Fester the Jester |
Fester stops singing and turns to Darius. "Sure. In addition to my beautiful voice and incredible mimicry abilities, I can juggle, and I can tell jokes." He demonstrates by tossing his clubs into a rhythmic pattern and juggling all three of them.
Juggling check: 1d20 + 8 ⇒ (3) + 8 = 11
Darius Quint |
"You call that clumsy fumble juggling? Please." Darius sneers, before bending down and picking up a handful of pebbles from the ground.
Sleight of Hand Juggling: 1d20 + 6 ⇒ (4) + 6 = 10
... and proceeds to make an equally clumsy showing.
"... I'm not even practiced in such a thing, and I can do just about the same." He adds, trying to save face.
Well played, dice.
Grubyub Sloppybreech |
Grub stops his cavorting about the campfire and looks up into the sky in response to the announcement. Then he points to Lunk and shouts. "Giant-man right!! Grubyub hear voice now!!"
Back where the gnome and human are still talking, the goblin catches the juggling act and jumps up and down with grotesque enthusiasm. He tosses the burning log he'd been whipping about back into the fire and dashes over. Along the way he grabs at the hand of the many-colored Frogman and points at Fester's juggling act. "Ooohoo! You cook firemakers and toss like Festerjester and Fancypants man?"
He doesn't even wait for an answer. The diminutive green creature's mind is alive with the possibilities of fire dancing in giant circles. He skitters back and forth as memories of Svetlanarama the Fire tosser bound back and forth in his little goblin mind. "Oohooo Grubyub have big fun watching Svetlanaramarana tossing her fires!! She one who teach Grub to hit with a torch when he don't have his horseychopper!!"
On the edge of the firelight, a small furry creature is sitting back comfortably on his haunches surveying the goings on. His grayish-brown, well manicured fur and his black bandit-like mask marks him clearly as a raccoon. In his fore paws, he's fiddling with a shiny object he just procured from Grubyub's pack.
The goblin glances over, the item in the raccoon's paws catches the light of the fire and the Grub's eye. "Oyoyoy! Sparkly get outta Grubyub's pack!!" He runs over and shews the raccoon away, but the little animal only backs up a few steps, just out of reach of the goblin, still holding the item in one paw while shaking his other at Grubyub in defiance. The creature chitters away in raccoon at the goblin.
"Bah, keep it!"
Drysten Dagger |
Drysten walks up to Darius and Fester. You guys are doing it all wrong. Watch me and my knives. Drysten pulls the three knives from his belt and starts juggling them.
Dex: 1d20 + 3 ⇒ (18) + 3 = 21
Drysten competently flips the knives in the air and then throws them into a nearby tree. He takes a bow with a flourish. "Amatuers"
Darius Quint |
"Hmpf. Mere luck. I'd wager you couldn't do that a second time."
Darius turns his attention to Duncan.
"Good to see we've got at least some more muscle on this group," he comments.
"Too bad that's all this one brings along."
Grubyub Sloppybreech |
"Heh, you big people always skip little ones, not know what you missing..." He whips out one of his daggers and flings it at the tree to pin alongside Drysten's blades. Dagger Throw: 1d20 + 5 ⇒ (17) + 5 = 22
"...until something stuck in throat!"
He trundles over and grabs his dagger from the tree, the raccoon watching him go, then diving into the goblin's bag when he's at a sufficient distance.
Duncan "Dunc the Lunk" |
perception to notice new raccoon to pet.: 1d20 ⇒ 9 Nope to busy watching the juggling
Dunc watches the juggling, he nods respectfully to the sky voice when it announces the delay. Seeing the skill with which people are tossing knives Duncan gets excited.
"OOH OOH I WANT TO TRY THAT!! He thinks for a second, and having nothing else to throw he reaches behind his back and pulls his great sword, hurling it end over end into.....
throwing the sword: 1d20 - 4 ⇒ (20) - 4 = 16
...the tree apparently.
confirmation: 1d20 - 4 ⇒ (15) - 4 = 11Confirmed
Damage: 4d6 + 14 ⇒ (6, 4, 6, 5) + 14 = 35
The sword passes through the tree as if it was butter, splitting it down the center. Duncan looks pleased with himself."Uh, does that mean I win?"
And now that I have wasted the only crit this dice roller has ever given me. :p
Darius Quint |
Darius goes wide eyed at the sight. His jaw drops wide open.
"... Impressive." He says, forcing himself to regain his composure, but still visibly impressed.
"That is quite the impressive sword you have there... Duncan, was it?" Darius looks the larger man up and down, seemingly looking for something.
"Is that the only weapon you're taking along? I would have expected a man of your weight and size to bring along a hammer or some form of club in addition to a sword. One would certainly hate to face a skeleton or some other similarly blade-resisting creature with only a sword. Have you thought of that?"
Oddly enough, given his own tirade, Darius himself seems rather devoid of any extra weapons.
Took 10 on all rolls to hide my weapons, (sleight of hand for daggers and brass knuckles, disguise (DM Madcap's own fiat for this) for blade boot)
Perception DC 16 to spot the hidden blade on the boots, DC 18 to spot the brass knuckles, DC 20 to spot the hidden daggers. Boy, I do love my hidden weapons.
Fester the Jester |
Fester says, "Pshah. I can top that."
Sleight of hand check: 1d20 + 5 ⇒ (19) + 5 = 24
He hurls a dagger that has appeared as if from nowhere towards another tree.
Dagger Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Instead of hitting the tree, the blade ricochets off the rock at the base of the intended target and comes hurtling back towards the group. The blade imbeds itself in the tree behind Darius, missing his ear by mere inches. Curiously, Darius recognizes the markings on the dagger as being one of his own.
Bluff check: 1d20 + 9 ⇒ (18) + 9 = 27
The gnome doesn't flinch as the dagger strikes home. "See? Let's see ya do that with that hunk of metal you call a weapon," he says to Dunc.
Darius Quint |
Darius Quint plucks the dagger out of the trunk, unimpressed, and reloads it in its wrist sheath.
"Funny guy. I know we're in a bit of an out-of-world place here, messing about the fourth-wall and whatnot, but I would advise you to check your head: I think an entity from out of this world has been leaking knowledge into it."
Tsk tsk tsk, Fester. Suddenly knowing about my hidden weapon without a perception check? Naughty naughty. Darius is supposed to be the dirty cheater here. :P
Fester the Jester |
Fester sticks his tongue out at Darius, oblivious to any hidden meaning in the swashbuckler's words.
Yeah, I thought about that after the post was written, but it wouldn't have been as amusing if he didn't see the knives. Plus, I didn't want to waste all that typing. It was intended to be funny. ;)
But since you brought it up...
Perception check: 1d20 + 1 ⇒ (3) + 1 = 4
Uh, yeah, he would have totally missed that one.
Drysten Dagger |
perception: 1d20 + 3 ⇒ (15) + 3 = 18
Drysten retrieves his daggers from the tree, hears Duncan's call, turns, and bolts out of the way.
Drysten is startled: 1d2 ⇒ 2
Drysten watches in awe as the sword goes through the tree. Do it again, Mister, do it again!
When Duncan seems reluctant to do it again, Drysten wanders over to where Darius and Jester are talking. Darius, have you ever met a man named "Char"? You sound like him. He was always handing out adventuring scrolls and making sure people are prepared. Actually, I think I still have one of his scrolls in my pack. Here, Fyn.
Drysten pretends to rifle through his packs but really opens up the saddlebag and takes out the one scroll inside. He hands it over to Darius.
The 10 Rules of Adventuring:
A Divine Inspiration from Sarenrae
Penned by Gorlan "Char" Vaher
1. Never split up an adventuring party
2. Always bring potions
3. Always have more than one weapon handy
4. Only take off your armor when you are sure no one is around and even then have a shield handy
5. Kick an enemy while he is down
6. If you are hurt, do not proceed; seek healing and come back
7. If a fellow adventurer dies, his equipment is fair game.
8. Any idea that the party does not unanimously agree on is a bad idea
9. If a zombie horde is just milling about and not paying attention to you, do NOT attack it
10. Remember to use your priest well, and of course donate generously to their cause.
11. Casters shall never proceed when drained of magic
12. Always carry silver
13. Always carry a nonlethal weapon
14. Always go left.
15. Make adventuring more fun, when possible
16. Always stay in the present
17. Never miss a chance to offer advice
18. Let the person with the shield open doors
19. Always carry extra food
Darius Quint |
"Definitely good wisdom. I've personally learned from other sources."
Personal addendum: 3. Always have more than one weapon handy -> And make sure it doesn't have the same damage type as your primary one. Never be limited to only one of the three types.
Fester the Jester |
Fester produces a document from his pouch and folds it deftly into the shape of a swan. Or vaguely resembling a swan, at any rate.
Dexterity check: 1d20 + 2 ⇒ (12) + 2 = 14
He then unfolds the document with much flourish and hands it to Darius.
Duncan "Dunc the Lunk" |
"Ooh Ooh, granny had rules too. She said I should always remember them. Um, uh now how did they go." Duncan scratches his head for a second. "OK here goes. Rule one, when an entity of the eternal darkness asks you if you are a god you say yes. Rule two, if you don't see a body then it isn't dead, always find a body. Rule three, there are no innocents, only varying degrees of guilt. Rule four, all magic comes with a price. Rule five, you don't have to be the fastest, just faster than the slowest. Rule six, if you have a plan hand it to an idiot, if he can find a loop hole that you missed no matter how unlikely it is someone would do it toss out the plan. Rule seven, never sign anything you can't understand, it is always a trap. Rule eight, always bring a towel. Rule nine, always marry the ugly girl, you will be happy for the rest of your life. Rule ten, never meddle in the affairs of dragons, you are crunchy and taste good with ketchup. I think that was the important ones." Duncan beams with pride that he could remember all of them.
DM Madcap |
Duncan and Fester have the right of it. Anyone with any lick of sense should be confused by what's going on in Castle Greyhawk's ground level. Just play along with whatever you think your character would do. This is first and foremost a comedy, so don't worry overlong about terrible repercussions of poor choices. Your character already made the worst decision possible - coming to this Castle Greyhawk in the first place. It's only up from here!
Well, OK, down, technically, but you get my drift.
Fester the Jester |
A Reminder: I am going on vacation starting Sunday until the next Sunday (the 27th). I most likely will not have the ability to check in during this time, much less post. Please GMPC me during this time, as required.
Shadowtail24 |