Dragon's Demand and Other Stories - Presented by DM Salsa (Inactive)

Game Master AdamWarnock

Part 1: A Simple Plan Gone Awry
In which a motley band gathers together.

Maps:
The Kingdom of Talendar

Our Cast:
Durok Greyman - Dwarf Cleric of Cayden Cailean: 14/14 HP
Jeram Nadad - Human (Taleni) Ranger: 12/12 HP
Senna Proviso - Human (Sraelani) Sorceress: 6/6 HP


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male 1 fighter (swordlord)/ Bard Hp:10/13 Fort:2 Ref:4 Will:2 Init:+6 AC:17 TO:14 FF:13 Percept:4

"I'd be happy to accompany you folk, to the garrison. Do you have any other family in the city?" Durok says as he tries to sound reassuring.

As the girls get their bearings, Durok looks over the sword left behind for marking that might give a clue to a possible motive.


Inactive

Chase: Phase Three:

Without really even thinking Calli barrels toward the lone assassin, arms out to try and catch hold before he has a chance to flee over the fence after his two friends.

"Oh no, yer comin' with me!"

Grapple: 1d20 ⇒ 10


Kassen Battle Maps

No post tonight. Didn't get home until about 30 minutes ago and I don't think I could keep things straight at the moment. Will make up for it tomorrow.


Kassen Battle Maps

Calli:

"Wha-? LEGGO YOU CRAZY B~*!&!"

The assassin screams as Calli grabs hold of her foot. She kicks down at the Grundian and while she isn't able to avoid being pulled from the wall, she does manage to get loose. She draws her sword and slashes at Calli, aiming for whatever vitals she can reach.

Attack: 1d20 + 3 ⇒ (9) + 3 = 12

But fails to even nick Calli's clothing as she backs away. Unfortunately for Calli, however, the crabapple merchant from earlier seems to have caught up to her.

"You! You ruined my crabapples!"

Calli's up. This should be fun. Do you flee or do you stay and fight?


Jeram:

You hear more commotion and avoid the Half-Pint and the Street of Colored Veils entirely as you follow your ears. You see two of the assassins slip into a maze of narrow streets and alleys that looks to be where the less affluent of Widewaters' citizenry lives. As you enter into the maze, you see two of the assassins picking their way through and arguing quietly.

Options:
- Find a guide (DC 15 Diplomacy or Intimidate Check)
- Where's the path? (DC 17 Perception Check)
OR
- Try to capture them.


The Chase!:

Here's a brief overview of the rules:
1 - Each section of the chase has two (or more if the thugs get lucky in making your lives harder) obstacles.
2 - You may move on to the next section of the chase by spending a standard action to overcome one of the obstacles in the section you are currently in.
3 - You may move ahead three sections if you manage to overcome both obstacles as a full round action.
4 - Failure means that you are stuck in the section you are currently in.
5 - Failure by 5 or more means that you are not only stuck, but must spend a turn extricating yourself from whatever mess you've managed to get yourself into.
6 - You may, as a move action, help the guard. To do so is a DC 15 diplomacy check to convince them of your sincerity. If you succeed, you make the DCs higher for the thugs for the next section, +1 section for every 5 you beat the DC by. (This is the new rule that I wanted to try out. :D )

The Chase!
Round 2

Section 0: The Crabapple Merchant PASSED!

Section 1: The Scene of the Crime PASSED!

Section 2: Dwarven Feud PASSED!

Section 3: Drunkle Gnome PASSED!

Section 4: Shortcut through the Half-Pint PASSED!

Section 5: The Street of Colored Veils
Characters: Calli (Being chased by the Crabapple Merchant), Alpha Assassin, Crabapple Merchant
Sunlight filters through a thousand veils of every color as they hang between buildings. Here clothes of almost any style can be found or made.
Obstacles:
- To the rooftops! (DC 13 Climb Check)
- There! A shortcut! (DC 15 Perception Check)

Section 6: The Warren
Characters: Assassin 2, Assassin 3, Jeram
Past the Street of Colored Veils is the Warren, a maze of closely packed buildings that house the less affluent citizens of Widewaters.
Obstacles:
- Find a guide (DC 15 Diplomacy or Intimidate Check)
- Where's the path? (DC 17 Perception Check)

Section 7: Party Crashing
Characters:
A thriving party fills the streets around one of the buildings at the edge of the Warren. Dozens of partygoers mill about in a half-drunken stupor as they sing offkey songs.
Obstacles:
- Keep your feet (DC 14 Dexterity Check)
- Make a hole! (DC 14 Bluff or DC 16 Intimidate Check)

Section 8: ???


GM Screen:

Assassin 2 Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Assassin 3 Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Assassin 4 DEX: 1d20 + 3 ⇒ (19) + 3 = 22

Crabapple Merchant Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

Chasin' down a dream...:

Jeram slows his pace slightly as he knows the assassins have him outnumbered. Still resolving to get the upper hand he peers around him at the area trying to determine where the path lies...

Perception DC 17: 1d20 + 5 ⇒ (4) + 5 = 9

...unfortunately each twisting curve of the alleys and streets look the same. Thinking quickly he spies a young girl who watches the scene unfold with wide eyes. Pulling into his pouch he pulls out a silver coin holding it up in front of her eyes. "Get me through here and this is yours."

Diplomacy DC 15: 1d20 + 0 ⇒ (4) + 0 = 4

Lousy time for some crappy rolls here :-\


Kassen Battle Maps

@Jeram: Are you trying to follow the last assassin? I'm just trying to make sure that you know that there's two of them in the same place as you and that you can try to catch them or something else I may not have thought of.


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

Ohh I get it now. Jeram was thinking of trying to get ahead of the two assassins because he thinks the odds are not in his favor currently. If he could get ahead of the assassins then he could either set up an ambush, or even track them to their hideout.


Kassen Battle Maps

Ah, okay. Unfortunately, Jeram's not going to have much luck with those rolls.


Inactive

The Chase Gets Wild:

Now fighting for what might possibly be her life, Calli's patience is at an end. She tries once more to grab hold of the woman (which might provoke an AoO) and bellows, "FOR THE LOVE OF PETE I'M TRYING TO CATCH A MURDERER, YOU STUPID @$$HOLE! GIVE ME A HAND OR GET ME SOME HELP; I'LL PAY YOU BACK FOR THE APPLES LATER!"

Grapple: 1d20 ⇒ 1
______________

Okay yeah, Calli would rather take this woman alive but she's not much of an up-close-and-personal fighter. If she starts getting shanked and/or this merchant starts trying to slap her around too then she's going to GTFO.


Kassen Battle Maps

Sorry Durok and Senna. I didn't mean to forget about you.

Durok and Senna:

the guards lead the two of you and the two women to the garrison. As you walk through it, you notice that there are several coats of arms emblazoned on the signs above the door. All four of you are lead to a comfortable, if small, chamber with a fire crackling in the hearth to help lift the chill inside. The guards ask for the elder of the two girls to come with them, leaving you and the girl who had been injured.

"Why did you come help us," she asks after a little while. Her voice is rough with grief, but steady for the moment.


Jeram:

You have little luck finding someone to help you after the young girl runs off. You also have little luck in finding a path to get ahead of the two assassins, but as fate would have it they aren't having much luck getting out of this maze either.

Calli:

Unswayed by your words as you half-lunge, half-stumble at the assassin, the merchant lets out what sounds to him as a fearsome warcry that's more like a squeaky wheeze and tries to grab you. You easily sidestep his attempt and he stumbles into the assassin cracking heads with her.

She tries to use the merchant as a distraction, but her head is still spinning as she reaches for him and stumbles as she misses and smacks into the other wall of the alleyway.

"AH! By DOSE!" she cries out as she holds a hand to her face as blood soaks the scarf hiding her face.

"You murdered my crabapples!" the merchant cries, seemingly missing the woman in black that had just tried to grab him.


GM Screen:

Assassin 2, Assassin 3 Perception: 1d20 + 3 ⇒ (12) + 3 = 151d20 + 3 ⇒ (1) + 3 = 4

CM Grapple: 1d20 ⇒ 8

Alpha Assassin CMB to throw the merchant at you and get away: 1d20 + 2 ⇒ (3) + 2 = 5

??? >:D: 1d3 ⇒ 2
Something will happen in 2 more rounds


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

Still Chasin' my dreams...:

Jeram knows he only has seconds and decides to take a bold risk, praying he can back it up.

Brandishing his sword out he announces himself loudly to the two assassins, "Give it up now. The Watch has already captured your leader and it will not go well should you resist further!"

Bluff: 1d20 + 5 ⇒ (15) + 5 = 20

Just trying to buy some time here...


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

w/ the Po Po:
Senna warms herself by the fire, only turning at the odd question. "It seemed the right thing to do."


Inactive

Calli:

"Okay, Ah've had it!"

Perhaps letting her frustration get the better of her Calli uses her powers to reach out and snag a flowerpot off a nearby windowsill before flinging it at the assassin - or perhaps dropping it, as the case may be.

Telekinetic Blast vs. Assassin: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

But as she continues to fail to do any good against the assassin - and with the idiot merchant continuing to get in her way - she finally reaches her breaking point...

"Yeah okay, I'm done, I'm out, y'all have fun!"

...and turns and starts fleeing back the way she came.


Kassen Battle Maps

Jeram:

"Is that right? What's to stop us from just guttin' you and slippin' the noose? Ain't seen no guards about," one of the assassins says as he and his partner draw their knives.

Jeram, I'm going to need either a bluff or intimidate check from you if you want to talk your way out of this one.

Calli:

As you leave the alleyway, you see a troop of six guards trotting up the street.

"Hold! State your business," the leader of the troop shouts as they spot you. Behind you, the sounds of the merchant and the assassin arguing echo from the alley.

What do you do?

Durok and Senna:

"So, you're not from here," the girl asks, her voice still soft, but a bit brighter than before as curiosity overcomes her grief for a moment.

GM Screen:

Sense Motive: 1d20 - 1 ⇒ (16) - 1 = 151d20 - 1 ⇒ (19) - 1 = 18


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

Chasin' down the Assassins...:

Jeram points the end of his own sword to the side of the alleyway, "Look there you fools," he adds with just a hint of false bravado, "Already they are moving to seal off your escape. This is your last chance for quarter here."

DM Salsa: Jeram rolled a 19 on his previous Bluff roll (the modifier should have been a +4). If that is not going to work then here is his Intimidate check: Intimidate: 1d20 ⇒ 5.
.
Looks like he is in for a fight now...


Inactive

Calli:

Calli stops and stares; the sensible half of her brain knows that they're just doing their jobs and likely haven't heard much, if anything, about the assassination attempt just yet. But the other half of her brain rankles at being accosted again after trying to do someone a good turn.

"Mah business? Mah BUSINESS!? There's a gad-danged murderin' assassin right behind me an' you're askin' mah business!?"

She throws up her hands.

"Look, Ah ain't goin' nowheres but Ah tried chasin' 'er down and nearly got my gob pushed in and that idiot feller back there wasn't helpin' matters! If ya hurry ya might be able t' catch th' lady 'fore she runs off again."

"And yeah Ah threw th' feller's apples at 'er tryin' t' slow 'er down; Ah already said I'd pay 'im back for 'em but he ain't much inclined t' listen t' reason," she adds.


male 1 fighter (swordlord)/ Bard Hp:10/13 Fort:2 Ref:4 Will:2 Init:+6 AC:17 TO:14 FF:13 Percept:4

It seems like we are spoilering everything (because we are separated maybe?) so here goes.

chat in the garrison:

"I am not from here, But tragedy knows no home and I have seen it before. It visits us all at one time or another. But I do know this, no matter how bad things seem to get, you will laugh again. You will never forget the pain of today, but the promise of tomorrow is still just as bright." Trying to get back to the more pragmatic part of the situation, he asks "Is there anyone in the city who could look after you for the time being? An uncle or cousin? A business partner of your fathers that could get you back to kin?"


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

w/ Durok & the Po Po:
Senna considers the question briefly. "Just arrived today. Last time I was here, I was a little girl. What about you, have you lived here all of your life?"


Kassen Battle Maps

Yup. Just makes it easier to keep things straight.


Kassen Battle Maps

Well crud. Sorry for the delay. This past week's been a little crazy. Other than that, I really don't have an excuse. Anyway, here's to getting this rolling again.

Jeram:

They believed you about what you said, but they still think they can slip out if they kill you. That said, I am going to give you an advantage and let you have the first strike.
Sense Motive: 1d20 - 1 ⇒ (11) - 1 = 101d20 - 1 ⇒ (1) - 1 = 0

"What?! I don't see nuttin'!" Both of the thugs turn to look down the way you pointed, giving you the chance to take them by surprise.


Calli:

The guards move around you to take the assassin and merchant in the alley into custody as their arguing grows louder.

"Well Miss, I think you'd better come with us. If you were a witness to a crime, then we'll need to get all of the information we can from you. If you'd be so kind as to join us, we'll do our best to be polite," the leader of the squad says, somewhat cowed by your temper.


Garrison:

"My sister and I have never left Widewaters," the girl says, her expression turning glum. "Delania is old enough to inherit, but we're all we have now."


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

Back to the Action!:

Jeram waves his sword off to the side, "Keep looking..." just before he strikes the closest one!

Shortsword: 1d20 + 2 ⇒ (2) + 2 = 4; damage: 1d6 + 1 ⇒ (4) + 1 = 5

Darn...not a rogue, he is...


male 1 fighter (swordlord)/ Bard Hp:10/13 Fort:2 Ref:4 Will:2 Init:+6 AC:17 TO:14 FF:13 Percept:4

Garrison Chat:

"The next few days will be hard, there's no denying, but I think I know someone who can help. There is a temple nearby. It's high priest is known to me. He is a good man who can help you through this time. You will need both counsel of affairs and counsel of your spirits. He can point you in the right direction for both. I assure you, the danger to you has passed, but I fear for those who pursued your assailants."
Looking to Senna, he continues talking to the girls, but seems to seek an answer from her.
"I would like to head back out to offer what assistance I can."


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Garrison Chat:
Girl wrote:
"My sister and I have never left Widewaters,"

"It might be good for both of you to get away from town for awhile. See new places and meet new people. I've traveled a lot and I've always found it a something of a cure for a heavy heart." She glances at Durok and gives him a minute nod, "I think the good priest's suggestion are wise. It will give you both the time to get your bearings."

She warms herself by the fire again, "As soon as the police are finished speaking with Delania, perhaps we can find out if the assassins have been caught."

I'm with Durok on trying to circle back around to our teammates.


Kassen Battle Maps

Jeram:

Your first blow goes high as the assassin ducks under it with lightning speed.

"C'mon, let's just get outta here," the one who wasn't attacked tells the other as he takes a step back.

"NO! His ass is mine," the other screams as he pulls his sword and lunges at you. The blade draws a deep gash in your side as you manage to avoid getting skewered, but the flash of red hot pain just below your ribs isn't exactly pleasant.

Shortsword: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

You're up.


Garrison:

Before the young girl can speak, the door opens and Delania is ushered back into the room by a couple of guards and a stern-faced captain with gray hair. She looks over all of you before pointing to the girl you had been talking to.

"Come with me Miss Goldson. We have much to discuss," she commands.

If you want to persuade the captain to let you go looking for Calli and Jeram, now's the time to do it. DC 17 Diplomacy check to not irritate her when you get her attention.


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

Back to the Action!:

Jeram barely has time to react before the blade slices deep into his side, and a wave of dizziness passes over him from the blood loss.

This probably wasn't the best of plans... he thinks crazily as he clumsily returns the blow...

Shortsword: 1d20 + 2 ⇒ (3) + 2 = 5; damage: 1d6 + 1 ⇒ (3) + 1 = 4

Crap...this is not looking good...


Kassen Battle Maps

Jeram:

Running away is an option, just saying.

Intimidate: 1d20 + 1 ⇒ (9) + 1 = 10 Lucky you.

"Heh, This'll be easy! He doesn't even know how to fight," The thug whom you attacked sneers, but his partner isn't up for a fight, especially with the possibility of the guard coming down on their head. He's running before the thug finishes speaking.

"Wha? HEY! Get back here," He shouts before turning back on you and cursing the fleeing assassin as he tries to kill you.

"Dammit! Just die already!"

Shortsword: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

Back to the Action!:

That blow puts Jeram at -1 hp.

As consciousness flees him, Jeram's last thoughts are of his friend Ithus.

Looks like you will need to find another one for your Order...


Kassen Battle Maps

Jeram:

Roll to stabilize. We're out of combat, so go ahead and roll until you succeed or are dead. Don't worry about rolling a new character just yet.


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

DM-Salsa:

Stabilize DC 10: 1d20 + 1 - 1 ⇒ (14) + 1 - 1 = 14

Success, He is stable at -1 HP.


Inactive

GM:

"Finally, someone talkin' sense," Calli remarks with a sigh of relief. "An' sure thing sir, Ah'll do what Ah can t' help. I think there might've been a couple other folks what could testify too; one of 'em took off after some of th' other goons an' I think two of 'em were tryin' t' see what they could do fer th' ones that got hurt."


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Garrison:
Senna frowns briefly at the captain's tone - unsure if the girls were in just as much trouble now as before. Patricide was certainly possible, especially in a rich family, but the girls seemed genuine in their shock and grief. Or perhaps the captain just had a sizable stick up her ass.

Nevertheless, she presses on. "Before you go, Captain... have you received any word about our acquaintances and the assassins they chased? We're concerned about them. If they haven't returned, could we join the search for them and the assassins? We're fifth wheels sitting here and we have skills that may benefit your men."

Diplomacy v DC17: 1d20 + 3 ⇒ (14) + 3 = 17


Kassen Battle Maps

Garrison:

"I'm afraid that I cannot allow you to leave just yet," the captain says with a note of sympathy in her voice. "You are all witnesses and your actions have marked you as the kind of capable people I'm afraid we'll be needing shortly. That said, I have reports that indicate that your companions have been found. If you can be a little patient with us, we'll have this all sorted enough before supper."

Jeram:

Your eyes flutter open as you feel an ache all over your body. The first thing you see is a wrinkled face framed by lanky, white hair and set with mismatched eyes in almost every sense of the word. A smile reveals the yellowed and crooked teeth behind the thin lips above the craggy chin.

"Shooooooo-ey Sonny. I'd thought we'd lost ya that time fer sure!"


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

DM Salsa:

Jeram tries to struggle to his feet but his body fails him and he collapses in a tangled heap.

"Wha...where am I? Where are the...Whoa re you?" the words tumble out of his mouth in a rush.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Garrison:
Senna lets her relief show. "I'm glad you found them, Captain. Thank you. Yes, we can certainly wait."

After the Captain leaves to question the other daughter, Senna take Durok aside. "We're the sort of people they'll 'be needing shortly'? That sounds ominous."


male 1 fighter (swordlord)/ Bard Hp:10/13 Fort:2 Ref:4 Will:2 Init:+6 AC:17 TO:14 FF:13 Percept:4

Garrison:

"You thought it sounded ominous?" Durok muses "I assumed she meant that we would be needed to be properly commended. A few drinks to wash away the taste of a bad day, or perhaps a small ceremony....followed by a few drinks...."
All this talk having gotten him a bit thirsty, Durok uncaps a small flask hanging from his belt and takes a sip,
"I'm Durok, by the way" he says with a tone almost too cheery and hopeful for the days events. "Durok Greymane, and I'm very pleased that you were here to help these poor young ladies through this unpleasantness."

...and supper....she spoke of supper. how could anything be ominous if it ends with supper?....


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Garrison:
Senna cocks an amused eyebrows at the dwarf's reaction, "So, you're an optimist. That's fun. I'm Senna... Senna Proviso. It's nice to meet you as well. Tell me, Durok Greymane, didn't your mother warn you against drinking alone?" Her eyes slide pointedly to the open flask in his hand.


male 1 fighter (swordlord)/ Bard Hp:10/13 Fort:2 Ref:4 Will:2 Init:+6 AC:17 TO:14 FF:13 Percept:4

garrison:

"My humblest apologies, My Lady!' Durok stammers as he realizes the open flask is in his hand. Passing it over to Senna, she is greeted by a cool, sweet cherry wine with a nice rose blossom finish.
"It's gotten to be a bit of a habit. And my mother, hahaha, she warned me of a great many things, but the one that comes to mind deals with Doe-eyed temptress'....." He responds, with a smile.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Garrison:
Senna waves off the apology as she takes the flask. "No apologies, Durok. I'm no delicate flower - and even less of a lady. I just need a drink." She salutes the dwarf with the flask and follows his example, sipping carefully. Her eyebrows shoot up in surprise. "This is delicious, but not what I expected. I confess I thought it would be something that either burned hair off my chest or caused some to grow." She returns the flask to the cleric.

To his observation about temptresses, she quips. "I wouldn't gainsay your mother's wisdom, but I'd think it would be preferable to have the attention of a doe-eyed temptress than a cross-eyed hag. If I spy either one, I'll be sure to let you know." She gives the dwarf a friendly hip bump. "Or were you speaking about me, you rascal? If so, perhaps I should get your mother's advice on honey-tongued dwarves."


Kassen Battle Maps

Senna and Durok:

Delania gives a watery chuckle at the banter between the two of you, but sobers as she considers your concerns.

"The guard doesn't operate that way. They are honest, for the most part, but many have ties to one faction or another in the guilds. Given my father's position and wealth, they're going to need a neutral party
that has the skill, honesty, and gumption to solve this,"
she says after a moment, "they're going to need you since you don't have those ties."


Jeram:

The figure pulls back, allowing you a chance to see that the person addressing you is a woman, a very ugly woman.

"Ah, full of spirit already! I'm Mammy Janks, the best damned healer in the guard. You're lucky they found you when they did. Might've died out there sonny!"


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

DM Salsa:

Jeram's mind flashes back to when the assassin's blade struck him down. "So the two killers I was pursuing, they both got away?" Shaking his head bitterly at the failure he slowly rises to his feet. "I must thank you again for saving my life Madame...err...Mammy," offering her smile of appreciation. "What of my companions who were with me? The Sraelani woman and the...other lady?"


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Garrison:
With alarming rapidity, Senna turns from light-hearted to serial-murderer serious. "You have suffered more than anyone should today. I hate to add to that burden but we..." she glances at the priest to be sure he agrees, "...don't know the players here or the game. If we're going to track down these bastards, we need to understand that. If you're able to speak about it now, could you tell us a bit about the factions, how they have their hooks in the Guard, what faction your family belongs to, and which factions are most opposed to it... I'm sorry to ask all that but time may be essential."


male 1 fighter (swordlord)/ Bard Hp:10/13 Fort:2 Ref:4 Will:2 Init:+6 AC:17 TO:14 FF:13 Percept:4

Garrison:

"Well, I won't claim any particular expertise in such matters, but I will lend my assistance as best I can." Durok replies, still a little unsure of what is being asked of him.
I did come all this way to meet new folk and experience new things...


Kassen Battle Maps

Jeram:

"Think nothing of it sweety, just be sure to give Mammy some sugar before you go," the old crone coos. "The others are waiting for you outside, though you might want to put some clothes on. I think Captain Widdershins will be mighty cross if you go distracting all the ladies by prancing about with your bits on display."

Senna and Durok:

"Thank you for your kindness, but I fear that you have misjudged the guard. Widewaters has no lord. It's left to the guilds to supply the guard, and many of the guard's officers are sponsored by the guilds who pay for their training and equipment. I won't deny that there are some who pander to those sponsors, but many are true to their oaths. It's just that those with opposing factions will never believe that," Delania says, her words ending on a sad note.


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

DM-Salsa:

Jeram glances down and sees he is indeed in his birthday suit. Fighting back a crimson flush he quickly gathers up his clothing and dresses himself up in his clothes, now looking rather torn and disheveled.

He quickly moves to the door and opens it up. "I, uhh, will get you some sweets...ahhh...when I return OK?" He responds hurriedly before quickly exiting the room.

Did Jeram lose any of his equipment?


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Garrison:
Senna digests the information. "What are some of the factions? Are there any that might wish your family harm and be willing to act on it?"


Kassen Battle Maps

Jeram:
No, he still has it all. It's even been patched up.

"Oh my," Mammy Jank says in a demure voice that might fool a credulous infant, "Take care of yourself, you naughty boy."


Senna and Durok:

Delania gives a helpless shrug, and it's clear her composure is starting to crack.

"I don't know! It could be any of several dozen families or groups. My father wasn't... He wasn't..."

As her voice cracks, she turns away and tries to discretely wipe away her tears.


No Peeking! 13 :: HP: 83| AC:27 ; T:22 ; FF:24 ; CMD:30/27 | Fort:+11 ; Ref:+11 ; Will:+12 (+19 vs charm/compulsion) | Init:+2 ; SM:+8 ; PER:+11 (Low Light, Darkvision 10’)

Garrison:
Senna puts a hand on the young woman's shoulder, trying to be consoling. "I'm sorry. I've asked too much of you. We'll figure it out. I'm sure the Guard will have clues."


Human (Taleni) Male Ranger 1 (Spirit Ranger) HP: 12 | AC:13 ; T:13 ; FF:10 ; CMD:15 | Fort:+3 ; Ref:+5 ; Will:+1 | Init:+3 ; PER:+5

DM Salsa:

Jeram smiles weakly in reply, "I sure will Mammy," after fighting off a shudder. He then hurries off to find Senna and the others.


male 1 fighter (swordlord)/ Bard Hp:10/13 Fort:2 Ref:4 Will:2 Init:+6 AC:17 TO:14 FF:13 Percept:4

garrison:

"Do not hide your tears, little one. You have earned them this day. Let them out without shame, they are the first step toward healing." Durok says, handing the young lady a kerchief from his pocket.
Trying to comfort her, he recalls an old trick,
"Do this for me, exhale slowly, and when you breathe in, think of a fond memory of your parents, then exhale again."


Kassen Battle Maps

Durok and Senna:

The girl just nods as she listens to the two of you. For a moment, there's just silence, then the opening of the door.

Jeram:

It only takes a little bit to find the room where the others are being held for the moment. Opening the door, you see the dwarf, the sraeli woman, and one of the two younger women, but no sign of the Grundian woman nor the one that was injured.

And we're all back together. Sorry for the brief absence.

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