| GM - Mark Garringer |
Assuming you head to see Kalgor in the morning, he is a sturdy looking dwarf who's redish-brown beard sports three braids. He's got a pretty thick pair of glasses on, with some additional magnification lenses on the right side he can move in and out. "Blessings of the Dawnflower upon you. Always happy to see new faces in these parts. Kalgor's the name. What can I help you with?"
Kwin takes out the four gems and lays them on his counter. Kalgor explains that his appraisals run 10% of the value and he'll buy them off you at 90%. He takes a look at the three pieces of amber, mumbling to himself. "Very nice, very nice. Where did you come by these?" The fire opal, however, he takes a instant like toward! "Oh, this, see this here elf? This is a bit o' art just waiting to come to life! Hardly been touched, and not by hands as skilled as mine to be sure. I can offer you 440 gold for the lot. If you come across anything else interesting please feel free to stop by!"
| Kwin Avassar |
"My friends and I came across them in the Mouth of Doom. These" he says, pointing to the amber "were in a chamber guarded by a golem in the form of a snake. This one" he adds, pointing at the opal "Was in the belly of a massive ooze, a gelatinous cube. I wasn't sure we'd survive that one! If you'd like to hear more, next time we are in town I can stop by and we can dine together."
| Parfin Groud |
Very nice indeed. Parfin reacts to the comments of the dwarf, however most likely in reference to their monetary value and not their beauty.
Felix Nin
|
Ah yes gem cutting, now that is a skill that I have always been interested in but haven't taken the time to learn. Yet. Felix continues to ask around about the witch and sums up the nerve to go see the necromancer. Kwin, perhaps you would accompany me to the corpse smith and help me interrogate.. I mean ask some questions about this Yorgala, after the reaction from pappy I am even more interested in the tale!
| Parfin Groud |
Parfin will volunteer to go to the necromancer with Felix. Lets see what he knows about this... who was it again? Yugla? Whatever.
| GM - Mark Garringer |
You wander back past the ferryman’s house and look north across the small peninsula which holds the settlement. From here you can see the remains of a stone wall along the far side of the spit of land, giving some small amount of protection to any attack that might come from the river on the north. It is at least head high in most places, and taller and in better shape where it meets the guard tower at the gate. The wall is only a few tumbled stones along the east side of the peninsula, though, and nothing is left of it in the area of the dock.
Built almost up against the wall on the north side, as far away from the rest of the settlement as it is possible to get, is a large wooden house: the home of Ulman Dark. It seems a bit odd that it stands so far from the other buildings, when some of the ones to the south are built literally on top of one another. You head north across the common space and realize it is grassy on this end, though it is mostly dirt near the inn and stables. The house ahead must be at least two stories tall; it is as tall as any other building in the village. There is a stone stoop, and two stone steps up to the front door. The main floor has no windows but the upper level has some, or at least you see two at the front. Just as you near the house the door opens and a woman pauses in the doorway. She is dressed in dark leather and holding a black crossbow, with long auburn hair held out of her face by a woven band. A quiver hangs at her side, its strap around her neck and lying between her breasts. Her brown eyes survey you coolly, and then she smiles.
"So, have you come to see the necromancer in his lair? Come to hire the services of the great Ulman Dark?" Her voice seems slightly mocking, but that may be your own misperception. "You don’t look injured yet, so perhaps this is just a preventive measure? Always a wise choice, acquiring a healing draught before you need it. Just don’t use very many at a time – not even Ulman is always quite sure what’s in them, and too much of a good thing could kill you." The woman turns gracefully, poised on the doorstep, and calls back into the house. "Ulman! Someone here to see you." She leans her shoulder against the door frame for a few moments, the crossbow negligently dangling from her left hand.
A man dressed in black appears in the doorway behind her and speaks in a deep voice. "Kanndra? I thought you had gone out to shoot that nasty crossbow of yours."
"How many times do I have to tell you? It isn’t the weapon that’s nasty; it’s the woman who wields it." The woman – Kanndra – gives the necromancer a smile and a significant glance, then steps lightly down the stairs and walks around the west side of the house. By moving that way slightly yourself, you can see a large barrel sitting against the north wall, a target painted on it. The outer white and middle yellow rings are nearly untouched; you see some marks in the inner red ring but if there are any hits in the center black circle, they are not visible from where you are.
"Welcome to the abode of Ulman Dark." intones the man now alone in the doorway, and you give your attention back to him. He is tall and slender with pale skin, as if he spends very little time out of doors. His black hair brushes his shoulder and falls into his eyes and his dark eyes are shadowed, as if he never gets enough sleep. "Please, step inside and let me tell you about my services." He ushers you in, and then closes the door behind you.
It seems very dark inside, and as your eyes try to adjust suddenly the room is flooded with more light; two hooded lanterns on the wall which were mostly closed have been opened to their fullest. You squint briefly against the bright light and see Ulman Dark seat himself on a tall, high-backed chair in front of the lanterns. His face is in shadow as he begins to speak in his smooth voice.
"I have studied extensively in many cities, and in the wilderness where few others have ever set foot. The knowledge of the stars is mine, and the animals of the night, and the plants that bloom in darkness, and things that grow in dark places. I have studied the persons of humans, elves, dwarves, and many other races; I know what makes them live, and I know what makes them die. I understand what herbs and substances are necessary for a body to heal itself, and I combine these rare ingredients painstakingly into a healthful draught than can help alleviate an injury or wound. In addition, there is more I can do!" Dark’s voice increases in volume slightly with his excitement. You also become aware of a rhythmic thumping outside, every several seconds, which seems to underscore what Dark is saying.
"My great knowledge of the body allows me to recognize many diseases both terrible and common. Through the use of such practices as leeching, and purging, and the application of plasters and the imbibing of nostrums, it is possible that I may help the afflicted to cheat death, and live, though the most deadly disease try to say me nay." He grips the arms of his chair and leans forward. "Yet more amazing is the possibility of removing deadly poisons from the body. I have studied poisons extensively indeed and know that few have a certain cure. But many may have a cure! The procedure is complicated and difficult, requiring precision and concentration, and the application of certain very rare ingredients. It can only be effective at all if begun within hours, lest the poison have too tight of a grip to shake.
"Any of these services is available to anyone, for a most reasonable fee. There is no need to appease a particular deity, or appeal to the good nature of someone who may disapprove of you. I ask only for payment in advance, for my best effort will be expended and my stores depleted, whether or not I am able to battle back the ravages that may come upon a body. I am able to make no guarantees, for I am not a god nor aspire to be one, that I should promise to cure all the ills of men. I can but do my best, but my best is very fine indeed." His voice softens and becomes intense. As he leans forward his face is somewhat illuminated, and his eyes look very dark. His deep voice continues, persuading you of his abilities.
"The most amazing of my services, though, I have yet to mention. My studies, which some deplore as ‘black magic,’ have granted me a measure of power over life and death. The temples of the gods keep their secrets well hidden, but I have found that it is possible even to restore life to a body, after life has fled." The sounds outside have stopped and it is suddenly very quiet here, as if everything is holding its breath in the face of this incredible claim. Dark continues in a hushed voice. "I cannot go into more details, for this procedure is my own secret, one thing that only I know, one gift that only I can give the world. However, it is costly, and horrendously difficult, to the point that I myself may be physically devastated by the procedure. Here again I can make no guarantees, but many an unfortunate adventurer has been brought to my door lifeless and cold, only to be restored to his or her comrades with joy after my own humble efforts." He has drawn your attention with his recitation, made you feel the tension and triumph he describes, and so you are startled with Dark suddenly rises to his feet, silhouetted against the lamps.
"Yorgala? I've had dealings with her on a few occasions. Demon-spawn that one, truly. I don't just mean foul tempered and evil, for she certainly is those things but her father is an actual demon. Tiefling blooded witch." his deep voice filling the house. "Makes her home in a forest grove west of the river. Not sure how exactly she manages out there, she aint welcome in the Ferry no sir. If you are looking to use my services, by all means go and see her, otherwise best steer clear."
"Now go!" he says, gesturing toward the door. He turns and with a gesture closes the lanterns, plunging the room into darkness. You hear his steps and then he flings open the door, giving enough light for you to make your way out. As you are stepping out, he urges you again. "Go on into your adventures and come back when you must, and from my knowledge and skills I will endeavor to provide you with what you need."
| Parfin Groud |
So what just happened? The half-orc says with a look of utter confusion on his face. Did we gain information or did he just make a sales pitch? Parfin looks back at the house as they walk down the stairs. If I do die, I'm not sure this would be the man I'd want to bring me back.
Felix Nin
|
Umm... He would probably bring you back as a animated corpse, I have studied a thing or two about the rejuvenation of the lifeless, while there are some epic spells that an arcanist can aspire too, truly bringing the dead back to life is in the hands of the divine. Felix shakes his head. Snake oil and theatrics, figures that would be what we would get by visiting him, I am surprised that he didn't just charge us for that speach. I am not a fan of this man.
| Kwin Avassar |
"I've heard of cases were wizards at the highest power levels have been able to do so successfully. Of course, they used the power of wishes that can tear apart the fabric of the world, but have accomplished it nonetheless. However, I agree. I certainly doubt Ullman Dark is capable of such things."
I think we are ready to head back to the spiked room, and see what we can do to get the other door open.
| GM - Mark Garringer |
Seeing the party making plans to return to the Mouth of Doom again, Amelia asks "Do you expect to return again tonight? Shall I hold your beds?"
The gateguards wish you good lucky and a safe return.
WM #1: 1d20 ⇒ 10
WM #2: 1d20 ⇒ 19
WM #3: 1d20 ⇒ 12
WM #4: 1d20 ⇒ 6
WM #5: 1d20 ⇒ 10
WM #6: 1d20 ⇒ 13
MoD WM #1: 1d20 ⇒ 9
MoD WM #2: 1d20 ⇒ 5
You safely return to the Mouth of Doom without any difficulties. As you make your way back to the spiked room, you can see lantern light and hear voices as your approach. "I told you I saw them. Looks like they already took anything of value out of here though..."
You also notice light spilling out from the open door further down the hall on the south side.
| Parfin Groud |
Parfin holds up his hand as they hear the voice. Pointing at Felix, he silently asks the investigator to do, well, investigate. Parfin will ready his weapon in case more brutal methods are needed.
| GM - Mark Garringer |
Felix creeps forward quietly to peek in the door...
Felix Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
WP Perc: 1d20 + 4 ⇒ (10) + 4 = 14
P Perc: 1d20 + 7 ⇒ (17) + 7 = 24
SS Stealth: 1d20 + 9 ⇒ (8) + 9 = 17
C Stealth: 1d20 + 7 ⇒ (4) + 7 = 11
You see two men in the room searching it. One is a dwarf with a greatsword, scale mail and a crossbow. The other is a Mwangi man with handaxes, studded leather and a heavy crossbow. They do not seem to notice you.
| GM - Mark Garringer |
Felix creeps back towards Parfin, motioning the party back further from the door.
"The voices are coming from a Mwangi man and a dwarf. Looks like they are looking for loot and suitably armed." Felix whispers in a hushed tone.
Felix Nin
|
Lets take a note from Ulman's book and make a grand entrance, perhaps set them off their confidence a bit. At least allow us a moment to get into tactical position. Who knows they may be allies and not enemies.
| Kwin Avassar |
"And I have heard rumors of bandits in the area, beyond the gnolls that we have dealt with. So many that they've formed a community in the wilderness nearby. Let's be ready in case they are part of that."
| Parfin Groud |
Parfin nods as if in agreement. Sounds wise. Well, who wants to do the talkin'? I'm only here for my good looks. The half-orge then give you his "best" smile.
Parfin will ask Lilia, Do you recognize the sounds of their voices? Maybe these men are someone you have heard about?
When the party is ready to enter the room, Parfin will go first, then step aside, weapon drawn, and allow the rest of the party to filter in with our "face" quickly engaging them, hoping to determine if they are friend or foe.
| Kwin Avassar |
Actually, it looks like Dobin might be the best to approach them with his Intimdate of +5. After that, it would be Rose with her untrained diplomacy of +2. After that, it looks like a four way tie between the rest of us with charisma 10 scores. :p
| Rose Silversting |
Good cop, bad cop!
"I'll charm 'em - you boys keep them in line. After you, Parfin." Unless Lilia suggests otherwise, Rose follows in after Parfin, allowing the big half-orc to step aside and reveal the tiny halfling!
"Nice to meet you. I'm Rose, and this is my crew. Who are you, and what are you doing here?"
| GM - Mark Garringer |
Round 1:
Lilia
Dwarf - 10 damage taken
Mwangi Axeman - 4 damage taken
Parfin - Touch of Chaos
Dobin
Rose
Kwin
Felix
Jericho
Action recap due to server outage/rollback yesterday:
Lilia hurled a dagger at the axeman and hit.
The dwarf infused Parfin with chaotic thoughts!
The axeman moved in on Parfin but missed his swing.
Dobin took a nasty swing on the dwarf, causing him to bleed!
At the end of the hallway an archer moves out from behind the corner and takes a shot a Jericho that missed.
Rose, Kwin, Felix and Jericho are up!
| Parfin Groud |
My post is gone but I do know that I missed, rolling a (5) on both my rolls for my attack in the first round. Does that Touch of Chaos go away next turn?
| GM - Mark Garringer |
Oops, yeah Parfin I saw your misses and then forgot to recap them this am. Touch of Chaos is 1 round, yes.
| Rose Silversting |
The interesting question is what happens when Touch of Chaos and Bit of Luck interact! Separately, I didn't see any post explaining what happened with diplomacy - did these guys just decide to attack us on sight?
Rose touches Parfin and gives him a bit of luck!
She then moves around behind one of the bad men to flank with Dobin!
| GM - Mark Garringer |
Rose - yeah sorry about that. When two bandits see an armed group approaching it's go time! I would say that ToC and BoL would just cancel each other out?
| Jericho Greywind |
Jericho moves north, out of the line of fire of the archer and into the room and then he tries to trip the nearest bandit with his halberd.
Trip: 1d20 + 9 ⇒ (9) + 9 = 18
He is using Combat Expertise so AC = 18
| GM - Mark Garringer |
Jericho rushes in and trips the Mwangi axe man with his halberd.
Round 2:
Lilia
Dwarf - 14 damage taken
Mwangi Axeman - 4 damage taken
Parfin
Dobin - Touch of Chaos
Rose
Kwin
Felix
Jericho
Lilia moves around back behind Rose and tosses a dagger at the dwarf!
Attack: 1d20 + 9 ⇒ (18) + 9 = 27 *hit*
Damage: 1d3 + 3 ⇒ (1) + 3 = 4
The dwarf again chants and discharges black-red energy, this time at Dobin!
1d20 + 3 ⇒ (15) + 3 = 18 *hit*
The axeman takes up a defensive posture with his twin axes and attempt to stand up.
Provoking AoOs from Rose, Jericho, Parfin and Dobin. Take your AoOs as part of you next post. If he should get killed by them then I'll take him out for next round.
All PCs may act!
| GM - Mark Garringer |
Dobin - yes. Kwin - no, neither. I had their inits mixed in my initial rolls but since you didn't see him yet I left him off the Round list. He acts after a certain PC posts. My bad for not including him now.
Round 2:
Lilia
Dwarf - 14 damage taken
Mwangi Axeman - 4 damage taken
Parfin
Dobin - Touch of Chaos
Rose
Archer - 7 damage taken
Kwin
Felix
Jericho
| Jericho Greywind |
Round 2:
Jericho looks astonished, as his fellow companions swing wildly, missing the prone warrior. He decides to take matters into his own hands and attacks!
Jericho's AoO
1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
Round 2 action: Jericho moves in for the kill on the axeman (if still alive); if not, apply attack to dwarf:
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d10 + 4 ⇒ (3) + 4 = 7
| Parfin Groud |
Parfin swings at the axeman as well as he tries to stand!
AoO: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Probably not.
Parfin will then take his normal attack whoever is in front of him or at whichever man is still standing.
Attack: 1d20 + 6 ⇒ (5) + 6 = 11 Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13
| Kwin Avassar |
Round 2
Kwin presses his attack on the archer, hoping to take him out quickly.
To hit 1d20 + 3 ⇒ (19) + 3 = 22
Damage 1d8 + 0 ⇒ (7) + 0 = 7
Edit: Added a 5' step for Kwin on the Roll20 map.
| GM - Mark Garringer |
Dobin's attack miss their mark, as does Rose, and Parfin!
Jericho, however manages to hit the axeman twice!
Kwin's arrow strikes the archer again, his elven eyes finding just the right spot.
The archer returns fire at Felix and then slides behind the corner!
Attack: 1d20 + 6 ⇒ (8) + 6 = 14 *miss*
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Round 2:
Lilia
Dwarf - 14 damage taken
Mwangi Axeman - 21 damage taken
Parfin
Dobin - Touch of Chaos
Rose
Archer - 14 damage taken
Kwin
Felix
Jericho
Felix is up!
| Rose Silversting |
Parfin gets two attack rolls for the previous round, thanks to Bit of Luck. He might hit on the AOO and attack rolls! Also, I think I forgot to post a regular action along with the AOO.
Round 2
Rose steps gingerly aside from combat. A duplicate Rose appears, and the two of them attempt to trip the dwarf! 5 foot step, Copycat, attempt trip, draw dagger (spring loaded wrist sheath)
Trip: 1d20 + 3 ⇒ (2) + 3 = 5. Failing miserably, she drops her whip to avoid getting tripped herself! However, a dagger suddenly in its place!
| Parfin Groud |
Oh yes! I forgot about that with the curse thingy going on.
Bit of Luck reroll for AoO: 1d20 + 6 ⇒ (18) + 6 = 24 11 damage
Bit of Luck reroll for Attack: 1d20 + 6 ⇒ (18) + 6 = 24 13 damage
| GM - Mark Garringer |
BoL and ToC are both active for the AoO. However the BoL reroll on the attack will bring down the axeman!
Calistria smiles on Parfin as his earthbreaker crushes the man's skull and spine!
GMBOT Felix moves into the room and takes a shot with his bow at the remaining dwarf!
Attack: 1d20 + 4 ⇒ (2) + 4 = 6 *miss*
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Round 3:
Lilia
Dwarf - 14 damage taken
Mwangi Axeman - 34 damage taken
Parfin
Dobin
Rose
Archer - 14 damage taken
Kwin
Felix
Jericho
Lilia moves in behind the dwarf, flanking with Dobin and jabs her dagger into him!
Attack: 1d20 + 9 ⇒ (5) + 9 = 14 *miss*
Damage: 1d3 + 3 ⇒ (3) + 3 = 6
The dwarf swings his greatsword at Parfin yelling, "Bastard!"
Attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 *miss*
Damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12
All PCs may act!