks form and uses the wand on him, stabilizing the ogre.

Party up.

Dice:

1d20 + 6 ⇒ (13) + 6 = 19; 1d3 + 2 ⇒ (2) + 2 = 4
1d8 + 1 ⇒ (1) + 1 = 2


King of Talingarde

Tinn stabs into the guard near him, while Null takes a different approach and demonstrates an ancient Duergar technique to remove a person's internal organs without cutting into the body. It's quite an achievement.

The guard near Tinn throws down his club and falls to his knees, "Please, spare me, I have a wife and kids in town! I beg you!"

Meanwhile the guard near Fantomos beats at him with his club, managing to strike him. 3 subdual

Blackerly comes up to the guard holding the dog and yells at him, "Get in there and help you sorry pile of feces!" Taking the reins he backhands him once before the guard moves up, sheathing his sword and drawing his club.

Firetongue up shifts over and blasts at the guard joining in. The firebolt strikes him dead on.

Party up.

Round 3
Firetongue (Fire bolt, miss.)
Fantomos (Kills guard)
Guard Dog (Restrained)
Null (Decimates guard)
Grumblejack (Bleeds)
Tinn (Stabs guard)
Blackerly (Takes dog, slaps guard)
Guards (stuff)

Dice:

1d20 - 1 ⇒ (12) - 1 = 11
1d20 - 1 ⇒ (3) - 1 = 2
1d20 + 4 ⇒ (17) + 4 = 21; 1d6 + 2 ⇒ (1) + 2 = 3
1d20 + 5 ⇒ (14) + 5 = 19; 1d3 + 2 ⇒ (1) + 2 = 3
1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10; 1d6 + 1 ⇒ (4) + 1 = 5


King of Talingarde

Fantomos's strike drops one of the club-wielding guards, a look of regret on his face for listening to his commander. The other feels the tiefling's teeth sink in, glancing over his shoulder. "Sir, they're out for blood!"

one dropped, bitten one is still up.


King of Talingarde

The guards begin to move and strike. Three take their shots at the ogre, two shafts sinking into the ogre, nearly dropping him. From behind, the two guards take attacks with their drawn weapons at the prisoners, both missing.

Firetongue casts a spell and causes wounds to form upon the guard in front of him from his touch.

The dogs charge once again at the ogre, finally bringing the massive creature down.

GJ took 17 damage and is bleeding out. Party up.

Dice:

1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18; 1d8 ⇒ 3
1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2; 1d8 ⇒ 6
1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13; 1d8 ⇒ 8
F 1d20 + 5 ⇒ (4) + 5 = 9; 1d8 + 2 ⇒ (5) + 2 = 7
T 1d20 + 5 ⇒ (7) + 5 = 12; 1d8 + 2 ⇒ (1) + 2 = 3
F 1d20 + 9 ⇒ (8) + 9 = 17; 1d20 + 6 ⇒ (7) + 6 = 13; 1d8 + 1 ⇒ (4) + 1 = 5
G W 1d20 - 1 ⇒ (4) - 1 = 3
1d20 + 3 ⇒ (8) + 3 = 11; 1d6 + 3 ⇒ (6) + 3 = 9; 1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (15) + 3 = 18; 1d6 + 3 ⇒ (3) + 3 = 6; 1d20 + 3 ⇒ (9) + 3 = 12


King of Talingarde

Tinn manages to bring his knife around as one of the guards comes around the corner, replacing his heart with a gaping hole. And in the front Grumblejack shows his detestment for man's best friend, turning a dog into paste.

Fantomos, still delaying?

Round 1
Firetongue (Cast Bless)
Fantomos (Delay)
Guard Dog (Attack)
Null (Bow, miss)
Grumblejack (Hit and kill)
Tinn (Attak, crit and kill)
Guards
Moar Guards

Dice:

1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19; 1d8 + 6 ⇒ (8) + 6 = 14


King of Talingarde

Quick post. GJ took 14 points of damage from the dogs, but wasn't tripped. All PCs and GJ are up.

Dice:

1d20 + 3 ⇒ (14) + 3 = 17; 1d6 + 3 ⇒ (2) + 3 = 5; 1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (16) + 3 = 19; 1d6 + 3 ⇒ (6) + 3 = 9; 1d20 + 3 ⇒ (13) + 3 = 16


King of Talingarde

The two guards in front fire their arrows at Grumblejack but miss the ogre. Suddenly behind you the two doors open and more guards come out from behind, flanking you all.

Firetongue casts a blessing for everyone. "Goblin song, goblin allies rise to fight, make them bleed and burn, and let's end this right!"

Fantomos up

Surprise Round
Firetongue
Fantomos
Guard Dog (Move up to GJ)
Null
Grumblejack
Tinn
Guards (Fire Arrows)
Moar Guards (Open Doors, 5' step)

Round 1
Firetongue (Cast Bless)
Fantomos
Guard Dog
Null
Grumblejack
Tinn
Guards
Moar Guards

DM Stuff:

1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0; 1d8 ⇒ 8
1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7; 1d8 ⇒ 2
1d20 + 9 ⇒ (19) + 9 = 28


King of Talingarde

As our villains make their way towards the door, Tinn notices that the door is opened a crack and realizes it's a trap. As the doors are kicked in, a pack of dogs are sent in towards Grumblejack, the two guards standing in the back with bows at the ready to fire as the dogs go about their work.

Tinn, you can act in the surprise round (standard action only). The other two guards get their arrows off after you.

Surprise Round
Firetongue
Fantomos
Guard Dog (Move up to GJ)
Null
Grumblejack
Tinn
Guards
??????

<_<:

Perception]
Fantomos 1d20 - 1 ⇒ (5) - 1 = 4
Firetongue 1d20 + 8 ⇒ (3) + 8 = 11
Null 1d20 + 1 ⇒ (10) + 1 = 11
Tinn 1d20 + 3 ⇒ (17) + 3 = 20
Grumblejack 1d20 + 2 ⇒ (2) + 2 = 4

Inish
Fantomos 1d20 + 2 ⇒ (16) + 2 = 18
Firetongue 1d20 + 4 ⇒ (18) + 4 = 22
Null 1d20 ⇒ 18
Tinn 1d20 + 5 ⇒ (8) + 5 = 13
GJ 1d20 - 1 ⇒ (17) - 1 = 16
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 2 ⇒ (16) + 2 = 18
1d2 ⇒ 2 Dogs 1, Fantomos 2


King of Talingarde

Our villains come down the stairs to find a long hallway, empty of guards. At the far end sits two doors closed, leading out. Along the way are three other doors, one on the right and two on the left.

Where to now?


King of Talingarde

Two minutes pass by without incident, the guards seemingly not coming up to disturb your slumber at this point. How do you wish to proceed?


King of Talingarde

Sorry Tinn, no leather armor here at this point.

Three dropped guards, all the same loot.

Guards:

Longsword
Heavy Steel Shield
Chain Shirt
Longbow (Normal)
20 arrows.
Padded club

The Veil:

2 daggers
Bullseye lantern (full, lit and shuttered)
Hempen rope (50-foot coil)
Sack full of needed spell components (worth less than a 1 gp) and common clothes in the PCs sizes
4 stealth cloaks (grant a +2 to stealth checks in Talingarde)
Thieves Tools, Masterwork
Window (2 ft. by 4 ft., up to 2 ft. deep)
Wand of CLW (CL1, 10 charges)
100 gold pieces
Unholy Symbol of Asmodeus (silver)

Note that the window patch will create a window (and therefore a hole) in a nearby wall. If there are no nearby walls, it simply turns into a common wooden window frame. It cannot be placed on a living creature however. Once removed, a patch cannot be replaced.


King of Talingarde

That's everyone besides Alaric so far. Tomorrow I've got my nutritionist appointment, and the surgeon wants me to have that before I get anything scheduled. I'm hoping to get something a little more definite on a date or timeframe soon, and hope to set a restart date soon. Just keeping everyone updated.


King of Talingarde

I do plan to continue. And as Joana said, I'll be waiting for Mark to return before restarting things up. In AK's defense I haven't posted a followup post yet either.

Tomorrow's my nutritionist appointment though, and the surgeon wants me to go see them first. As soon as I get at least some kind of date or timeframe I'll see about setting up a restart date.


King of Talingarde

The guard attempts to beat upon the Tiefling once more, but fails to strike against his skull, the swing striking the table.

:):

1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6; 1d6 + 2 ⇒ (2) + 2 = 4


King of Talingarde

The guard suddenly seizes up, realizing exactly what all that noise was about as Fantomos comes up behind him. "By the goddess, what's happening!" Crazed, he turns and attempts to strike at the newcomer, hoping to reopen his escape route. The club connects solidly. 8 subdual, Fantomos. And wow.

Firetongue moves up and sends a bolt of flame flying towards the guard, over Fantomos's shoulder, striking the guard in the shoulder and arm and sending searing pain through his body.

Grumblejack moves up and, trying to get through the melee. "Who are you?" Seeming to finally realize the others are there, he asks about them.

(╯°□°)╯︵ ┻━┻:

1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20; 1d6 + 2 ⇒ (6) + 2 = 8
1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15; 1d6 + 1 ⇒ (4) + 1 = 5


King of Talingarde

The guard attempts to impale the tiefling with the nasty bite, but hits only aire. His compatriot in the guardroom follows suit as his bludgeon swings wide against the dhampir.

Grumblejack brings his wrapped chained fist down again, but the chain catches in the cage and misses the guard.

Party up.

(╯°□°)╯︵ ┻━┻:

GvF1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7;1d8 + 2 ⇒ (4) + 2 = 6
GvT1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11;1d6 + 2 ⇒ (3) + 2 = 5
1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9; 1d8 + 6 ⇒ (5) + 6 = 11


King of Talingarde

Both guards step up to Grumblejack, but miss the ogre. A mistake as he has a clear shot to quickly wrap the chain around his fist and bring it down upon one of the guards, smashing him good.

Dice Dice Baby!:

1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7; 1d8 + 2 ⇒ (2) + 2 = 4
1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4; 1d8 + 2 ⇒ (4) + 2 = 6
1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16; 1d8 + 6 ⇒ (3) + 6 = 9


King of Talingarde

The guard attacking Tinn strikes him, inflicting 6 points of subdual damage.

Dice:

1d20 + 4 ⇒ (15) + 4 = 19; 1d6 + 2 ⇒ (4) + 2 = 6


King of Talingarde

The four guards begin to shake as the unshackled ogre moves towards them. Two of them, unable to contain themselves anymore, become panicked and race towards the stairs, dropping their longswords in their mad rush to escape. The other two, clearly shaken, move forward but fail to penetrate the ogre's tough hide.

Grumblejack retaliates, using his manacles chains to strike forward, tries to beat a guard into submission. Sadly for the ogre, the chain is difficult to wield in such a narrow space and tightens around the cell bars, missing.

In other words, two guards are panicked (condition), two guards are shaken (conditioned), both guards missed, GJ missed. Two dropped longswords are on the map.

Party is up.

Eye of the Tiger:

1d20 + 3 + 2 + 2 + 2 ⇒ (11) + 3 + 2 + 2 + 2 = 20
1d20 - 1 ⇒ (5) - 1 = 4
1d20 - 1 ⇒ (11) - 1 = 10
1d20 - 1 ⇒ (12) - 1 = 11
1d20 - 1 ⇒ (9) - 1 = 8
1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5; 1d8 + 2 ⇒ (5) + 2 = 7
1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11; 1d8 + 2 ⇒ (7) + 2 = 9
1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5; 1d8 + 6 ⇒ (3) + 6 = 9


King of Talingarde

Tinn wounded the guard he was attacking, while Firetongue holds as the others do. Grumblejack smashes his way out of his cage.

As of this point, Fantomos, Null and Firetongue are all up.

Round 4
Fantomos ()
Null ()
Guards ()
Tinn ()
Firetongue ()
??? ()


King of Talingarde

All the guards ready for the coming ogre, waiting to see what happens. That is except for one who attempts to club Tinn once more.

1d20 + 4 ⇒ (6) + 4 = 10; 1d6 + 2 ⇒ (3) + 2 = 5

Tinn and Firetongue up, that's my last post for tonight.


King of Talingarde

Tinn attempts to impale the guard again, but misses, while Firetongue simply converses with the duergar.

On the other side of the door, you can hear the sound of stone striking wood, the door buckles a moment, but the stones seem to have shattered leaving it largely intact.

Fantomos and Null up

Round 2
Tiadora (Retreats with Blackerly)
Blackerly (Follows like a puppy)
Fantomos (Gnash at guards face, miss)
Null (Acid orb guards face, hit)
Guards (Stuff)
Tinn (Miss)
Firetongue (Delay)
??? (Attack door with improvised flail, botch resulting in fragile weapon being destroyed)

Round 3
Fantomos ()
Null ()
Guards ()
Tinn ()
Firetongue ()
??? ()

Sekrit Stuffs:

1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3; 2d6 + 6 ⇒ (5, 4) + 6 = 15


King of Talingarde

Doh, Tinn and Firetongue up.


King of Talingarde

Fantomos attempts to gnash at the guard's throat while he stares dumbfounded at the cage, but misses the strike. Null on the other hand sprays acid into a guards face, causing a painful burn.

Snapping back to reality the guards start to move. "Pull back!" One of them calls out, the guards retreating to form a defensive position, dropping clubs for swords. (Yes, there are three clubs at your feet right now)

A fifth guard blows hard on his horn, calling for aid. The sixth turns on his attacker and swings at him, missing wildly. "You fool, that ogre gets free and we're all dead, you hear me? If you value your life, help us stop him!"

Round 2
Tiadora (Retreats with Blackerly)
Blackerly (Follows like a puppy)
Fantomos (Gnash at guards face, miss)
Null (Acid orb guards face, hit)
Guards (Stuff)
Tinn
Firetongue
???

Dice stuff:

1d20 - 1 ⇒ (11) - 1 = 10
1d20 - 1 ⇒ (3) - 1 = 2
1d20 - 1 ⇒ (19) - 1 = 18
1d20 - 1 ⇒ (10) - 1 = 9
1d20 - 1 ⇒ (20) - 1 = 19
1d20 - 1 ⇒ (15) - 1 = 14
GvT1d20 + 4 ⇒ (3) + 4 = 7; 1d6 + 2 ⇒ (4) + 2 = 6


King of Talingarde

Tiadora looks shocked for a moment, whether real or feigned you don't know. She looks towards Blackerly, "Quickly, you must get me out of here. Let's go!" Blackerly simply follows behind like a lapdog.

Tinn, you can attack Blackerly (or Tiadora) if you want with an AoO, but you get the impression that it could disrupt whatever hold she has on him.

Fantomos and Null are up.

Round 2
Tiadora
Blackerly
Fantomos
Null
Guards
Tinn
Firetongue
???


King of Talingarde

Null and Fantomos try to bash open the cell door, but to no avail. The guards move towards the gate, while others take up positions elsewhere. Two of them ready horns to call for aid, while the one in the room with Tinn just looks back and forth between Blackerly and the prisoner. "S-sir, shouldn't we do something?"

At the gate, the guards wave their clubs, "Settle down now or we're gonna come in there!"

Tinn and Firetongue up

Round 1
Tiadora (Retreat to corner)
Blackerly (Dote on Tiadora)
Fantomos (Failed at bashing open door)
Null (Failed at bashing open door)
Guards (Double moves)
Tinn
Firetongue


King of Talingarde

Tinn calls for the guards, drawing them into the room with him and Tiadora, Blackerly quick to charge ahead to defend the lady. While this goes on, our other prisoners quickly move to escape, all three escaping their shackles before the guards notice. Yet still the locked cell door blocks their way.

Tiadora quickly moves to the back corner, panicked at the events unfolding. "Dearest? What's going on? Please, protect me."

Blackerly moves up to Tiadora, drawing his sword but more concerned about her. "Don't worry, I'll keep you safe now from these ruffians."

Tinn:
A voice in your head speaks to you, "Well, this is the opportunity you wanted dearest, so while I keep this buffoon busy, why don't you do something about them?"

Fantomos and Null are up. Also it's apparent that Blackerly is more concerned about Tiadora and will not act unless provoked.

Round 1
Tiadora (Retreat to corner)
Blackerly (Dote on Tiadora)
Fantomos
Null
Guards
Tinn
Firetongue

Dice:

Inish
Fantomos 1d20 + 2 ⇒ (15) + 2 = 17
Firetongue 1d20 + 4 ⇒ (4) + 4 = 8
Null 1d20 ⇒ 17
Tinn 1d20 + 5 ⇒ (10) + 5 = 15
Guards 1d20 + 1 ⇒ (15) + 1 = 16
Blackerly 1d20 + 0 ⇒ (19) + 0 = 19
Tiadora 1d20 + 11 ⇒ (16) + 11 = 27


King of Talingarde

The guard waves the club threateningly at Null, "I'll show you a nightmare when I beat you into it, you keep this up. And you, stop making those grunts, ya hear?"


King of Talingarde

I put this post up in the other group, and wanted to let you all know the same thing.

I've actually been considering restarting the two games if people are still interested. Work has slowed down enough where I can devote time to posting again.

The big reason I haven't is the possibility of surgery. For a few months now I've been going to the doctor and it started off with a lot of doom and gloom because of my weight (I'm more than a little heavy). Also I had to see the cardiologist and go through a bunch of tests for both of them. At this point I'm not entirely certain how much of my fears were just me, but after all the tests I'm actually fairly healthy besides my weight. One issue is though that my BP raises too high with little exertion, so I need to focus more on my diet than exercise (not that I shouldn't exercise, but nothing strenuous). It was also recommended that I look into one of the weight loss surgeries.

Which is where I'm at right now. In fact, today I'm spending time filling out a pretty long packet of information about myself for the surgery which I need done before my first appointment. Next week I have an appointment with a nutritionist to begin a diet program as well.

So my concern has been if I start it up, then have this surgery shortly thereafter, it may end up putting another pause in the game while I recover. Plus I know in May I'll have a week I won't be able to post for my annual leadership conference. I at least want to get my first appointment with the surgeon before I commit to anything. But just to keep you all updated (since I haven't been as well as I should have).


King of Talingarde

I've actually been considering restarting the two games if people are still interested. Work has slowed down enough where I can devote time to posting again.

The big reason I haven't is the possibility of surgery. For a few months now I've been going to the doctor and it started off with a lot of doom and gloom because of my weight (I'm more than a little heavy). Also I had to see the cardiologist and go through a bunch of tests for both of them. At this point I'm not entirely certain how much of my fears were just me, but after all the tests I'm actually fairly healthy besides my weight. One issue is though that my BP raises too high with little exertion, so I need to focus more on my diet than exercise (not that I shouldn't exercise, but nothing strenuous). It was also recommended that I look into one of the weight loss surgeries.

Which is where I'm at right now. In fact, today I'm spending time filling out a pretty long packet of information about myself for the surgery which I need done before my first appointment. Next week I have an appointment with a nutritionist to begin a diet program as well.

So my concern has been if I start it up, then have this surgery shortly thereafter, it may end up putting another pause in the game while I recover. Plus I know in May I'll have a week I won't be able to post for my annual leadership conference. I at least want to get my first appointment with the surgeon before I commit to anything. But just to keep you all updated (since I haven't been as well as I should have).


King of Talingarde

As both Tinn and Null struggle against the manacle, they find them to be quite secure. At the sound of the struggle, the door opens and one of the guards enters the room, padded club in hand. The other stands by the door, signal horn at the ready. "Quiet now, you, or I'll come in there and whack you a good one, you hear now?"


King of Talingarde

In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Iomedae and her chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom.

For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

The three of you recall the events earlier in the day.

The prison creaks as you are rolled along. A chill wind whips around your bodies, a telling sign you are near some body of water, though you cannot see it. Your heads have been covered in hoods, your mouths gagged. Iron shackles bind your hands in front of you, attached to the floor of the wagon, while another pair of shackles bind your ankles, keeping your stride short. The only clothing you wear are rags that were provided you shortly after your capture.

The wagon stops for a moment, and you hear one of the men guarding you speak to another, though the words themselves escape you. The sound of an opening gate can be heard, then the wagon moves forward, taking you to what can only be your home for the next three days, Branderscar Prison.

The wagon stops just a short distance in, the cage heard to be unlocked. The guard can be heard speaking, "Bunch of bloody criminals", "they'll get what's coming to 'em", "keep an eye on 'em". The cage unlocked, rough hands come in and drag the four of you out, sharp tips that can only be swords prodding you onward.

The three march single file, blind and shackled, the only guide the taunts of the guards, as you are lead into what must be a building. Rounding a corner, you feel an oppressive heat wash over you as a rough voice calls out, "It would seem we have some new guests. The first thing we do here is your initiation." Several of the guards start to chuckle at his statement.

The first of the prisoners is brought forward. "Take a look boys, this here dwarf ain't no normal dwarf. He's a Duergar, down from the Darklands, up here trying to blasphemy against Iomedae in front of her temple. You know how we handle scum like this?" With that, he pulls a brand out of the forge as the guards extend out your arm. He shoves the brand into your arm, leaving the imprint of a runic 'F' there. [b]"Forsaken like you, marked for life. However long that'll be."

The Duergar is dragged away as the next is brought forth. "This here, boys, be a tiefling, a damned fool damned twice now. One fer his birth, another for his crimes. Decided it was good to go and kill a man, dueling to the death. This brand won't do for this filth." As he speaks, he pulls out a special brand, pouring a vial of acid into the handle, dripping from the end in sizzling droplets. It sears as he places it against your skin, burning the mark in.

The third criminal is brought up. "This here's a dhampir, spawn of a vampire. One of them Tian ones in this fellah's case. He's got blood on his hands, and he'll be paying for it with his life." The first brand is once again brought down.

The last of the prisoners is led forward, a goblin. "I'm sure you all know what this is. The little firebug burned down a building a drow was escaping from. Apparently the little bugger has taken a liking to her. Well, let's see how he like a little burning." The final prisoner is then branded.

"Take this lot away." The three of you are taken away, led up a flight of stairs. You can hear the sound of a cell opening, where the four of you are led inside and locked up. Your hands are attached to the wall's behind you, and a chain on one wall is looped through your ankles, binding the four of you together. You are able to sit. When all are secured, your masks and gags are removed, your first signs of your new accommodations. As your eyes adjust, you see the three of you are in a cell. There is a strange, very large doorway off to the right.

Several guards stand outside the cell, one of them the man who performed the branding. "My name is Seargent Tomas Blackerly. I'm in charge of these soldiers here, and I plan to make your next three days miserable." With that he turns and leaves the cell, only two guards left by the far doorway.

At this point you may start discussing with each other before I move the story along. I'll be placing a copy of the map on the Campaign Info tab. I took a couple liberties with the opening, if there's anything people don't like, let me know and I'll retcon it.


King of Talingarde

Dot


King of Talingarde

Sadly looking the same at the moment (well, a tiny bit better). Fix some problems, more crop up. At least my mid-year review came through with positive marks. Almost as though I'm killing myself to make it work :D Next week is the traditional beginning of the slowdown though, so waiting for that.

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