Horrors of the Red Cathexis!

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Vicon (and friends) Bodysnatcher campaign!


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posted in discussion, to clarify: Yes, you may use the previous attack roll because it was intended with your current (ghost) form... you must re-roll stealth because you made the stealth roll with your previous form. :D


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Makes sense. Should've granted myself a racial bonus to stealth in my race builder...at least my dex is good. Don't fail me now...: 1d20 + 5 ⇒ (4) + 5 = 9

Typical. Assuming I alert the goblin...I'm abandoning stealth and just going for the throat. I can always lie about the noise when I'm in my host. Let me know how that influences my actions.


The vigilant sentry, anticipating the return of a patrol any moment now, turns immediately to face your ghostly form as it looms broodingly towards him. Terror grips him, but instinct takes over... Roll initiative!


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Initiative: 1d20 + 9 ⇒ (13) + 9 = 22

If I'm within 5 feet of the goblin I will take a 5-foot-step and full-round-action-possess using the earlier roll. If I'm not within 5 feet I'll try to fly within range as quickly as possible.


The goblin is dead before it fully processes what is happening, seeing Tsao's form move through him, his eyes fix on the curled up, twitching legs of an up-ended giant spider in the midst of it's death throes.

(the goblin is possessed)

It's foremost thoughts flood your mind - "Gorfeen raging. Giirk and Simix dead, took dogs above and got some of them killed too. Checking tomb, bigbugs come out -- exit now blocked and chief howling mad. Instructions clear, guard post until patrol returns all counted best I can, and report with them."

Above, you hear the goblin dog in the sentry post stir in response to the tension of your quick and lethal strike. However, the sleeping goblin chastizes it, and you hear the ticking of it's claws as it winds up and lays down, reluctantly.


DOES NOT COMPUTE DOES NOT COMPUTE DOES NOT COMPUTE

Tiduk! Make slower steppies! My legs are not fast enuf to catch you! Preet tries to catch up, running sort of like a penguin.
How close is Preet now to the battle?


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

"Preet need fast legs. Preet too slow." Itzal had been keeping up with Tiduk. He could forge ahead, but for now, he wanted to keep an eye on those untrustworthy members. He knew they had to have plans, and he wanted to keep an eye on them.


It is at this moment Tiduk and Preet reach the thresh-hold of the door.
Tiduk gapes stupidly at the twitching spider, not knowing what to think of it. He looks up at the sentry hole, shrugs, and pushes his way in, standing just behind Tsao in his new form.

The interior of what the goblins call the barracks is a stark contrast to natural rock cave of the riverbed. The entry is at a 4 way junction. Solid, Enduring stonework is the prime motif -- though everything above 3 feet off the ground is burned black with soot along the east-west corridor that bends southwards in each direction, doors at different intervals along the way. The central hallway further south looks less damaged by fire, opening into a more grand hall, Lined with columns.

There is NO LIGHT but for what seems like a great campfire deep into the main hall, as the goblins have no need for it.

Ways to go: West (hall), East (hall), South (great hall).

Preet and Tsao are together here, with Tiduk as well, who eye's Tsao's goblin puppet...

"Hzziggit? What kind of guard you be? We be goblins! What eef a cave horse or bunch of elfses came?!"


Itzal, stands at the intersection as well. So fluid his movements it was easy to lose him in the thickening gloom and the monochrome blur of goblins running in darkvision... :D


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Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Kuust also reaches the intersection. The toad fight has taught him that he and his companions are vulnerable alone - at least for now.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

The Abrasax arrives with stone held high. He sees the giant spider is dead and cries, There be a Lamashtu-sign! Great speeider hangs over door to bless Fire Stone! Prophesee!!
bluff: 1d20 + 10 ⇒ (11) + 10 = 21


Tsao will have to receive the party, and give them instructions not to go to the central hall until the entire patrol is assembled. If players wish, (either by compunction or because Tsao cannot recieve them in sufficient time (subjective to the player) -- they certainly go east or west to explore -- your knowledge of protocol in Gorfeen's warband tells you it would be fully appropriate to go to your rack (or whatever else goblins do) ... but it might be ill advised to let the chief see you without the whole group together.


Tiduk yells:

"Prophesee! Prophesee!" jumping up and down, chanting... the dog at the sentry station chitters a quick sounding "NEEK! NEEK!" and the sentry above almost spills down the ladder. Additional sentries come from the east and west...

Tiduk: 1d20 - 5 ⇒ (15) - 5 = 10 (target wants to believe)

Sentry: 1d20 + 0 ⇒ (9) + 0 = 9

Sentry: 1d20 + 0 ⇒ (7) + 0 = 7

ladder Sentry: 1d20 + 0 ⇒ (3) + 0 = 3


The gullible humanoids cannot resist the spectacle -- Tiduk begins spewing details of finding the hero stone, their victory over the toads, the intervention of Lammashtu in sending a mutant spider to aid them, and the other goblins begin to titter about how the spider must have sacraficed itself as some kind of blessing, at their front door.
Upon seeing the stone the goblins are riveted... and when Tiduk shows off one of the sacks of Toad-eggs -- it becomes a circus.

...five goblins come out of the glow from the great hall, and beckon the lot of you to come to the campfire. The ladder sentry pauses only to bar the door (why did they leave it open?!) before joining the other sentries in ushering you towards the great hall...


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Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

"Er...Dis be great news! Gorfeen big mad for Giirk and Simix getting crunched by tomb bugs! Lamashtu will save us!" he pumps his arms enthusiastically as he follows the goblin flow.

It worked? IT WORKED! HAHA! YOU ARE MINE NOW, GOBLIN SLAVE! Tsao roars over the spectral head-goblin inside the goblin's mind. Now.. Tsao continues, his mental voice lowering to a deadly purr, tell me your name, and everything you know...

Traditional goblin stats I assume?


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Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

Itzal followed willingly. He would move to a solitary location once the pomp and circumstance was over. While the goblins continued their chaos, it would be a perfect time to escape. Checking out that scroll would be worth letting Abrasax out of his sight.

So Itzal is going to go to the Great Hall. Do his goblin due, and then vanish when given the opportunity to go someplace private.


General Tsao wrote:

"Er...Dis be great news! Gorfeen big mad for Giirk and Simix getting crunched by tomb bugs! Lamashtu will save us!" he pumps his arms enthusiastically as he follows the goblin flow.

It worked? IT WORKED! HAHA! YOU ARE MINE NOW, GOBLIN SLAVE! Tsao roars over the spectral head-goblin inside the goblin's mind. Now.. Tsao continues, his mental voice lowering to a deadly purr, tell me your name, and everything you know...

Traditional goblin stats I assume?

The goblin's eggshell mind is literally whipped inside it's synapses. It's surrender is complete, but that spares it not at all.

"Hzziggit. Lead Sentry, always defense. Far-removed cousin to Gorfeen, hapless fool to the affections of Mum... Gorfeen's twin sister, though that may seem repulsive it is perhaps less so to a goblin. Gorfeen is enraged because the warband is trapped -- Ankhegs, their burrows extending into a tomb above, were freed when his packmaster was out tracking. Gorfeen beat Bmin to make an example -- that puts the warband down to 11 goblins, (5 of which are actually possessed!) plus the Boss, and Mum... his affection for that vile thing is the last part of his psyche to melt, like butter in a pan... then oblivion...

(Monsters will always have traditional stats, unless otherwise stated -- personalities, like chiefs and bosses MAY have enhanced profiles, class levels, etc. Be prepared)


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

When Tsao, inside the little goblin Hzziggit, nears the fire, he feels warmth on his face for the first time in centuries. His wide-mouthed goblin face splits into a terrifyingly toothy smile, an expression of raw joy. His hands are held out to drink the warmth in.

He steals glances around at the other goblins, trying to position himself so that true, unconverted goblins are on either side of him, within backstabbing range if need arises.


The lot of the goblins come together in the first part of the great hall -- you can see on each side of the hall are great carved frescoes, from floor to ceiling... but it is not the style of the artwork is radically different from the stonework and columns. You would need to get close to scruitinize it, but it seems to be the history of a tribe of orcs... by midway down the great hall a couple of the columns are damaged, and the South-running hall opens up into a broad east-west rectangle. At the back of this rectangle, what you thought was a campfire, is actually a large forge-grating on the floor... crude piles of coal and loose shovels keep this fire lit more for warmth then for any need of light. Off to the left and right this isn't a hall for gathering, though the goblins are using it as such -- it's a forge... a long abandoned, delapidated forge, with tools, raw material, trash, and burnt debris everywhere. (To notice anything more, make a perception roll in reference to the forgeworks)

Around the fire, several "dogs" slink around rummaging about for scraps (though they as much resemble rodents as much as dogs, or more) ... and sitting on a heap of debris fashioned into a mockery of what might be a comfortable throne sits Gorfeen... who looks extremely threatening in relation to his minions. behind him, in the shadow of the throne, a squat, fat goblin, disgusting even in relation to it's kin, rocks back and forth on a pile of books and papers, occasionally throwing one or two papers over gorfeen's throne, and into the forge.

Gorfeen and “Mum” are twins, gorfeen appears a true warrior, better armed and armored by far than his subordinates. Mum (some kind of shaman) is clearly the homlier of the two -- Both Goblins have tremendous overbites, and while Gorfeens front teeth jut out menacingly, Mums very pronounced chin actually seems to have become a rest for her pointed teeth, the skin of her jawline pocked with a lifetime of toothmarks.
Gorfeen is strangely tall for a goblin, almost medium sized, and lanky. Mum, is so named not for a motherly attitude, but rather the fact that she reads and therefore does not speak. (It is thought among these goblins that literacy steals your actual voice into lettering, so Mum communicates mostly in pantomime and hand gestures even as you enter. Gorfeen is never far from mum, and because they probably have been cultivating this game of charades since birth, is quite effective at translating.) Mum, in contrast to Gorfeen is short and fat. She wears no top, and her belly falls around her knees like a cone. In fact… you can’t be certain she’s wearing bottoms either. She basically looks like a little green volcano, except instead of lava, it is erupting with the head of one of the ugliest goblins you could imagine.

Tiduk runs up to the side of the throne, his hands dripping with a sample of the toad-eggs. He regards them suspiciously, and cocking an eye at the party hushes him before he can give details of the big upset -- he is all business when he says:

“You take trash far away? Dogs eat everything, no trace. What dogs don’t eat, you take far away. If I discover you throw trash in river, Gorfeen gut you – slow. Mum tell me my fortune read in your wiggly bits. Eggs or no Eggs. Kobold find goblin trash downstream, Kobold know Goblins upstream! You take garbage outside of city? Gorfeen want Kobold looking for goblin in city – Kobold die searching, less kobold to catch… and Mum want prayer at Shrine! You pray at shrine?! YOU TELL NOW!”


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

Itzal chose to stand in some of the shadows of his fellow goblins while he waited for his opportunity. The light might not be painful for him while he was in a host, but it did not mean he had to like it beyond it's great ability for making shadows. He would bide his time, keep an eye on Abrasax in the mean time. Who knows, maybe some nice chaos would happen. Maybe.


I realize that's quite a bit of text to get through so I will give y'all time to absorb, coordinate, confer, or conspire a bit. If you are making perception checks, let me know, and if your attention is on the forge-room or something else in particular.


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

Can't guarantee any more posting from me tonight, I'm about to get off work and I have a long evening planned.


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Perception (forgeworks): 1d20 + 7 ⇒ (12) + 7 = 19

Kuust takes a second to comprehend the Goblin's primitive grammatical structure then speaks up. "Aye, big Chief! We do just like you say! Throw trash far away! Pray at shrine! Have more news! Magic gem at shrine have prophesee! Lamashtuu! Show him, Mustadook!"


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Mustadook steps forward, holding the Fire Stone on high. The stone's light pattern has shifted to appeal to the Chief and Mum with dancing patterns that suggest power and vitality. Mustadook proclaims, Fire Stone find at shrine! Fire stone speak whisper to Mustadook! He be doubter, but now Chosen to prophesee! Mustadook hear Lamashtu! Hear Hagregash! Hear Venkelvore! Hear Zargonel! Hear Zogmugot! He twists the stone in hand to show the corresponding symbol of each of the goblin Hero-Gods as he invokes their name.
Mustadook see sign! Sign of Spider in fight with horse-froggiez! Same speeider hang self on door for best luckies! We be Blessed!
bluff: 1d20 + 10 ⇒ (17) + 10 = 27 +2 per person who supports my claims
Edit: perception: 1d20 + 6 ⇒ (17) + 6 = 23


Perception (19): All manner of debris and tools lay around the forgeworks, you see several potentially useful, though mundane, items scattered about. On the east side is some kind of mechanism, the base of a crane, or winch, or other such device -- but it is obvious that the larger part of it was burned away. You would need to be able to move around with impunity (there is scrutiny on you now), but 3 objects are of particular interest to you, a leather box you notice has slipped behind an overturned workbench, a cracked blue rhomboid, and a set of masterwork manacles caked in soot.


Bluff: 27 + four party member goblins (8) + Tiduk (2) + Gate Sentry "Me see the spiiiiider! It's theeeere!" (2) = 39!

Goblin: 1d20 - 4 ⇒ (6) - 4 = 2 (Food!)

Goblin: 1d20 - 4 ⇒ (4) - 4 = 0 (Eggies!)

Goblin: 1d2 - 4 ⇒ (2) - 4 = -2 (Toadies for meal? Best news yet!)

Goblin: 1d20 - 4 ⇒ (13) - 4 = 9 (Food!)

Goblin: 1d20 - 4 ⇒ (1) - 4 = -3 (Toad Babies? Babies is my favorite dish!)

Goblin ladder sentry: 1d20 - 7 ⇒ (9) - 7 = 2 (wants to believe)

Gorfeen: 1d20 + 11 ⇒ (7) + 11 = 18

Mum: 1d20 + 17 ⇒ (1) + 17 = 18

Common goblins have circ. malus against them for enthusiasm about the delicacy and their low base CHA. Gorfeen has positive modifiers for sense motive and his particularly bad mood reinforcing his skepticism. Mum is profoundly skeptical because she considers herself the holy conduit for the group, and she had to remind Mastadook not to pee on the shrine when they built it.


Abrasax weaves a spell so thick with lies that even Mum is fearful, though incredulous, to stand against it. There is no denying the reality of the gem, it's symbiology, it's brilliance, nor the omen of the spider and the incredible contrast of fortune the return patrol has had in light of everything else that has gone wrong with the expedition -- not finding their quarry, the tribe they hoped to contact being gone, their exit being cut off -- in the pits of their being they WANT to believe that their fortunes have turned. All fail.

The rank and file are eating out of the hands of the firstborn, Gorfeen slinks around Abrasax/Mastadook -- eying the gem... but unprecedentedly doesn't grab for it. Mum, seeing her brother's consternation ushers him back to his throne. She sits in front of the forge-fire and calls all the goblins to sit around to forge to listen to Mastadok, hear the prophesy, and decide what it means for the expedition... She calls for a volunteer to keep watch, giving Itzal the perfect opportunity to wander the "Barracks" with impunity...

(I'll note here that as indicated above, Mum NEVER speaks. She cavorts and gesticulates, and Gorfeen translates a rough approximation... He is not particularly enthused with the instructions, but complies.)

Muttering under his breath, but audibly: "Faithful Mastadook, loyal Mastadook, always passed over, kept in place... wonder what all theses be? Must watch closely..." Mum continues ushering, sharing an amazed incredulity, but staying gorfeen's hand even as it seems unnecessary.


Abrasax: Perception (23)

You notice in jammed near the bottom hinge of one of the coal pits built into the floor a safe distance from the forge a dusty but very interesting pair of boots, those not seemingly magical they appear to have endured the ravages of time and have a captivating texture to the eye. Also -- far above the forge you see an ancient ore-cart or dumpster or pouring bin -- something very large and very heavy is still rigged to the ceiling, most likely a crucible who's heat was controlled by varying distance above the forge. You deduct that it was at one time connected to machinery in the forge-works, but has long since been destroyed. Basically, very dangerous, and very hard to see object is dangling above the "Throne" of the great Gorfeen...


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

When "Kusst" has an opportunity, he'll go sneak over to the forgeworks and take a look around. He's particularly interested in the leather box and the cracked blue rhomboid.

Stealth: 1d20 + 19 ⇒ (12) + 19 = 31
Not sure how the host body affects my modifier


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

Which, Itzal is taking. "Bunkavore, go watch. Keep good watch." He then proceeded to leave. He kept an eye out around him, looking both for what he could find and a good place to hide. When he was out of site of everyone, and hiding well. He pulled out the puzzle scroll to take a good look at it.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Stealth: 1d20 + 12 ⇒ (13) + 12 = 25

Sorry this took a bit, was having to clean for the upcoming holiday.


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Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

@Itzal: don't forget that if you're not in immediate danger (and there's no consequences for failure), you can Take 10/20. If GM allows, it might be a good idea to do so for that scroll. :-)


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

Temporarily forgot that. Thanks! Was trying to get a post up between cleaning bouts.


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

The Abrasax cackles within. His glee is boundless. He holds the Great Fire Gem to his forehead and rocks for a moment.
Prophesee... He intones. Surface world rejects us. Lamashtu callsez us is da dark. Goblin have many tribe under sun. Plenty light-walkers. Tribe fail in surface-chief orders. Why's failz? Party now not Surface-Goblin! Party now new Tribe! Undergloom Tribe!

Undergloom tribe find Sign! For proofs! In Lake by shrine there be Red Rock of Undergloom! Find Rock! Steal Women-goblins! Grow strong! Bite! Steal! Chop! Cut! Conquer!
He pauses for a moment as if collecting himself. Prophesee... Gorfeen. Now Chief Gorfeen the Dreadz! And sit on his side, Lamashtu saiz name. M-M-Mum! Mum be High Priestess of Deformitu and Mad-head-ness! Mustadook, Finder of Fire Rock be Prophseeer! Carry-Goblin of Fire Rock!
He then snaps the gem off his forehead and starts rocking back and forth as if overwhelmed. Propheseee... All done. For now.
Epic prophesee's bluff: 1d20 + 10 ⇒ (10) + 10 = 20

He makes note of the precarious situation the throne is in and decides to investigate later. He will first retrieve those boots as soon as the Lamashtu revival meeting is finished.


Unit 254 wrote:

When "Kusst" has an opportunity, he'll go sneak over to the forgeworks and take a look around. He's particularly interested in the leather box and the cracked blue rhomboid.

[dice=Stealth]1d20+19
Not sure how the host body affects my modifier

This lead-lined leather case was hidden well, underneath a heavy workbench moored to the ground. It was uncovered partially when this place was ransacked, but apparently not discovered. Upon getting close to the workbench you realize you have plenty of privacy hiding between the workbench and the wall -- so you hop over and drag the case out of sight. There are is a lock on the case but surprisingly, it is not engaged. Inside you find many strange tools and bits of orc writing tagged to each one, pity you cannot read it. It would seem however that these are dwarf devices, that an orc (or orcs) later claimed to collect or perhaps study. Within the case is:

-A jar of what appears to be a dark, viscous paste. The label on the jar is dwarven, with a white hand with black fingers.

-2 vials of Vermin Repellant, the symbols on tiny adhesive signs give this away.

-A portable Block and Tackle (Rope and pulley system)

-A glass cutter

-A vial of glowing ink and a stylus

-A spring loaded wrist sheath (can hide one small object that can be ejected into the hand as a swift action)

-An Adamantine wire saw (5 uses) This flexible saw consists of an abrasive wire hooked to two metal rings. By feeding the wire around a deadbolt or small door bar, you can use the rings to quietly saw through the obstruction. The saw takes 10 minutes to cut through a 2-inch piece of wood or a 1-inch iron bar. A wire saw can cut through items with hardness 10 or less. After five uses, the abrasive wire is worn smooth.

There is also a hand-held periscope, but it seems the mirrors are smashed beyond repair. Still, some of this stuff may come in handy.

The Cracked blue Rhomboid is an Ioun stone, giving a +1 competence bonus to perception and sense motive. Pity it is damaged -- it's power might have been far greater if it wasn't smashed when this place was ransacked. It will however hover around your head when it is active -- which is something to keep in mind if say -- you want to pass yourself off as a creature that wouldn't normally have an Ioun stone. :D


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Very nice. :-) What about the cracked blue rhomboid?


Unit 254 wrote:
Very nice. :-) What about the cracked blue rhomboid?

edited to say, check again.


Itzal wrote:

Which, Itzal is taking. "Bunkavore, go watch. Keep good watch." He then proceeded to leave. He kept an eye out around him, looking both for what he could find and a good place to hide. When he was out of site of everyone, and hiding well. He pulled out the puzzle scroll to take a good look at it.

[dice=Perception]1d20+8
[dice=Stealth]1d20+12

Sorry this took a bit, was having to clean for the upcoming holiday.

Itzal slips away and you find yourself akin to a fox in a henhouse -- the entire goblin barracks is essentially unguarded, and you quickly skulk around and take stock of the layout... though you find nothing particularly interesting. The outside hall bends in a circle around the forgeworks, with a ladder on the opposite side as the wooden doors you entered from -- the ladder's trap door on the ceiling looks like it was recently jammed with a door spike. The trap door below looks like it was melted shut with extreme heat.

Along the outside wall you see various smaller workshops, but all of them are either burned out, or utterly in shambles. The work benches are now being used as sleeping racks by the goblins, the stone plinths piled with filthy blankets, hair?, spongy dried mushroom threaded together into some manner of cushion, the like. A couple of the larger doorways are utterly collapsed, it would seem as a result of flammable support material giving way during the fire.

of particular note there is a large workshop that has been converted into a kennel, the "dogs" are allowed to wander free and so now it is empty, but most of the dogs go here to sleep unless posted.

There is also the frescoes in the main part of the great hall, but much of the meaning will be lost on you if you do not speak orc.

Besides that there is Mum's room, and Gorfeen's room, which ajoin each other. from a common entrance -- to get to mum's room you must both enter and leave by Gorfeens.

Any particular area mentioned can be examined further.

As you slink around, you quietly tug at the puzzle on the scroll case, with little success. You are sure that once you know the trick you'll be able to open it consistently, but something inside keeps slipping and resetting it.


Gob: 1d20 - 2 ⇒ (1) - 2 = -1

Gob: 1d20 - 2 ⇒ (20) - 2 = 18

Gob: 1d20 - 2 ⇒ (10) - 2 = 8

Gob: 1d20 - 2 ⇒ (1) - 2 = -1

Gob: 1d20 - 5 ⇒ (13) - 5 = 8

Gob: 1d20 - 5 ⇒ (13) - 5 = 8

Gorfeen: 1d20 + 7 ⇒ (12) + 7 = 19 (While perhaps not as skeptical, gorfeen clings to the idea of being the sole power)

Mum: 1d20 + 12 ⇒ (18) + 12 = 30 (also less skeptical, it is however a mean feat to convince a cleric of a farcical prophesy in her own faith)


Result of Prophesy:

Two goblins have absolutely "drunk the koolaid" -- you are quite convinced that you could order them to do anything now. You have woven a fiction so real and reinforced by their faith that they would be martyrs to it. the other four of the rank and file are either true believers or too scared to doubt.

Gorfeen, squinting -- relents and nods. But you can tell Mum does not believe, at least not yet. You can tell. Mum hops around and begins to gesticulate, but Gorfeen waves her off... "Mum saying perhaps we discuss the prophesy in more depth later... perhaps." Mum is flabberghasted, but she falls in line. Nobody else can understand her, and for perhaps the first time in their entire lives, they are not of one mind. Mum gets up from the fire, and makes towards her quarters...

Gorfeen speaks again: "You take us this place, and rock better be there. If rock there, and you still alive, maybe we Undergloom tribe. 13 goblins fair start for tribe, and Gorfeen think perhaps it time to be bigger boss. Leave Mum to sulk. She fall in line -- has to. She used to being sole eye of god-power, but this time I overrule. She come round. Not first time brother and sister fight. Is it?" You can tell he is deeply distracted. "We sleep some time -- tonight I watch fire and see if Lamashtu talks to me, this time." Tommorow we will march to find the rock, it will be the symbol of our tribe power!"


... You can be certain that if Mum has any magic or knowledge that will unravel your circus, she's going to get it. She is on her way to her quarters.


Abrasax:

Upon being waved away by Gorfeen to fire-gaze, you subtly make your way to the coal bin and when the moment is right, tug the boots out of the Jamb. walking behind a pillar you examine them more carefully. Inside, you find not just a large amount of bone dust, but a pair of gloves, likewise filled with dust and bits of twine. It is only then you realize that the likely reason these boots and gloves wound up where they are was that the former wearer, hands bound to feet, had his extremities smashed in the hinge of that coal bin until they were severed.

The gloves and boots themselves are in fine condition such is the quality of their craft, and they are make for a small creature so fit well enough. They are bristly to the touch and you realize them for what they are -- some kind of sharkskin. Sharkskin gloves give a +2 circ. bonus to climb rolls and rolls to prevent being disarmed because of their gripping properties. Sharkskin boots give a +2 circ bonus to acrobatics, for their sure-footedness.


For Itzal:

Mum scuttled infuriatedly through the dark towards her room. Itzal sees her coming -- He overhears her mumbling to herself. "Mustadook NO AMBITION... why Mustadook ambition now? Find rock, now he prophet? That NOT mustadook! Lamashtu does not speak prophesy of building horse and dog kingdom! Lamashtu break kingdom and feed goblins on the ruins! Maybe this not Chaos god prophesy..." (she wavers at the threshold of gorfeen's chamber where her room lies beyond.) It LAW prophesy. Pretender. Me memorize spell to see this, not surprised if I right. Not first time same brother from foolishness, won't be last..." she throws the curtain barrier to Gorfeen's chamber wide open and pushes into her chamber, lighting incense and laying on a mat in front of another crude shrine, she begins the task of memorizing new spells...


Warlord Spirit 13/13 HP AC14 (+4/animals); Touch: 14; Flat-footed: 10, CMD: 12 (+4/animals), Initiative: +9, Perception +2, Fort: +0; Ref: +4; Will +0 (+2 vs. disease, mind-affecting effects, death effects, negative energy, necromancy spells)

I'm going to wait until nobody's paying attention and follow Mum to her tent. Rather than trying to be stealthy, I'm going to try and be nonchalant, as if I'm supposed to be wandering around near there.

If I reach Mum's quarters without being noticed Perception to notice if I'm being noticed: 1d20 + 1 ⇒ (15) + 1 = 16

I will attempt to sneak into her quarters without being seen. Anyone looking my way?


HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

"Mustadook" dons the comfy gloves and boots. They seem suited enough for him. Maybe someone will notice and take it as a symbol of authority. probably not.

He ponders what magic Mum might have, and what magic she might be preparing that could expose him. And what he can do about it.
Perception for any sign of spell casting ability: 1d20 + 6 ⇒ (16) + 6 = 22
Know:arcana; what spells could reveal me: 1d20 + 10 ⇒ (14) + 10 = 24
Know:arcana; what can I do about it: 1d20 + 10 ⇒ (2) + 10 = 12

He will also roam the area, gathering information on the group, it's capabilities, and it's logistics to get an idea of what can be done with 13 goblins. Specifically, is there a goblin tribe nearby where females and younglings could be obtained?
Diplomacy (gather info): 1d20 + 10 ⇒ (2) + 10 = 12
hours: 1d4 ⇒ 2


Host Stats:
HP: 6/6 | AC: 18; Touch: 15; FF: 13 | CMB +0; CMD 13 | Fort: +3; Ref: +6; Will: +6
Currently a Goblin Named " Bunkavore"
Itzal:
HP: 11/11 | AC: 16; Touch: 15; FF: 12 | CMB -4; CMD 9 | Fort: -4; Ref: +6; Will: +6 | Stealth +13 | See in Darkness 90ft; Perception +9 | Bluff +12 | Diplomacy +12 | Sense Motive +9

Itzal is over that way, and he's going to set up a telepathic connection to her, keeping his hiding place. "It's hard isn't it. Seeing Mustadook gain ambition. Gain so much attention." He paused a moment to let her react.

"Are you jealous?" He had more to say, but he did wish to give her a moment of time.

Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18


General Tsao wrote:

I'm going to wait until nobody's paying attention and follow Mum to her tent. Rather than trying to be stealthy, I'm going to try and be nonchalant, as if I'm supposed to be wandering around near there.

If I reach Mum's quarters without being noticed [dice=Perception to notice if I'm being noticed]1d20+1

I will attempt to sneak into her quarters without being seen. Anyone looking my way?

Discipline is Lax. Gorfeen already made an example of somebody today and he couldn't be more distracted. Bunkavore volunteered to watch the perimeter and that is good enough for any goblin here. The real issue is these goblin rat-dogs. There aren't so many of them, but they wander everywhere and you're confident they have been trained to stay out (and keep out Intruders.) but know if you fail to sneak, the dogs won't just bark at you -- your disturbing nature could throw them into an attack, which might not be such a great concern to you save that it will alert Mum! Nobody is watching, but a bad enough sneak fail could cost you.

If you were able to somehow account for the dogs, you are confident you could sneak in unnoticed. (significant circ. bonus as the only person who could detect you enter will likely be deep in thought)


The Abrasax wrote:

"Mustadook" dons the comfy gloves and boots. They seem suited enough for him. Maybe someone will notice and take it as a symbol of authority. probably not.

He ponders what magic Mum might have, and what magic she might be preparing that could expose him. And what he can do about it.
[dice=Perception for any sign of spell casting ability]1d20+6
[dice=Know:arcana; what spells could reveal me]1d20+10
[dice=Know:arcana; what can I do about it]1d20+10

He will also roam the area, gathering information on the group, it's capabilities, and it's logistics to get an idea of what can be done with 13 goblins. Specifically, is there a goblin tribe nearby where females and younglings could be obtained?
[dice=Diplomacy (gather info)]1d20+10
[dice=hours]1d4

Perception (26)/Arcana(24) -- Mum is undoubtably a Cleric of her faith, but how powerful is difficult to determine as she wears no particular trappings of office, and you have not seen her cast any spells. The most obvious solution is detecting alignment -- Detecting basic alignment characteristics could reveal you as something other than Chaotic Evil, Which would considerably undermine your credibility - while it is possible Lamashtu might use a Lawful being as a device in bringing chaos -- there is no way you could substantiate Mustadook's sudden change in alignment. Secondly, if Mum can cast or have access to zone of truth... it could be quite damning.

Arcana(12) -- What can you do about it? Not sure what to give you here. There isn't really a page in the playbook for "maintaining the structural integrity for your web of lies as regards the systematic undermining of higher organizational persons in a goblin hierarchy." -- at least not for a 12. :D

Diplomacy (12) -- it is worth noting that the warband still has 8 dogs to it's credit, which significantly increases the fighting power of the band. Beyond that, You learn -- and mustadook knew/knows a little. About a place nearby called "Kesh-Ul-varr" which is "Orcsies" for "Sky Denied" -- not much is known about the area, but one of the reasons your ill-fated patrol was out so far was not only to pick up sight of enemy kobolds, but to leave signs of your habitation nearer to Keshulvarr so the kobolds Gorfeen was hunting would look there, and be seen there. Keshulvarr is apparently a dwarven city ruin... with various blocks or sectors controlled by different factions of humanoids, few if any of which cooperate. If there is another tribe of goblins nearby, it will likely be in some section of Keshulvarr.

As part of your information gathering you could learn more about the area's history by studying the frescoes, but you'd need a separate (know-History) roll, knowledge of the orc language, or an interpreter that does.


Itzal wrote:

Itzal is over that way, and he's going to set up a telepathic connection to her, keeping his hiding place. "It's hard isn't it. Seeing Mustadook gain ambition. Gain so much attention." He paused a moment to let her react.

"Are you jealous?" He had more to say, but he did wish to give her a moment of time.

[dice=Diplomacy]1d20+10

Mum initially halts in her step, but quickly relaxes when she realizes she can actually "talk" in telepathy, as she has not verbally spoken in what might be a very long time. (+2 circ)

"Not Jealous. Duly fearful. Propagated are vermin that flees the boot, aged say. Everyeach greatness is chaos, crushes the weak. Something is moving here -- and I sense we goblins must get out of the way, and that it may already be too late." -- her voice is particularly less goblin-esque, not that her pantomiming translated by Gorfeen would indicate this level of articulation...

She pauses for a moment.

"Now you, I am guessing you are one of two thing... Deceiver, or Deal-maker. Eederway, do your fing. No way my ears could hold any bigger lies after today... ear FULL of lies! And if you make deal, I at least can hear it... meester "dees-em-boodied voice."

If you speak further you should indicate if you are using diplomacy, bluff or Intimidate, and roll.


Abilities/Skills:
Pacify 3/3 (DC 17); Infest DC 16; Bluff +17; Stealth +20
Behind Gorfeen's Ear
Current Stats:
HP: 9/9 | AC: 18; T: 17; FF: 15; CMD: 5 | Fort: -2; Ref: +3; Will: +6 | Init: +3; Perc: +8

Pleased with his findings, "Kusst" takes most of it. (check my profile for complete listing of what I took) He straps on the spring-loaded wrist sheath but leaves it empty for now. He can find a dagger or something later. Then he goes looking for Abrasax.

When Abrasax is found:
At an opportune moment, "Kusst" motions "Mustadook" into a secluded corner for a private chat. "You seem determined to rule this goblin tribe. This is acceptable, as they can help protect the Cathexis. When they are fully subjugated, what are your intentions? These creatures are weak in body and mind, and I will quickly tire of their novelty."


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HP: 63/63 | AC: 15; T: 15; FF: 10; CMD:21 | Fort: +4; Ref: +5; Will: +7| Init: +3; Perc: +19

Unit 254:

You find Mustadook puting on a pair of nice shoes. He joins you readily and hears you. He holds the stone out, his body blocking view of it from the main hall, and the stone itself replies in Zalgan, I intend to use them as flesh-tools, brother, for I sense their unworthiness. They are too primitive and weak to house the Firstborn for long.
These things are quick to breed, hardy in survival, and they have a naturally high mortality rate. Those features make them a perfect slave race. I am more interested in the beings who created these halls or the crude artwork thereupon. They are different races, certainly. If I can manage to forge an alliance between these and them, we may stand a chance in this Plane.

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